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Essay / Research Paper Abstract
This 14-page paper is an example of a marketing plan to market a fictitious drink-driving game. Bibliography lists 15 sources.
Page Count:
14 pages (~225 words per page)
File: AS43_MTvirdrim.rtf
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Unformatted sample text from the term paper:
al, 2006). Further adding to the problem is that current methods of prevention (or deterrence) havent had much effect. Advertising against drinking and driving doesnt do much; only a person
who has climbed behind the wheel drunk and has had terrible consequences might get an inkling of what can happen. Drunk driving doesnt
just impact the drinker and the unfortunate person he or she hits; it impacts society in terms of health care costs for treatment and law enforcement costs to get these
drunk drivers off the road. This is why IVC, a gaming company, has developed Video Drink Driving Game (VDDG), a "game" geared
to provide a lifelike virtual reality experience to the user. VDDGs goal is to teach users the consequences of drunk driving by offering a hands-on, interactive, lifelike experience of what
could happen if a person drives drunk. However compelling or amazing a product might be, however, it wont go anywhere without a solid
marketing strategy. The following is a marketing report to assist IVC in ensuring that its VDDG is priced, promoted and placed properly to the right target audience. Target Markets
There are a couple of target markets for this particular product. The main target market will be young drivers, between the ages of 15
and 22 years of age. However, as the "distribution" of the game will be through law enforcement agencies and educational institutions are part of a prevention and intervention method, these
institutions will also be an important part of the target market. The goal is a combination of a push and pull marketing strategy to communicate the message to the young
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