The focus group of potential customers of Venturing is educators because educators will buy every year for students. They are loyal customers if Venturing adds more features and modifications to the game. Every new school year, more educators buy Venturing for their classes.
Competition
The model for Entrepreneur. Inc is direct sales because it could reach large educators than any other kinds of model. The competitors for this computer game are Sim City of Maxis company., Civilization 50.00 of Microprose simulation company., Caesar of Sierra On-Line Entrepreneurship, Inc. and Scholastic from Future Endeavors Treetop Books (New Co.<1yr.old).
The four possible competitors above do not combine a game with the materials for education. The competitor closes to Venturing game is Maxis because the aim of Maxis to education the young adults and adults about transportation. It is more attractive to educators than many other games in the market beside Venturing. The special of Venturing game is to train the future entrepreneurs that make this game different than the competitors.
The market segments for Venturing are demographics, customer types and prices. For demographics. Entrepreneurship, Inc will sell to three groups such as young adults, adults and educators. Young adults are the group who is from 15 year olds to 25 year olds. Adults are the group of people over 25 years old. Educators include the junior high or high school teachers and the colleges and
As for our market segmentation the concentration will be on teens, young adults, and parents. Since teens don’t typically cook a lot we believe that there should be a chance for success in this area because we are offering quality products at a cheap price. The same could be said about the young adults as they could be new into the work force and looking to get the most food for the price and this is something that we will be able to provide for them. With all of this being said our main focus will still be with parents and families. This is because we want to gain customers at a young age and hope to maintain these customers for the period of their entire lives. If our business is able to obtain life-long customers it is sure to be a success and this is what we are looking for with our business.
Bygrave, W.D. & Zacharakis, A. (2014). Entrepreneurship, 3rd ed. Hoboken, NJ: John Wiley & Sons, Inc. ISBN: 978-1-118-58289-3
• To enter the game industry is difficult because new entry should possess high technology skill, high capital and well distribution, it’s not easy to new entry.
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MGI’s team has diverse talents: Igor and Roman are accomplished musicians. Sasha has a keen business and finance acumen, Alex has substantial experience in music and business, Dav is software developer and an MBA student at MIT, Dana is a finance and banking major and currently a HBS MBA grad while Henry is an investment banker, has experience in business development and is currently also an HBS MBA graduate student. MGI’s product is a critical success but a commercial failure. The founders wish to market it as a game while the student team believes it should be used as an
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Marketing is an important area in any company. Integrated marketing is an area of the marketing world. This type of marketing can increase brand value and this allows for a high turnover on the company’s investments. We will review a company and describe the purpose and value of integrated marketing, as well as showing what value the plan adds to the company.
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There are some segmentation for their target market, such as young customer, young executive, executive and expatriate.