Global population data
In the realm of marketing, the market trends have taken a new paradigm through the revolutionary changes that that has seen a new dimension by the improving dynamics in technology (Alon & Vianelli, 2013). People are more interested on buying goods online more than doing the same physically. Therefore, this survey depends on the global data provided on table 7-1, to establish a strategy of defining the market price, the volume of the production to meet the market interest, the way the consumers intend to pay for the products, and the types of platforms the company aims to use in order to reach the consumers. With the global data sets in the book, it is incorrigible that there is potential hope in more sales for our products in the population provided. Furthermore, the big data given is so informative, and instil an insight about the consumer shopping performance, and the way they make decisions on what to purchase at specific time. With the global expansion of this company, we will entirely depend on the global data, to determine the need for the brain training games in the international market. It is a fact beyond doubt that through the analysis of the captured population, the company is able to understand the options customers consider when making the buying decision, and the volume they are able to purchase, hence inform the size of the product to send to the market.
There are more retailing dynamics, which are currently rocking the global market, and includes travel retailing, (customer based). The business uses the sales agents to place goods near the travel terminals, for example close to the airports, so that travellers can see and buy. Another one is mobile retailing, which is growing viral in most of the wise marketing strategies (Bashford, 2014). The third category is speed retailing, where goods get to the clients at their convenient destination within the shortest time possible. The last one is the experience retailing, where the products contain unique features that capture the interest of the client. The company therefore intends to use the experience retailing method to atract the global market. Furthermore, experience retailing denotes that consumers are more interested on the impressive nature of the product other than what the product does. A company may have wonderful products that serve wonderful purposes, but failure to make the products appealing will kill its sales scale. We herein aim to enhance our product trades by making it more attractive with beautiful colour animations, and good enticing cool background music
In the contemporary market, any company must strive to exploit technology in order to realise the market objective (Jerram & Gartner, 2013). However, from the data, it is not an absolute concept that people do not buy from the physical stores. Therefore, we shall establish other physical outlet stores in the countries that prove to have good number of people buying from the shelf, for Example Switzerland and France. In addition, and the stores would be effective in supplying the client’s with the products they order online, and help respond to complaints and offer physical advice concerning the product.
According to the nature of our product, the information from this data is very fundamental in taking sales to the global market. It is possible to make magnitude rummage sales using an online platform (Jerram & Gartner, 2013). This demands a robust strategic thinking that the company must take in order to boost the deals and compete effectively with other companies with similar products. The company proposes that the products should be made on digital software that the clients can purchase and download online. The downloading procedures will be easy with guidelines that helps client to install the game on his or her personal computer. In addition, the software is more inclusive to enable the mobile users to install it as well.
Besides, the global population indicates that the majority of people are in the age brake of 20- 40 years, meaning that the higher population is composed of the youths and young adults (Jerram & Gartner, 2013). These people are unique in the taste for the products they buy, and in relation to the data above, they prefer much of transactions that goes on online. Moreover, it is difficult to influence the taste of youths in a particular product if the strategy is not well formulated. This means that our products must present unique features, good animation colours, and cool background sound when playing the game, and making it affordable for them to buy. In this precept, a team of experts will come up with the better outlook of our online game creation to target this population. The company also intends to use the young population for product promotion strategies, since the interest of one individual will attract that of the friend. The illustration below shows the general analysis of population according to the age brackets.
In addition, the company will advertise through other media channels like television, which will focus on the other group that do not utilise internet for information enquiry. Responding to the information that the folks received through the Television, the company will produce more of the products and establish retail outlets that stock the products for the same purpose. This will ensure that our products reach the entire population in their distinctive modes. Therefore, it is relevant to conceptualise the fundamental fact that the approach to this population will be multi-faceted and will demand total cooperation from all the stakeholders.
In conclusion, this analysis shows that people are more interested on buying goods online more than doing the same physically. Therefore, the study of this data show the market trend that requires the company to establish a strategy of determining the market price, the volume of the production to meet the market interest, the way the consumers intend to pay for the products and the types of platforms the company aims to use in order to reach the consumers. With the global data sets analysed, it is inveterate that there is possible confidence in more sales for our products in the population provided herein. Besides, the big data provided is so revealing, and gives an insight on the consumer shopping performance and the way they make their decision on what to purchase at specific time. With the global expansion of this company, we are sure to determine the need for the brain training games in the global market. It is a fact beyond doubt that through the analysis of the captured population data, the company is able to understand the options customers consider when making the buying decision and the volume they are able to purchase, to inform the size of the product to send to the market. Therefore, the products will be made to respond to the clients at their convenient destination within the shortest time possible. By the realisation that the global population consist of the majority in the age range of 20- 40 years, our products must present unique features that will entice them to prefer the products.
References
Alon, I., Jaffe, E., & Vianelli, D. (2013). Global marketing: contemporary theory, practice,
and cases. New York: McGraw-Hill/Irwin, c2013. xxi, 602 pages: illustrations, maps; 26 cm
Bashford, A. (2014). Global population: history, geopolitics, and life on earth. Columbia
Jerram, L., & Gartner, J. (2013). Report executive summary-Hybrid electric, plug-in hybrid,
and battery electric light duty, medium duty, and heavy duty trucks and vans: Global market analysis and forecasts. Navigant Research. URL http://www. navigantresearch. com/wpassets/uploads/2013/12/HTKS-13-Executive-Summary. pdf. Last accessed, 5(6), 2014.