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GAMING THE

GAMERS
GROUP 4
PROFILE

Typically
STAGES
males in
their late
Past experiences: Exploration based on reviews
01 from techies, genres, and personal preferences.
twenties.

Persona Awareness: Feel the product, hear reviews from peers


02
example:
"Ian," a 28-
year-old Choose: The person explores the product, do their
gamer. 03 research on the product

Purchasing: Quick selection of store, often preferring


04 in-store purchases.

Play: Experience the product, play with friends and


05
increase their social reach

Sharing: Discussing games on forums and social media


06
and providing reviews.
INFERENCES TO CONSUMER NEEDS AND MOTIVATIONS
Consumer Needs and Motivations:
01
Need for informed decision-making: Relies heavily on reviews
and genre-specific information.
Social Engagement: Prefers playing with friends and discussing
experiences online.
In-store Experience: Values the ability to try and purchase
games in physical stores.

Products or Services to Address Insights:


02
Enhanced Review Systems: Develop platforms that aggregate
and personalize game reviews.
Social Features: Create features that facilitate sharing and
discussion within the gaming community.
In-Store Promotions: Offer exclusive in-store trials and events
to attract this segment.
THANK YOU

SUBHA SHIVUMA VANSHIKA DHIMAN ABHINAV SHEKHAR

PRANJALI SINGH DEVESH SINGHANIA

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