Wii U: Personal Relevance, Value, And Behavior

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Wii U uses Personal relevance, value, and social need to motivate the consumer to buy their game. For the majority of gamers, Mario was introduced into their life since 1981. Therefore, Mario game is what most gamers are growing up with. Therefore, most gamers are likely to buy Wii U once they know that Wii U consists of Mario games. Because Mario reflected consumer’s childhood experience, which represents self-concept, the consumer is more likely to introduce Mario to their children too. If the parents had a good experience with the game, of cause the parents would want to share that experience with their son and daughter. Also, Wii U games are designed to be simple and the graphic and content are appropriate for children. For that reason, …show more content…

As a result, Wii U created values for the family. Likewise, Wii U offers social need. The game can be played online while communicating with another player through a social network. Thus, the consumer could play together despite not having to see one another. Because Wii U is the least expensive compared to other game consoles, financial resources will increase consumer buying power. For that reason, if the decision of a consumer is based on price, Wii U will win. However, time is one of the main factor affecting consumer’s decision making. For example, parents will not buy a game for their children if they know that game is time-consuming. The opposite is also possible, many people will not buy the game because they simply don’t have time to …show more content…

Wii U offers personal relevance, values, and needs. However, they choose the wrong target market. The reason is because children do not have the ability to buy the game. While hardly will parents buy them a game instead of a book. On the other hand, the teenager is more likely to have an ability to buy a game. Plus, they are easier to spend money on the game than an adult. Wii U needs to create more advertisement. They need to remind and inform the consumer about how great the product is. The consumer is not willing to buy if they don’t know the benefit of an exchange. They should also come up with the plan that will keep the customer engage. For example, they should develop new features or a new game at least three times a year. If the consumer has a goal or a game to look forward to, the distraction will not be the factor that affects consumer’s

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