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Course Project: E-Commerce Marketing Plan
Pages 8 (2008 words)
E-Commerce Marketing Plan Name University 1. Executive Summary The staggering growth experienced by the computer and video game industry is reflected in the statistics from 2008-2013 which report an average 7.4% increase in revenue generation for gaming companies…
By using Gamebot’s service, potential customers can maximize value by securing their finances as the company does not charge the customers with any listing fee. In this manner, customers are ensured that they are only liable to share 7% of the final selling price with the company once the transaction is successful with no hidden or additional charges for the using the tool. 2. Market Summary Gamebot Inc.’s main market is the European computer and video game industry which is the second largest gaming market in the world (National Research Council U.S, 2010). Gamebot Inc. has been serving the European gaming market since its inception by predominantly providing the company’s European customers with games that are produced by European, North American and Japanese organizations. Through the execution of an effective and comprehensive marketing strategy the company aims to enter the largest gaming market in the world, which is that of North America (National Research Council U.S, 2010). The existing scale of the global gaming market is immense, with data reporting that the worldwide revenues produced from PC and videogame software surpassed a staggering US$46.5 billion in 2008 alone (Stanoevska-Slabeva, Wozniak, Ristol, 2010). As stated by Michael D. ...
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