Consumer Behaviour Models
According to Chand (2016), consumer behavior could be referred as a kind of study of how individuals, groups, or organizations choose, purchase, utilize and manipulate for goods, services, and ideas to fulfill their personal’s wants and needs. Due to this statement, Jaideep (2016) mentioned that consumer behavior was considered important because it helps marketers to understand well about the reasons for a consumer to purchase particular goods or services and also find out the best way to present the goods or services to their customers in the marketplace. Therefore, Vesla Technology must create a customer profile which including consumer behavior models or theories as a basis of the profile in order to know well about their customers and come out with the best way to present a multiplayer virtual reality (VR) video game to those consumer. Overall, the three main models which need to include into the customer profile for a multiplayer virtual reality (VR) video game was economical model, psychoanalytical model, and sociological model (Vikram, 2013).
Economical Model
The first consumer behavior models which will be include into the customer profile for a multiplayer virtual reality (VR) video game was economical model. According to Vikram (2013), economic model
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To explain with this statement, the lower the price of a multiplayer virtual reality (VR) video game, the more the quantity will be purchase (Vikram, 2013). Therefore, Vesla Technology should not make the price too high in order for them to attract customers easier. Overall, the sales of a multiplayer virtual reality (VR) video game will be ensure can generate steadily, if Vesla Technology are able to come out with an affordable and reasonable price that could be accept or afford by their target
Two of the environmental factors that CVS uses the most from the Consumer Behavior Model is offering and cultural. CVS’ marketing stimuli of offering value to the customers by having a pharmacy along with household products, as well as the Minute Clinics located in many of the stores to have the convenience of a one stop shop. In fact, CVS is the largest integrated pharmacy health care provider in the US and operates retail and long-term care (Market Line, 2017). The company offers the atmosphere of everything needed in a small and convenient sized store, located on the corner of almost every five-mile stretch (Feyder, 2012). With today’s fast paced lifestyle, customers want to rush in the store, get what is needed, and head to the next
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
Much of what is being focused on for VR is the sense of realism. This presence of realism is what will sell VR to its various users. The biggest drive for acquiring VR will come from its interactivity to each other, and to the devices.
More and more people in society are turning to virtual realities as a way to escape their lives or the body they’re in. Several games and software have been released allowing people to do so, such as Sims, IMVU, and Cityville. In these online worlds people can have virtually whatever they want, from the biggest house on the block to the nicest cars. “The first
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
People can create entire games, worlds, and experiences for users to explore at their leisure. For example, Philip Rosedale, the creator of Second Life (a social online game), is currently creating a new social experience for Virtual Reality. David Kushner writes, “Most VR experiences—such as games and films—are designed for a single person. Social VR is all about sharing moments with others. The concept is an evolution of his pioneering virtual world, Second Life” (34).
Virtual Reality is the newest cutting edge technology that is hitting the stores in massive amounts and taking over the video game industry. No one can deny that the technology is pretty impressive and fun to use. VR is accompanied with products such as the Oculus Rift that help the reality come to life. The Oculus Rift is a special type of goggles that is strapped to your face and allows you to view virtual reality games. With the direction and improvements in this field of technology, it can start to make you wonder how this can be shifted to be very beneficial to the society as a whole. With the uproar that Virtual Reality is causing in the video industry, how could it affect the medical and educational
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
Cartwright illustrates the possibility of getting lost in cyberspace and the effects it has on a human’s psyche. The author illustrates that virtual reality will become so immersive that the consumer’s mind will not be able to distinguish what the real world is and what cyberspace is. He discovers that if you have the field of view within the experience, then the brain will be tricked and all perceptions of what is happening in cyberspace will give the user a sense of immersion.
It is written by famous scholars and is published by a respected, well-known publishing house. In addition to that, the content of this article covers a part of the thesis I will raise in my final one. However, there are also some deficiencies in the source. First, the author of this article is not a focused expert in the field of virtual reality though he did a lot for the technology. Second, the source only talks about the help that VR technology did in the process of experiment. It didn’t cover wild enough to meet my need. Moreover, the publication date is a little long before now. That means it may miss the swift changes of the technology during these years. Since it is significant to catch up with the progress of modern technologies, the value of this source is still to be
Virtual Reality is a new medium for entertainment that companies like The North Face and Moosejaw, a very popular outdoor retailer, are using to their marketing advantage. They created a way for the average person to experience adventure that they would never otherwise experience. The videos are full of shots of the Athletes wearing and using The North Face gear. “The North Face and our athletes are always looking to bring people into our expeditions and spark people’s interest in getting outdoors,” said Aaron Carpenter, Vice President of Marketing, The North Face (Jaunt). The North Face creates products for the adventurous but also wants to target people who spend little to no time outdoors. Customers who rely on their products for performance are loyal to the company because of their high quality level and product
Furthermore, according to Shaojing Fan, Yongping Zhang, Jianbo Fan, Zhongkun He and Yu Chen (2010), virtual reality is an emerging technology with a variety of potential benefits for many aspects of education, medical treatment, and scientific research. One of advantages of Virtual Reality is people can immerse themselves in an environment that would generally be unavailable due to cost, safety or perception restriction. Research by Abulrub, Attridge and Williams (2011) suggested that a new generation of engineering students is entering higher education level with their own worth computing knowledge and skills. They also have high expectations that their institutes will introduce them to suitable technologies for their successful transformation into industry. Technological requirements encounter academic institutions to adopt appropriate and suitable strategies in order to meet all of educational demand. Hence, virtual reality is one of the best solutions as its solution and advancement in immersive and interactive technologies can give visible and noticeable effects on different style and learning. Moreover, virtual reality known as technology that is attractive to students.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.
The black box model shows the interaction of stimuli, consumer characteristics, and decision process and consumer responses. It can be distinguished between inter personal stimuli (between people) or intrapersonal stimuli (within people). The black box model is closely related to the black box theory of behaviourism, where the focus is not set on the processes inside a consumer, but the relation between the stimuli and the response of the consumer. The marketing stimuli are planned and processed by the companies, whereas the environmental stimulus is given by social factors, based on the economic, political and cultural circumstances of a society (Chuahan, 2013). The central aim of effective marketing management is to discover what goes on in the mind of the customer- the black box (source).