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Social Gaming & Its Prospect in Bangladesh

SOCIAL GAMING & Its Prospect in Bangladesh 4% Top Developers 1% BRein 3% SIMS FARMVILLE 5% Mafia Wars 21% 96 titles The, 2% Social 33% POPULAR ANGRY BIRDS MA zyngapoker 105 Titles in Bangladesh FRIENDS zynga W wooga world of gaming EA 8 BALL POOL 8 titles 4% 5% 8% MULTIPLAYER HOWZAT CRICKET with WORDSfriends 57 titles ECTRONIC AR [% of social gamers playing a particular game] Demographics Comparison 80% [Year: 2012] Bangladesh Vs. The World of the correspondents have played at least one Facebook game 0% <16 <18 1% 5% 14% 7% 16-20 18-21 - Age 74% 21-25 21-29 Consumer Behavior 19% 26-30 30-39 21% 0% 31-35 40-49 20% 0% >35 49> 38% of Respondents in BD Gender of the correspondents from Bangladesh are willing to purchase virtual in-game items using real money Undergraduate male students are the prime demography 85% 15% 54% 46% Middle-age women constitute the prime demography 10% High School or less College Bạchelor's Degree 3% High School or less 21% Education 36 28% 0% The availability of Paypal payment doubles that figure College Bachelor's Degree 20% 54% Post Graduate 19% Post Graduate 15% 80% have been playing Facebook games for at least one year 38% 59% 31% 49% think that most social games are exploitative in nature Why play social games 83% 31% 13% 11% of those who complained to the stuff think that game support stuffs are helpful 8% are willing to spend as much as 100 Why Zynga is Failing tk per month on in-game purchase Mix Product Dec 2011 Dec 2012 Easy and repetitive No subscription fee For all age groups Social Interaction 53% would stop playing games if the developers were to sever ties with Facebook Personal Evidence A Broken Game Model User IDs Place Facebook Anytime and Anywhere Score Records Poor Customer Service Interface !) Exploitative Advertising Caution! Over-reliance of Facebook • Free to play • Create leverage • Widely available • Pure-play 7P minimize cost • Fast market expansion rate because of Chinese smart phones People Game Developers Customer Service Process Pure Online Gameplay No direct Interaction Bangladesh can create opportunities by: • Promotion via user feed • Chance of becoming the market leader • Expand user-base via development for new platforms Promotion Targeting niche markets and choosing game language accordingly Word of Mouth Price Special Offers Initially free Additional costs Free Trials Developing games for mobile devices In game advertising Pay for virtual Items Detailing games in a completely local fashion Collaborating with mobile service providers • Threats of losing user base • Over-reliance on Arranging activities with gamers on occasions to create a sense of physical presence due to inability to innovate Facebook • Second-movers entering market • Expansion depends on other flourishing businesses Ability to obtain capital to support growth Bibliography & References • • • • • • • • • Legal and political factors • Hawkins, D. I., & Mothersbaugh, D. L. (2007). Consumer Behavior (11th ed.). New York, MA: McGraw-HillIrwin. • Kotler, P.,Kotler, K. L., Koshy, A., & Jha, M. (2009). Marketing Mangement (13th ed.). India, MA: Doring Kindersley. • Lovelock, C. H., Patterson, P. G., & Walker, R. H. (2007). Services Marketing (4th ed.). New South Wales, MA: Pearson. • Yang, H., Wu, C., & Wang, K. (2007). An empirical analysis of online game service satisfaction and loyalty. ScienceDirect, 36 (2009), 1816-1825 S.W.O.T. Gameplay Free/Free trial Social Interaction Spare time Graphics/Interface Other

Social Gaming & Its Prospect in Bangladesh

shared by zulqarnayen on Dec 23
This poster was a part of Services Marketing Course Assignment (MBA Program) at Institute of Business Administration, University of Dhaka




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