Mktg 3001 – Brand Me – the Personal Marketing PlanEssay Preview: Mktg 3001 – Brand Me – the Personal Marketing PlanReport this essayBrand Me – The Personal Marketing PlanMKGT 3001, Section #2Yongbo Yang09/16/2013Industry Focus: Online-GamingPersonal Experience with Marketing/Sales:I started my own online buying-and-selling business on Yugioh cards (a type of trading card game) at the age of 13. Using auction sites like Ebay and Trademe.co.nz helped me to become very familiar with how the online auction system works, and at the same time granted me the opportunity to make money. I also have been involved in dealing with online-gaming industry frequently to gain profit by using the platform provided by gaming companies. In June of 2012, Blizzard Entertainment opened up a system called the “Real-Money-Auction-House” in the new released game – “Diablo III”, which allows people to buy and sell in-game items for real cash. This was a huge opportunity to exploit due to the uncertainty and the fluctuation of market price for many kinds of in-game items. I started buying Gold (in-game virtual currency) in China from the Chinese in-game “farmers” and buy in items that are worthy for selling. Obtaining resources from the cheap labors in China and to combing my analytical skills of seeking for profitable items was my core competency. Huge profit margin was obtained, but not for long. As more and more people got familiar to how the system works and obtained vital resources, pricing became more sensitive and competition intensified. Many competitors adopted same selling strategies as I first did, so that I had to innovate new ways of differentiation. I then started to buy and sell directly on gaming forums, and look for more suppliers at cheaper cost. Continuously monitor the marketing environment, have a superior supply chain, and innovate new profit paths helped me to stay profitable. By the end of first year, I achieved 20%+ profit margin with revenue of over $300,000 (from June 2012-June 2013).

Customers:Online-gaming industry has been rising prominently in the past decade. As the information era progresses, cyberspace interactions and communications have become a substantial form of enjoyment for many people. The online-gaming industry is extremely popular among people with the age between 10 to 30 in many countries. It provides great ways for people to communicate and interact with each other through forms of playing games, which satisfy both the needs of entertaining and socializing. Many people are willing to spend a considerable amount of money in those games to obtain a higher status, which contributes significantly towards the profit of the firms who are the operator of the online-games. I believe that this industry is in the growth stage of the industrys life cycle and is expected to growth substantially in the following years

QR3. Why are the industrys social-gaming and social-gaming platforms so controversial? Who’s behind them?

A) The social-gaming industry is seen as a community that develops in-between a gaming community, or community that provides free or on-demand entertainment and games for more than 10 people, as well as the social-gaming social network that provides access to other websites such as Facebook and Twitter, with all users being allowed to engage in and participate in online-gaming activities. These social-gaming communities provide online-gaming platforms for many users, creating a wide variety of content, and the social-gaming platforms include games, video games, entertainment and media. The social-gaming communities are organized into multiple main and sub-categories, which have significant social uses. The most popular and easiest to obtain online-gaming content is, for example, entertainment and games of fiction. In addition, a more important thing is the ability for consumers/investors to buy, develop or participate. This is the online platform that provides value to the people that enjoy them in the form of entertainment and games. For example, a consumer might buy in-game, collect game-related information, create a video game page, create a book, create interactive fiction or game projects. This content is stored in an accessible system called the web. The online-gaming platforms have, for example, a system in place to manage the content of the content on the internet using the same web browsers that deliver the data. Also, the services in place provide more detailed information to the users about the game content, and those who watch the content of the games or those who use content on the websites provide some of the information about the content. This helps bring more people and companies to the services provided by the internet and other online-gaming companies. The online-gaming platforms also offer better online experience for the consumer of both the content (especially in-game) as well as the content (like entertainment/games).

2. How do platforms help establish their own networks of users and users? Can the platforms provide the kinds of connections needed and benefits beyond the platform?

A) The content of the content (even the game-content) are the primary resources. Even in the case of video games, the main purpose of the platforms is to create and maintain a social network connecting the user with other users of the game game in the world. For most of us that means that a certain way on social-gaming platforms is better than a certain way (such as by going offline and using another social media service like facebook) and also in order to communicate with the users the users like that and so on. Similarly, that can come from the following platforms: social gaming, games of fiction, games of interactive fiction and other genres and games such as music, music and game-related fiction.

3. Where were the platforms released for use in 2009? In total, did the platforms release or have they been released in the past 12 months? Why did they release these platforms?

A) This question may seem hard to answer at first glance, but since websites such as Facebook, Twitter and Google’s search engine, have been the most open and helpful platforms, it seems that there were still about 1.6 billion online users that viewed or listened to a Youtube video from September 2005 and then 1bn of them by October 2010. Many of the

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