Microsoft targets numerous segments of the population of many countries through advertisements of its Xbox. Microsoft, one of the most successful companies in the world, is using its innovations to take over the machine gaming market. Sony and Nintendo have been the gaming powerhouses for many years now, but are now starting to become overshadowed by the success of Microsoft’s Xbox. As long as gaming machines have been available, teenage boys have been the targets of the companies. One new strategy that Microsoft is using is the targeting of all ages and both sexes of consumers. While other companies continue to stay in the young kids and teenage market, Xbox is revolutionizing the target market of gaming systems. …show more content…
This fact has really hurt the competitors. Microsoft has been smart with its advertisements. They have made many simple television, magazine, and internet ads that have targeted all audiences. These advertisements do not use expensive celebrities, but they use what the segment for each game is interested in. They also relate the advertisements for certain games to the television show, or the magazine the target segment watches or reads. For example, on MTV, a station that is watched by a great number of teenage boys, an Xbox commercial came on emphasizing “hot” girls who are featured in a game. This tells men of all ages, but primarily teenagers, that if you buy this Xbox game, not only can you have fun for days playing it, but you can also see beautiful women while doing it. Another example is during an NFL football game, a commercial came on promoting a new football game for the Xbox. Marketing strategies such as these are what Microsoft has used for years to become the top company that they are.
Relatively speaking, Microsoft uses many of the same strategies for its promotions as Sony and Nintendo.
Product positioning is the most difficult aspect of Microsoft’s marketing strategy for the Xbox. Consumers know that Microsoft is a great company and most computer owners have positive brand images of Microsoft. This really helps Microsoft get a jumpstart on their new product. But, the hard task comes when Microsoft
Xbox One and PS4 are promising lots of entertainment options that will let you watch movies and listen to music on your console, as well as playing games. They both have deals with video-on-demand providers like LoveFilm and Netflix, and there will be "free" TV services like YouTube, iPlayer and 4oD.
In order for Microsoft to become the leader in the console industry, it is critical to know the kind of consumers that are going to be targeted. According to the Fundamental Marketing article by Isaiah King, the target market for Microsoft Xbox users focuses on three main components: demographic, psychographic, and behavioral (Fundamental Marketing 1). The demographic of Xbox users range from age, generation, and gender. The hardcore gamers age group range from 16 to 30 years old. However, generation plays a huge role in the demographics of the console. Students of 18 years and younger are aimed highly more than older people, as they are leaders of the digital innovation. This variable of the demographic is important, as this age group will be the future industry in new products.
Microsoft has their dominance of the industry at stake. They could potentially come out on top if left to continue their current tactics. They are masterfully “marketing their products” and it is paying off for them (Love, 1997).
-The main function of the Microsoft is Endorsement on all offerings, Example like press conference, game studio, hardware, certified partner and executive circle
As a result of the wide spectrum of products Microsoft offers, they communicate to a wide customer base. The company has implemented successful brand and communication strategies throughout their range of products which vary across software, entertainment, devices and gaming etc. The modern media mix typically used by Microsoft includes television campaigns and the internet to generate reach, mobile to drive engagement and social media to spark conversations and generate virility. However, in contrast with the other sectors they operate in Microsoft holds a smaller market share in the smartphone and tablet industries. This means that Microsoft needs to implement branding and communication strategies that focus on gaining new customers rather than
Microsoft’s popularity has become an icon in pop culture. The game has been seen in television show “South Park” and talked about on “Conan.” Unbelievable creations of “Game of Thrones,” “Star Wars,” “Star Trek,” and others have been assimilated. It has also been reference in Lady Gaga’s “ARTPOP” film.
With 132 million gamers who are 13 years and older, the video game console audience is larger than the PC audience. Most people see the ads will buy is from the age of 18-34, and young man play video games 12.5 hours each week. Jessica Ramirez seeks to address in the pass, how does “static” and “metrics” affect advertisement stuck in the games sectors, Static is meaning people were built into the code when the game left the factory and couldn’t be changed or updated, most people could missed the advertisement from time-sensitive promotions for products like new movie releases. Metrics is kind like a rule, player need to proceeded to level 10 in the game then the ad will show up. The problems got fix by two companies, which are Nielsen and Massive Inc. The technology is amazing, it can tell you down to the nth degree how long your ad was looked at, even the angle and who was looking at it. After the new ad serving technology, the market for advertising had race the dollar from 56 million to 733 million. On the other hand, because the console market is a
more cheap than other offers, and you can get free games. I think that Xbox live is worth it because of these 3 reasons. There are multiple reasons, but these 3 are the ones that are most important. Xbox live or Xbox gold is a subscription which allows Xbox players to play online with friends. It can range from 1 week to 1 year. Xbox live can give you offers, that are only for people who have subscribed.
The XBOX is now a 6th generation video game console that is manufactured by Microsoft. The machine itself was released in November of 2001, just in time for the 2001 Holiday Season in the United States, then subsequently worldwide. The decision to manufacture and release the system was Microsoft's first plunge into the gaming console market and designed to compete with the Sony PlayStation 2, Nintendo's GameCUbe, and Sega's Dreamcast. By November of 2002, Microsoft launched the Xbox Live service that allowed players to play interactive games online (Gamer's Catch, 2006). Looking at the evolution of the system, however, we now know that the Xbox began to be discontinued in late 2005 (in Japan) and then in early 2007 in North America. The last game was released in August 2007, and even support for out-of-warranty consoles was discontinued in 2009, with all new faulty consoles replaced with Xbox 360. Xbox Live support was discontinued in April 2010 (Whitten, 2010).
In July 1999, Microsoft legitimized its expansion beyond its core competencies, to invade the gaming hardware market with Xbox and made its impression on the thrill and action seeking needs of the sophisticated video gamers. It aimed at
Another strength that the Xbox One has is that it is financially backed by Microsoft. This company is very successful and can continue to finance the Xbox One, even during times in which the brand is having any difficulty breaking even or making a profit. Microsoft is also one of the most prominent technology companies in world, which is due in part to its willingness to continue to innovate through research and development. Because of this, many of Microsoft’s technological achievements have been incorporated into the Xbox One. For example, the Microsoft Cloud, which improves the quality of Xbox Live for many gamers as it speeds up load times and causes no host advantage. Microsoft’s achievements
My Xbox is where I feel at home. I feel at home because no one can interrupt me when I'm playing. I can play with friends even when they’re not next to me.
There are elderly, college students, professionals, blue-collar laborers, Kmart shoppers and Gucci shoppers, “tweens”, kindergarteners, skaters, runners, bikers, mechanics, bioengineers, brain surgeons, and gamers who make up the regular users of Xbox Live. There is no set and single “group” of people, and no certain organization, that utilize this information management system. It would be like trying to decide a single entity that uses Amazon Prime or I-tunes Music. One does not even have to be all that tech-savvy to use it. If a person can use a remote control, they can use Xbox Live. Back in 2010, when the first real Xbox Live Service was started, it was one hundred percent gamers, as that was the only use for the system back then. Now, over 40% of usage on Xbox Live is non-gaming related, people using the system for many other things it is now designed to offer (Wilhelm, 2011).
Microsoft are situated within the top 20 largest companies functioning in the world, with turnover figures of 60-70 billion dollars a year (E-how, 2011).
Microsoft operates in many geographic locations around the world and are behind the world’s most popular desktop operating system in the world. Microsoft is primarily a software company but have flexed their arms into internet services and are behind certain products in consumer market which is directly against Google. Microsoft’s market includes end-customers, enterprises and institutions just like Google. Some of the key Microsoft products are Bing which is a search engine just like Google.com and Microsoft ad center which is a direct