CIM Assignment - Digital Marketing - [on Electro-Serv (Pvt) Ltd]
CIM MIR Certificate Assignment Dec 2010
-
Upload
nauman-khan -
Category
Documents
-
view
676 -
download
3
description
Transcript of CIM MIR Certificate Assignment Dec 2010
Marketing Information and Research Microsoft’s Xbox 360
1
LSBF-MIR- Dec10-12915926
Research Proposal
To: Research Manager
From: Research executive
For: Microsoft’s Xbox 360 Department
Subject: website effectiveness
Date: Nov, 2010
Contact: Kyle Swanson (Research Director)
Total Word count: 7500
Marketing Information and Research Microsoft’s Xbox 360
2
LSBF-MIR- Dec10-12915926
Contents Background ............................................................................................................................................. 4
Rationale ............................................................................................................................................. 5
Objectives ............................................................................................................................................... 5
Research Approach and methodology .................................................................................................... 6
Secondary Research ................................................................................................................................ 7
Purpose ........................................................................................................................................... 7
Procedure ........................................................................................................................................ 7
Evaluation of Secondary data ......................................................................................................... 7
Primary Research .................................................................................................................................... 8
Qualitative Research ........................................................................................................................... 8
Purpose ........................................................................................................................................... 8
Sampling .......................................................................................................................................... 8
Recruitment .................................................................................................................................... 9
Location ........................................................................................................................................... 9
Moderator ....................................................................................................................................... 9
Discussion guide ............................................................................................................................ 10
Analysis ......................................................................................................................................... 10
Quantitative research ....................................................................................................................... 10
Purpose ......................................................................................................................................... 10
Sampling ........................................................................................................................................ 10
Recruitment .................................................................................................................................. 11
Procedure ...................................................................................................................................... 11
Analysis ......................................................................................................................................... 12
Reporting and presentation procedures............................................................................................... 12
Timing.................................................................................................................................................... 12
Fees ....................................................................................................................................................... 13
Personal CVs .......................................................................................................................................... 13
Related experience and references ...................................................................................................... 13
Questionnaire ....................................................................................................................................... 14
Introduction ...................................................................................................................................... 14
Start ................................................................................................................................................... 14
Questionnaire field guidance ................................................................................................................ 21
References ............................................................................................................................................ 24
Marketing Information and Research Microsoft’s Xbox 360
3
LSBF-MIR- Dec10-12915926
Introduction .......................................................................................................................................... 25
Findings ................................................................................................................................................. 25
Online questionnaire ........................................................................................................................ 25
Reasons for increase use of online questionnaires ...................................................................... 25
Sampling issues involved in using website to obtain respondent for survey ................................... 26
Comparison of response rates of an online with an offline questionnaires ..................................... 26
Approaches to address issues relating online questionnaires: ........................................................ 27
Advantages and disadvantages of adopting online questionnaires ................................................. 27
Advantages .................................................................................................................................... 27
Disadvantages ............................................................................................................................... 28
Conclusions ....................................................................................................................................... 29
Bibliography .......................................................................................................................................... 30
Appendix ............................................................................................................................................... 31
Marketing Information and Research Microsoft’s Xbox 360
4
LSBF-MIR- Dec10-12915926
Task One
To: Research Manager
From: Research Executive
Subject: Xbox website effectiveness
Date: 26-11-10
Background In 2000 Bill Gates decided to enter into game console business, making Microsoft a diverse
business rather than just focusing on software development. This step was taken to expand
Microsoft market to new limits. The Xbox 360 is a leading gaming console by Microsoft, the
giant software development company. With a massive processor Triple Core IBM PowerPC
with a stunning speed of 3.2 GHz and a graphic card of 512MB powered by ATI technology
made Xbox 360 the most powerful gaming console in the market. Launched in 2005 Xbox
360 still comes with same specification but it was made so powerful and keeping the
technological advances in mind, it is still the most wanted console in the world by game
lovers. So customers don’t have to spend their money again and again to buy an updated
version of console like Sony’s PlayStation and Nintendo. Soon after its launch Xbox 360 left
behind its competitors and captured most of USA gaming market. Xbox 360 had three
variations The Core, The Premium and The Elite.
The Xbox 360 customer base is quite large. Children of age 8 to people of age 40+ like this
console. With Kinect now Xbox is trying to capture mums and old people as well. So actually
Xbox 360 captures game lovers of all ages.
The Xbox 360 comes with Xbox Live where gamers can play online and compete with
millions of its users online after buying a Gold membership from Xbox. Xbox 360 also comes
with a motion sensor device called Kinect to play games using your body as a controller.
Kinect is going to change the face of console gaming as it is the most intelligent gaming
device ever invented. Consumer can use Kinect for number of purpose for example
controlling Xbox 360’s general function using their voice, playing games without using any
game controller and using Kinect to help them in exercising and keeping their bodies in
shape. Xbox 360 also provides online console registration which helps customers to seek
help when there is any problem with their console. Xbox 360 also provides customers with
its own games which are exclusively available to Xbox 360 like Halo, Fable, Left 4 Dead etc.
These must play games are only available to Xbox 360 and a must have product.
Marketing Information and Research Microsoft’s Xbox 360
5
LSBF-MIR- Dec10-12915926
Xbox 360 owns 20% market shares of gaming console market. Xbox 360 is competing with
big names of gaming industry which are in the business from a quite long period. Xbox 360’s
competitor Nintendo owns 49% of market share and Sony’s PlayStation owns 31% of market
share hence making Xbox 360 the 3rd
and least selling console in the market. Though after
launching Kinect for Xbox 360 Microsoft is expecting to increase its market share for Xbox as
compare to its competitors.
Rationale
This research is going to be conducted to check the effectiveness of Xbox 360’s website. Today we
are living in a global village, so for every successful organization, its website is like a face. Customers
usually go to web site of organization and shop rather than going into store. So for Xbox 360, its
website is a major source to reach its target market. At the moment Xbox 360 has a well-developed
website but it still lacks some features like online selling and live customer support. Absence of such
critical features make Xbox 360 website less user friendly. So company wants to develop a new,
more user friendly and interactive website. Before moving on to new website development and
funds allocation there are some objectives to meet and those are
Objectives • To examine the attitude of a range of current users towards the existing website
What customers think of using Xbox 360 website, what they like and dislike about the existing
website and what extra features they want to see in the website. How the videos and sound on the
website attract them towards different options and advertisements. What they think in term of
usability of the website and its contents.
• To determine how current users navigate through the existing website
The way user browse on the website and how the approach the Xbox 360 existing web site and its
features e.g. through search engines, online advertisement, links or directly to website. What
navigation path they follow while using website. Do users click on advertisements and web
promotions available on the website, and if pop-up ads, promotions or survey appear on website,
how they react to it.
• To compare perception of the organisation’s website relative to the website of its
competitors
How customers grade and think about the Xbox 360 in terms of being user friendly and interactive to
those of competitors like Sony’s PlayStation and Nintendo’s Wii. What they think about the speed of
loading of Xbox website as compare to other websites.
• To identify the potential for enhanced features on the website
To examine any extra feature wanted by customer. How an extra feature which will make website
more interactive and make it easy to use website by the users. How these features will fulfil the
Marketing Information and Research Microsoft’s Xbox 360
6
LSBF-MIR- Dec10-12915926
needed of current and potential users? How these feature will increase customer retention on the
website.
• To assist in the selection of the overall design for the new website
To help web developers in development of new website by providing them with accurate and
needed customer information to make website more customer oriented. How new web
developments will help to enhance website design and making it more interactive.
Research Approach and methodology Objective Research Approach Justification
1. Examining attitude
of current website
users
Primary research
Qualitative
Focus Groups
It’s easy to measure
attitudes through
interacting with users and
listening to their thoughts
2. Determining how
existing users
browse through
website
Secondary research
Internal
As website is administer by
IT department and server
keeps all the data about
people using website,
secondary data from web
server will help to
determine how users
navigate through website.
3. How user perceive
Xbox website as
compare to its
competitors
Primary research
Qualitative
Focus group will also help
to measure the
perceptions. As
perceptions are thoughts
of people, respondents of
focus group will help to
fulfil objective 3.
4. Identification of
potential for extra
features on website
Primary research
Quantitative
Quantitative research like
questionnaire will be very
helpful to identify what
extensions customer wants
on the website as there
will be close and open end
questions focusing on the
design of the website.
5. Assisting in selection
of overall new
website
Secondary research
There is a lot of published
data about new features
available for website
designing. Many computer
magazine hold this data. It
will be cheap and easy to
collect.
Marketing Information and Research Microsoft’s Xbox 360
7
LSBF-MIR- Dec10-12915926
Secondary Research
According to The MRS (2005) defined secondary research as ‘The collation of existing
research results and data from published secondary resources for a specific, often unrelated
project’. Examples of secondary data resources which we can use for our proposal are
online shopping sales figures, online customer complaints, specialist companies,
professional institutions etc.
Purpose
We will carry out secondary research to filter the objectives and to provide lines of inquest
for the next stage. Particularly, an internal secondary research will be conducted to collect
information on how users navigate through Xbox website. An external secondary research
will be also conducted to aid in selection of new design for the website. During this phase,
we also produce a list of product and uncover any relevant information on competitors’
products that may be valuable in the next stages of the research.
Procedure
We will start secondary research internally with Xbox; we will ask you to allow us to consult
people who may have access to internal databases and networks, so that we can collect
electronic data about the usage of website from your web server. As it will be very useful for
objective 2, we suggest that you should allow us to access your database and staff working
on it. It will save a lot of time and cost. We are expecting to hold 3 meeting with them for
this purpose. The IT team may be part of this. We would expect access to internal report on
website usage, information on server being used, correspondence with website users,
regional buying behaviours and complaints. These will help to indicate website usage, local
marketplace and will help in segmentation by indicating strengths and weaknesses.
An external secondary research will be also carried out to acquire and evaluate existing
market assessment by companies such as Keynote and Mintel. We will also contact related
trade associations. We will study blogs and published research for any indication of
consoles’ website usage. We will also create a portfolio of websites features and online
promotions used by competitors. This will help us to assist in new website development and
will minimise the risk of missing any important feature on our website.
Evaluation of Secondary data
Secondary data will be evaluated on the bases of following questions
• Who is the publisher?
• Why were the data collected?
• When were the data collected?
• Is it relevant?
• How data was collected?
• Are the data reliable?
Marketing Information and Research Microsoft’s Xbox 360
8
LSBF-MIR- Dec10-12915926
• Are the data comparable?
This evaluation of secondary data will be done to know how much collected data is credible
and useful for our research. This will also help us to remove any irrelevant data from
secondary research making it more reliable to be used to achieve research objectives.
Primary Research
‘Experiments, investigations, or tests carried out to acquire primary data’
(businessdictionary, 2010). To achieve Objective 1,2,3,4 we will conduct primary research
because to achieve these objectives we need fresh and particular data from customers. For
example to examine the attitude of customers toward current website is only possible by
conducting a focus group research of 4 groups. While for object 3, we can conduct
interviews from different people to know how they perceive about Xbox n competitors’
websites.
Qualitative Research Research that is undertaken using an unstructured research approach with a small number
of carefully selected individuals to produced non quantifiable insight into behaviour
motivation and attitude (Alan Wilson, 2006).
Purpose
Because of the exploratory nature of some of objectives, we will conduct a qualitative
research to provide you with the detailed information required. Focus groups technique will
be used to examine the attitude of current users toward the website and there perceptions
of your company’s website to that of your competitors’ websites.
The qualitative research will explore the following:
• How users rank the website in term of its interface
• What users think about the available features on the website
• How users think about using website in term of its being user friendly
• How users rank your website relative to your competitors’ websites
• How satisfied users are with features available on your website as compare to
competitors’
• What features users most like on competitors’ websites
Sampling
According to Crouch and Housden (2003) a sample is a small number taken from large group
for testing and analysis, on the assumption that the sample is representative of the
population as a whole.
Marketing Information and Research Microsoft’s Xbox 360
9
LSBF-MIR- Dec10-12915926
We will select our sample by simple random sampling using Human observation
technique. We recommend 4 groups each with 8 correspondents and with following profiles
as our sample frames:
Group 1 Group 2 Group 3 Group 4
Arcade
Age 11-35
Female
Amateur
Elite
Age 11-35
Male
Amateur
Kinect
Age 11-35
Female
Professional
Halo
Age 11-35
Male
Professional
These will include
• Amateur and professional users
• Age ranging from 11-35 years
• Mix of male and female
Recruitment
We will recruit our respondents through observation in different game shops like
GameStation, Game or Cex by placing Xbox 360 game consoles in the stores and will invite
people to play followed by a short screening interview. This will help us to recruit the
existing users of Xbox 360. Each respondent will be paid 30 pounds for time and service to
us. We will choose respondents on the bases of three variables i.e. age, sex and there
gaming experience. We will over hire respondents to cope with any issues arising due to
absence of respondents at the day of original research. We will hire 12 respondents for each
group. At the day of focus group research we will select respondent from our sample on
first come first served bases. Not selected respondents will be paid and send back with
thanking them.
Location
We will conduct our focus groups research at Armadillo Studios, STRC House, 87A Wembley
Hill Road, London. This will be conduct at 10 am on 17th
November 2010. We have chosen
this place because it is easily accessible from all parts of the city on public as well as private
transport and it also provides best equipment to conduct focus group research. The
environment of facility is quite and well-furnished to provide comfort to our respondents.
Moderator
We have many MRS certified and experiences moderator to run our focus groups on our
hand. Our moderators always rehearse and run through the guide before the focus group.
They will arrive at least an hour before the start to check the equipment and facility. They
always come prepare with the supplies need to run focus groups. The all follow the code of
Marketing Information and Research Microsoft’s Xbox 360
10
LSBF-MIR- Dec10-12915926
conduct for moderators published by MRS during this research. They are good at probing
and have very positive body language.
Discussion guide
Discussion guide will start with an introduction of the research its objectives and personal
introduction of the moderator and the agenda for the focus group. This phase will take
about 10 minutes. After introduction phase the dissuasive part of the discussion guide will
start. In this phase respondents will be put through the actual task and moderator will be
there to run the focus group. In this section all the data will be collect by using DVDS, voice
recorders and cameras. This phase will run for 90 minutes. The last phase will be the
summarising and closing of the discussion group. It will take about 10-15 minutes. At the
end moderator will administer all the equipment and data for analysis. We will use Role
playing projective technique during our focus group as our product is about roles and
characters.
Analysis
The qualitative data will be analysed by the moderator. First of all data, data will be
organised, which will be contained on DVDs. And to make analysis more effective a written
transcript of these DVDs will be made. Collected data will be organised in tabular form using
Excel spreadsheet. We will use content analysis software ‘Nvivo’ to analyse our qualitative
data because it will help us to reduce any human error in our result and it will also help us to
reduce time as all the recorded data will be directly entered into software. Analysis will give
us a broad theme discussed explore during the research. We will also look on which points
our respondents agreed and disagreed. At the end our moderator will present a report with
analysed output.
Quantitative research ‘Research which seeks to make measurements as distinct from qualitative research’ (MRS,
2010).
Purpose
We suggest carrying out online questionnaire. This is chosen because of being cost-effective
and convenient way of contacting correspondents. We haven’t proposed telephone
interviews or postal study because we feel that online questionnaire gives us the
opportunity to contact people accurately and to avoid any inconvenience caused to
respondents by calling them on times when they are busy or sleeping.
Sampling
We have decided a sample size of 300 internet users while using different access points. This
will give a spread of responses and the opportunity to identify interesting differences. It will
be the person who had internet access either at home or in mobile. The sample will be
made after conducting
Marketing Information and Research Microsoft’s Xbox 360
11
LSBF-MIR- Dec10-12915926
Internet access point Sample size
Home 100
Mobile 100
Other (internet cafes,
libraries etc)
100
Total 300
Recruitment
To recruit sample frame for quantitative research screening interviews will be conducted in
the games selling shops. During the screen interview, we will collect email ids of people who
are willing to participate in our research. We will hire 100% more respondent i.e. 600 than
the required sample i.e. 300 to avoid shortage of respondents at the time of research
because of any issues. Our sample size will be age between 11 years to 35 years because
most of the gamers come from these age groups. Upon recruitment each respondent will be
provided with a short training to help them to understand basic terms and way to complete
questionnaire.
Procedure
The questionnaire will be developed by our researchers and sent to Xbox for approval. We
will be send questionnaire to our respondents through email embedded link which will
directly take them to the questionnaire. Upon completion of questionnaire, it will be saved
automatically in a central database at our organization. The questionnaire will investigate
the following
• How users rank Xbox website as compare to its competition?
• How often they use internet?
• How often they visit game consoles’ websites?
• Which feature on website they like most?
• What changes they want in current website?
Where possible, questions will be pre-coded, but for maximizing response rate, we have
supposed 22 questions and a maximum duration of 15 minutes. After questionnaire
Marketing Information and Research Microsoft’s Xbox 360
12
LSBF-MIR- Dec10-12915926
development a pilot phase will be conduct on a size of 15 respondents to check the
effectiveness of the questionnaire. After piloting, pilot debriefing will be done.
Analysis
The analysis will start with editing and coding of collected data to organize it. It will be
carried out by computerized tabulation, in the form of frequency distributions. Subsequent
requirements for statistical analysis will be discussed. We will use hypothesis testing
technique to analyse organised data. Once we will be done with evaluating initial data, we
will measure relationships with national figure from latest census of web usage by
multivariate analysis technique.
Reporting and presentation procedures
After the qualitative segment of the research, a provisional report will be submitted. This
will be followed by a brief meeting with Xbox to discuss the next phase of the research. A
summarize PowerPoint presentation will be created and once accepted; it will be followed
by formal presentation of all findings and conclusions. Three copies of report summary
including the findings of all phases of the research will be then submitted. Three sets of
tabulation will also be submitted. Transcripts of the interviews can be made available at
extra cost, if requested.
Timing The table shown below designates timeframe for the research. This timeframe will help to
meet deadlines set out in the brief. During project weekly progress reports will be sent to
the client through email. So that if clients want any modification, we will be able to work on
it at weekends. Some overlapping periods are carefully studied to ensure to respect the
deadlines client has given to us. As timing is tight, so to match deadlines, we request you to
sign-off within next three weeks. If there are any changes in dates on your side, our
timetable will be changed according to new requirements.
Week
Activity
1-3 Secondary research
3-6 Qualitative fieldwork
7 Qualitative and secondary research report
presentation
8-9 Questionnaire preparation
Marketing Information and Research Microsoft’s Xbox 360
13
LSBF-MIR- Dec10-12915926
10 Pilot (n=20)
11 Pilot debriefing
12-14 Quantitative stage (n=200)
15-16 Data Analysis
17 Presentation
19 Final report submission
Fees The fees below are subject to standard terms and conditions. These fees are based on
assumptions contained in the proposal and we reserve the right to make any changes where
any assumption proves to be incorrect.
Stage Description Fee
Desk research Including Research from
Google analytics and
Mintel
£4000
Qualitative research 4 Focus group of size 8
each
£12000
Quantitative research 300 online questionnaires £10,000
Data analysis and
presentation
Data analysis and meeting
for presentation
£5000
Total fee £31,000
Personal CVs Will be made available on request
Related experience and references Will be provided on request
Marketing Information and Research Microsoft’s Xbox 360
14
LSBF-MIR- Dec10-12915926
Task Two (A)
Questionnaire
To: Marketing Manager
From: Research Executive
Subject: Questionnaire Design
Date: Nov 2010
Introduction We are a leading research agency and we are conducting this questionnaire on behalf of very well
known game console producing company. This questionnaire focuses on the website of the
organization. This questionnaire will take no more than 15 minutes to complete. For every
respondent, there will be an incentive and an entry in a lucky draw to win a gaming console
including all accessories and five latest games. As respondent will complete the questionnaire, the
completed questionnaire will be saved automatically and respondents don’t have to do anything to
save it. We are legally bound to protect data provided by our respondents and we follow MRS code
of conduct (revised 2005) and data protection and Data Protection Act (1998). We will keep your
personal data in our secure database. Your data will not be use for any other purpose. If we
intended to use your data in future we will first contact you and will ask for your permission to use
the data related to you.
Start
Q1 Do you play video games?
Yes……………………………………………………………………………………..
No………………………………………………………………………………………
(If No, terminate. Thank you for taking part in our research.)
Marketing Information and Research Microsoft’s Xbox 360
15
LSBF-MIR- Dec10-12915926
Q2 What Console do you own?
Xbox 360……. PlayStation 3…… Nintendo Wii…..
(If not Xbox 360, terminate. Thank you for taking part in our research.)
Q3 How did you buy that Console?
Online (other websites)……………………………………………….…….
Shop…………………………………………………………………………………..
Console’s own website………………………………………………………
Other ………………………………………………………………………………….
Specify
Q4 Do you have internet access?
Yes…………………………………………………………………………………….
No……………………………………………………………………………………..
(If No, terminate. Thank you for taking part in our research.)
Q5 Where you access internet mostly?
Home…………………………………………………………………………………….
Mobile………………………………………………………………………………..
Internet cafe………………………………………………………………………
Library…………………………………………………………………………………
Other ………………………………………………………………………………….
Specify
Marketing Information and Research Microsoft’s Xbox 360
16
LSBF-MIR- Dec10-12915926
Q6 What do you think of using website of your favourite console?
Easy to use………………………………………………………………………..
Difficult to use……………………………………………………………………
Don’t know………………………………………………………………………..
Q7 How you access Xbox website?
www.Xbox.com.............................................................................
Search engine……………………………………………………………………………..
Online Advertisement………………………………………………………………..
Other websites links……………………………………………………………………
Other………………………………………………………………………………………….
*Please Specify
Q8 While navigating Xbox 360 website what feature you visit most?
Xbox 360 + Accessories………………………………………………………
Xbox Live…………………………………………………………………………….
Games + Market Place…………………………………………………………
Forum………………………………………………………………………………….
My Xbox……………………………………………………………………………….
KINECT…………………………………………………………………………………
Don’t know…………………………………………………………………………….
Marketing Information and Research Microsoft’s Xbox 360
17
LSBF-MIR- Dec10-12915926
Q9 How do you usually navigate the Xbox 360 website?
Specific Path navigation…………………………………………………………..
Drop-down navigation……………………………………………………………..
Features navigation………………………………………………………………….
Homepage navigation………………………………………………………………
Don’t know………………………………………………………………………………
Q10 How would you overall rate Xbox 360 current website?
Very Good…. Good…. Acceptable…. Poor…. Very Poor….
Q11 On a scale of 1-5, how would you rate the following aspects of Xbox 360 website,
where 1 is very poor and 5 is very good
1 2 3 4 5
User Friendly
Interactivity
Rich in features
Accessibility
Functionality
Q12 Does Xbox 360 website fulfils your expectations in terms of its features?
Yes………………………………………………………………………………………………
No……………………………………………………………………………………………….
Don’t know………………………………………………………………………………….
Marketing Information and Research Microsoft’s Xbox 360
18
LSBF-MIR- Dec10-12915926
Q 13 Can you navigate the Xbox 360 website easily?
Yes………………………………………………………………………………………………..
No…………………………………………………………………………………………………
Don’t Know……………………………………………………………………………………
Q14 How do you rank the Xbox 360 website as compared to its competitor on a scale of 1-3,
where 1 is very good and 3 is poor?
www.xbox.com.............................................................................
www.playstaion.com....................................................................
www.nintendo.com......................................................................
Q15 Does Xbox 360 website load flash videos quickly as compared to its competitors’
websites?
Yes………………………………………………………………………………………………..
No…………………………………………………………………………………………………
Don’t know…………………………………………………………………………………...
Q16 What feature are missing from the Xbox website?
Online console buying…………………………………………………………………..
Online Xbox Live membership buying……………………………………………
Online Xbox Points buying……………………………………………………………
Online Live support………………………………………………………………………
Other……………………………………………………………………………………………
Please specify
None………………………………………………………………………………………………
Marketing Information and Research Microsoft’s Xbox 360
19
LSBF-MIR- Dec10-12915926
Q 17 Does our Download link work well?
Yes……………………………………………………………………………………..
No……………………………………………………………………………………..
Never tried…………………………………………………………………………
Don’t know…………………………………………………………………………
Q18 What do you think about recently add feature of Kinect on website?
Well developed……………………………………………………………………………..
Need to change……………………………………………………………………………..
Don’t know…………………………………………………………………………………….
(if option 2, go to next question, otherwise go to Q20)
Q19 What changes you want to see in Kinect section?
Q20 What overall changes you want to see on our new website?
Marketing Information and Research Microsoft’s Xbox 360
20
LSBF-MIR- Dec10-12915926
Q21 Your name:
Q22 You are:
Male……………………………………………………………………………………..
Female……………………………………………………………………………….
Q23 How old are you?
10-19…………………………………………………………………………………..
20-29…………………………………………………………………………………..
30-39…………………………………………………………………………………..
Over 40………………………………………………………………………………
Q24 Your email:
Terminate
Thank you for taking part in our research. Please provide us with your email address in last
question, so that we may send you, the incentive and coupon number for the draw. We
again assure you that any personal data and email ids will not be used for any advertising
purposes.
Marketing Information and Research Microsoft’s Xbox 360
21
LSBF-MIR- Dec10-12915926
Task Two (B)
Questionnaire field guidance The questionnaire will target segment of market, who love playing console games and use
console’s website to gain information about it. Mostly target segment will be age between
14-30 years, with internet access at home or mobiles. We will select our respondent sample
from customers of different games shops by conducting screening interviews in these shops
on the bases of three variables i.e. age, internet usage and gaming experience. This is
because respondents with different ages have different internet exposure and may have
different attitudes and perceptions about the website. Their gaming experience will also
helpful in assuming how informative they are about the games and consoles and what
source they use to stay informed i.e. console website, magazine or other games websites.
We will ask for the email addresses from the respondents we will select for our research.
We will select 100% more respondents to maximise our response rate. From our
respondents we will select 50% respondents who have internet access at home because
their exposure to internet may be more than others. 25% of rest will be those we have
mobile internet or both mobile and home internet. While remaining 25% will be those who
use internet in libraries and internet cafes. This division of respondents will allow us to cope
with any sampling issue.
People will be asked about the current website of Xbox 360 i.e. www.xbox.com/en-Gb. Most
of questions will revolve around the attitude, perception and they way people navigate
through website to collect quantitative data to complete our objectives. So respondents will
be provided with Xbox and competitors’ website in email invitation. A brief introduction of
the project will be added in the invitation as well, so that respondent could recall about the
screening interview they had in games shops and what questions they are going to answer.
The survey will be administered between 12th
to 14th
weeks of the project. Before
administering questionnaire pilot and pilot debriefing phases will be conducted in week 10
and 11. The sample size for pilot phase will be 20. The sample size for pilot will be chosen
while conducting screening interviews.
The questionnaire will be implemented online. We will use a hyper-link to questionnaire via
email addresses collected during screening interviews in respondents selection phase. We
will use snap to administer questionnaire.
Response rate maximization
For any research, response rate are very important to achieve surveys objectives. So it is
necessary to get enough responses from respondents to collect needed data for analysis. To
increase response rate of the questionnaire we will recommend followings
Marketing Information and Research Microsoft’s Xbox 360
22
LSBF-MIR- Dec10-12915926
To increase response rate we recommend considering email content carefully. We
recommend following tips.
• Spam language shouldn’t be used in the message or in subject
• Including your contact number.
• Personalization of email invitation i.e. include name of the respondents in the body.
• Tell the respondents in email that how long the survey will take to complete and
indicate the cut-off date
We will use SNAP software to administer our questionnaire. It will make our questionnaire
easy to use by respondents as they will be able to navigate through it easily. We can use
graphics to make them understand the questions and topics so that they can answer the
questions easily. This will increase the response rate for the questionnaire.
To increase response rate we recommend that there should be an incentive for those who
will agree to complete the questionnaire. We suggest a 15 pound incentive to each of the
respondents and an entry into a lucky draw to win one of ten game-consoles with full
accessories and 10 games. This will encourage the respondents to complete the
questionnaire.
To maximise response rate we also recommend sending reminder emails to respondents
who didn’t reply within first 2 days of email sending. This will remind them of the
questionnaire. We recommend quoting incentives for completing questionnaire in reminder
email to encourage in case they forget about it.
Maximizing Data Accuracy
We recommend using of statistical package SPSS to insert responses automatically to reduce
any human error in data entry and coding to increase data accuracy. We also recommend to
wait for as many responses as we can get in a predefine time period so that any errors in
answers by the respondents can be compensated.
We also suggest to automatically validating data because if a data value is entered in an
incorrect format, the web-base software can produce an error message requesting the
participant to enter a valid data type and submit questionnaire again. This will help to lower
data entry errors which can be made because of human error.
Data protection
We are members of MRS so we have to assure our respondents that we always follow MRS
codes of conduct (revised 2005) on personal information and Data Protection Act (1998). So
all the data our respondent will provide us, we will not use that data for another purpose
other than this project. Their data will be kept in our secure data base. But we might contact
our respondents for any future research. Respondents will be informed honestly and openly
Marketing Information and Research Microsoft’s Xbox 360
23
LSBF-MIR- Dec10-12915926
about the research they are taking part. We also have to ensure that we respect the rights
and well beings of our respondents. We will also respect the respondent’s right to withdraw
from our survey at any stage. We will also delete any response given by respondents, if
requested. We will obtain consent of parent or responsible adult of children under 16 during
screening interviews.
(Word count 918)
Marketing Information and Research Microsoft’s Xbox 360
24
LSBF-MIR- Dec10-12915926
References Wilson, A (2006) Marketing Research: An integrated Approach, 2
nd ed., FT Prentice Hall
Websites:
Geog, 2010, http://www.geog.le.ac.uk accessed
Marketing Information and Research Microsoft’s Xbox 360
25
LSBF-MIR- Dec10-12915926
Task Three
Introduction Today internet has made this world a global village and it is almost necessary for every big
and customer oriented company to have a well developed website which can fulfil its
customer needs and want about being in contact with the organizations from their home.
On other hand it also helps organization to be in contact with its customers and gives an
advantage to check the satisfaction of its customer. So for Microsoft, Xbox’s website is also
an important to be in contact with its Xbox customers. To check the satisfaction level of
customer a customer satisfaction survey will be run on the Xbox website via link to an online
questionnaire. This questionnaire will be very helpful to monitor customers’ satisfaction and
will also help in making new marketing decisions in future. There are some findings in
support of choosing online research.
Findings
Online questionnaire A set of carefully written questions; submitted to consumers on internet using email, web
links, social media etc to gain statistical information, that would assist researchers in
achieving needed data to fulfil research objectives.
Reasons for increase use of online questionnaires
• Speed of delivery and low cost
Online questionnaire are fast to administer and to report. Internet has made
communication very fast and cheap. An email embedded questionnaire can be sent and
received in seconds and can cost 25-40 % less.
• Flexible format
In online questionnaire we can embed sound and moving images to make its more clear and
easy to understand. While correction can be made easily, as reprint is not required
• Global reach
Online questionnaire are being widely used now because of their low-cost and immediate
global reach. These help researchers to select a sample from all around the world and get
their response almost immediately.
• Less time for data analysis
Marketing Information and Research Microsoft’s Xbox 360
26
LSBF-MIR- Dec10-12915926
While conducting research through online questionnaire, data is gathered into a central
database, which reduced the time to analyse it, as researchers don’t have to rewrite all the
data on papers into computer.
• Respondent convenience
Online questionnaires can be completed at the respondent convenience. Respondents will
not have to go to post office to post the completed questionnaire back to customer. They
just have to email completed questionnaire back to sender without any special effort.
Sampling issues involved in using website to obtain
respondent for survey While sampling for an online questionnaire there is a serious issue of not having access to a
central registry, or database, which creates problem in selecting an accurate sampling
frame. There is also a sampling issue that there is no any way to check how many users are
using same computer to login to website or how many accounts a single user has for
organizations website. Because of this, its mean random or representative sampling is not
possible, placing serious restrictions on quality of web-based surveys. For Xbox online
sampling is very difficult as most of Xbox users are teenagers and young people who love to
have more than two accounts. This will make it very difficult for Xbox to choose a good
sample for any on website questionnaire link. the other issue confronted by researchers is
the unavailability of a comprehensive list of email addresses of the internet population. So it
is very difficult to select a random sample for online survey. On other hand even if a
company manage to find a list of email addresses, sending email to potential respondents
who are not agree to take part in the online research in advance would like to spamming
and will be unacceptable to many people in the internet population. According to ONS
Statistics (2010) in UK 18 % of total population has never used internet, while 8 % use
internet monthly or even less, so while sampling for online an issue of missing 26 % of total
population cannot be access. Because of this issue research may over look a large number of
people who may be the customers of organization. So it may affect the result of the survey
as a large portion of population will be left out.
Comparison of response rates of an online with an offline
questionnaires For any survey to be successful a sufficient response rates are very important. There is a
difference in response rates for online and offline questionnaires because of the
respondents’ thinking about the secrecy of personal data on internet. According to A web
survey achieves a comparable response rate to a postal hardcopy questionnaire, when both
follow an advance mail notification. So there is a less response rate for online
questionnaires as compare to paper-base questionnaire because of following reasons.
Marketing Information and Research Microsoft’s Xbox 360
27
LSBF-MIR- Dec10-12915926
Online questionnaire can achieve more response rate within first few hours or days of
receiving it, if respondents don’t reply in this time period than while for offline
questionnaire a response can come bit later but as respondent will receive a hardcopy of
questionnaire, this will keep them reminding about the response. So it will increase the
response rate of offline questionnaire as compared to online questionnaire.
As online questionnaire are mostly created by using questionnaire software, which uses
complex graphic, grid-question and open-end questions can make online questionnaire
difficult to understand. All these reduce the likely response rate for online questionnaire,
while offline questionnaire because of their being printed on paper can be simpler, hence
increasing the response rate for offline survey.
Trust in the sponsor of survey also plays an important part in response rate. For online
surveys mostly respondent are concerned about the authenticity of survey conducting body,
while offline questionnaires are mostly sent by post or in person, this make these more
reliable in term of its sponsor’s credibility hence improving the response rate for offline
questionnaires as compare to online questionnaires.
Approaches to address issues relating online questionnaires:
• Send one or two follow up reminders
To address with low response rates caused due to respondent not replying to online
questionnaire on time, sending reminder emails to respondent will help to remind them to
respond. This will increase the response rate for the online questionnaire.
• Simple format of online questionnaire
To increase response rates online questionnaire design and format should be simple and
easily understandable by the respondents. As simple questionnaire also take less time to
complete. Respondent will likely to response simple format questionnaire more quickly.
• Increasing credibility of administrator
Response rate can also be increased by disclosing the name and background of survey
conducting organization. Respondents will feel more secure to pass their personal
information to authentic administrator.
Advantages and disadvantages of adopting online
questionnaires
Advantages
• Speed and volume of data
Marketing Information and Research Microsoft’s Xbox 360
28
LSBF-MIR- Dec10-12915926
Online questionnaires help to collect a huge volume of data with a speed e.g. reports which
complete online surveys are returned within 48-72 hours, making these very fast as
compare to offline questionnaires. Also online questionnaires are easy and fast to update
during pilot phase. Data can be collected continuously, independent of time.
• Cost saving
Another pro of adopting online questionnaires is substantially lower cost than offline
questionnaires. Cost of paperwork, telephone, postage, printing and travel cost may be
minimized. Software to conduct online questionnaires is mostly free to use.
• Respondent acceptability
Because online questionnaires are quick to complete and convent in term of time and place.
This makes online questionnaire more popular. For example users are mostly using
broadband for their Xbox Live and as most of the customer are young people aged 10-35,
they use internet more frequently. And it will be easy for them to take any online website
based survey rather than an offline
• Data accuracy
It’s also an advantage of adopting online questionnaires that responses can be automatically
inserted into databases or statistical software e.g. Microsoft Access, SPSS or companies own
database. This saves time and cost while reducing human errors in data entry and coding, as
data processing is automatic. Data entry errors are mostly low because of automatically
validated data.
Disadvantages
• Sampling bias
In online questionnaire sampling bias is the most questionable and common debate. Access
and use of the internet can also induce sample biases to online surveys because of social
and spatial division, e.g. if several respondents are completing questionnaires on same
computer or if a single respondent completes a questionnaire from different computer,
then researchers may lose control over the sample population.
• Technical problems
It’s not also necessary that a technology is supported by all computer e.g. for Xbox website
user should have a broadband internet connection and computer with high memory to run
flash videos on the website. So if a respondent is accessing website through a low-end Pc or
dial-up internet connection, he will not be able to access all features of the website.
Marketing Information and Research Microsoft’s Xbox 360
29
LSBF-MIR- Dec10-12915926
• Ethical issues
It is a major ethical issue to protect respondent privacy and confidentiality. Respondent may
consider spamming as breach of privacy. So researcher must be careful not to collect any
information without consent of respondents.
Conclusions Online questionnaire are conduct on internet and there is an increase in their use because
of being cost-effective, time saving, fast and engaging. There are some sampling issues like
difficulty in construct samples and access to internet regarding online questionnaire.
Response rate of online questionnaire as compare to offline questionnaire is low, but still
some aspects like speed and data accuracy make it first choice for companies like Microsoft.
We can increase response rate for online questionnaires by sending some reminder email,
keeping questionnaire format simple and increased data privacy.
Even though there are some disadvantages of online questionnaires but still due to huge
advantages, we will recommend that Microsoft should launch an online questionnaire to
monitor customer satisfaction using a link on Xbox website. Customer satisfaction can be
increased by increase in sales of console, response analysis from completed questionnaires
and increase in user of Xbox website.
(Word count 1638)
Marketing Information and Research Microsoft’s Xbox 360
30
LSBF-MIR- Dec10-12915926
Bibliography Wilson, A (2006) Marketing Research: An integrated Approach, 2
nd ed., FT Prentice Hall
Housden, M (2008) Market Information and Research, 1st
ed., Elsevier Limited
Websites
Xbox UK, 2010, www.xbox.co.uk accessed
Xbox, 2010, www.xbox.com accessed
Businessdictionary, 2010, www.businessdictionary.com accessed
Marketing Information and Research Microsoft’s Xbox 360
31
LSBF-MIR- Dec10-12915926
Appendix
Marketing Information and Research Microsoft’s Xbox 360
32
LSBF-MIR- Dec10-12915926
Background
Company Name: Microsoft
Company Division: Home Entertainment (Xbox Division)
Chairman: Bill Gates
Company Type: Public limited
Employees: 88,414 (worldwide)
Xbox is trademark and strategic business unit of Microsoft. With the start of gaming era in
1990s when PlayStation, Nintendo and Saga dominated the gamin console market,
Microsoft boss Gates decided to enter into the gaming console world. Though very late but
that Microsoft came up with the game console called XBOX in 2000. At that time gaming
market was being ruled by Sony’s PlayStation, it was very difficult for Microsoft to compete
with its competitors. Before the launch of Xbox game developers and veterans of the
gaming industry didn’t look much excited about it, as they believed that it will be a
computer in a black box which could be connected to TV. But Bill Gates effused that XBOX
would be three time more powerful then Son y’s PlayStation and it will change the face of
console gaming. Before launching the console Microsoft secured support of 156 game
developers including big names like Actvision, Edios, THQ, Konami and Capcom. But EA and
Sega was not showing any interested in XBOX. Support of EA being the Giant in the game
development industry was indeed necessary for Xbox. Microsoft heartache finished as EA
pledge to publish at least 10 games on the XBOX console, almost 12 month before the
launch of XBOX. This pledge made a great impact on the publicity of Xbox.
Finally on 06 January 2001, the Xbox was revealed by Bill Gates at Consumer Electronics
Show in Las Vegas and on 12 May 2005 Xbox 360 was officially unveiled replacing its
successor Xbox. Xbox 360 became the first console to provide wireless controllers to play
games and Xbox Live for multiplayer experience online. The console was sold out completely
at the launch. New Xbox 360 came with two different versions, The Core and The Elite which
came with a massive 120GB hard drive to install, store n safe game progress.
At 16th
July 2010 Microsoft launched a new n slim version of Xbox 360 called Xbox 360 Slim.
It is upgraded version of Xbox 360 Elite but it comes with built in Wi-Fi and a 250 GB hard
drive. Xbox 360 Slim will be followed by Kinect. The launching date for Kinect in UK is 17
November 2010. Kinect is a device which is believed to change the console gaming
experience. Previously called Project Natal will convert human body into game controller
without wearing any dedicated clothing or detectors. This clever device not only takes
commands from player’s body motions but a player will also be able to control it with his
voice. By adopting Penetration Pricing Strategy Microsoft is planning to capture a huge
market share. On other hand Microsoft will change the face of console gaming. Because of
Marketing Information and Research Microsoft’s Xbox 360
33
LSBF-MIR- Dec10-12915926
Xbox
360
20%Playsta
tion
31%
Ninten
do
49%
Market Share of
Gaming Console in
Q1 of 2010
XBOX LIVE and a lot of big game titles Xbox360 is the world most favourite gaming console
as compare to its competitor Sony’s PlayStation and Nintendo.
Customer Base
“Certainly XBLA is past tipping point now… We estimate there are about 16 million game
purchasers out there currently. The 360 numbers are somewhere between 40 to 50 million,
depending on who you listen to. It’s pretty healthy. 30 per cent of the hardware base is not
only online and using Xbox Live, but it’s all those and buying games. It’s got to be
encouraging for that type of distribution going forward.” (Foundation 9 CEO James North-
Hearn)
The major target market of Xbox 360 consists of game lovers of age ranging from around 10
years to 30 years basically. But the major part of this target market is teenagers and people
in their early and mid-30s. With the launching of Kinect Microsoft is trying to expand its
customer base to young kids, parents and grandparents. Now the customer base of Xbox
360 has no age limit to play. Game lovers of any age can be targeted thanks to Kinect.
Product and Services
XBOX LIVE
Kinect
Microsoft’s Xbox 360 Games
Online Console registration
Position in Market
According to Strategy Analytics, a research firm Xbox 360 has lost some of its market shares
to its competitor Sony’s PlayStation in the first quarter of 2010. The latest report of the firm
forecasts that Xbox 360 will sell 10.6 million units, compare to PlayStation’s 14 million units
and Nintendo’s 17.5 million units this year. Following graph shows the market share of 3
major home console present market shares. According to researchers forecast gaming
industry will see a decrease of overall 9% in sales in 2010.