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MARKETING RESEARCH CASE EXERCISE
SEGA ENTERPRISES
With
new corporate leadership, Sega announced it would launch
a new high-powered "super console" in Japan during
the spring of 1998 and in Europe and
America in the spring of 1999. Sega reportedly spent $500
million in development of this console, branded as Dreamcast.
To help ensure its success and produce the world's first
game console with NEC, and Yahama were involved in joint
ventures with Sega to produce a game system designed to
speed up access time and allow for bigger games and larger
playing fields.
Unveiled at the Electronics Entertainment Expo in 1999,
Dreamcast was positioned to outperform all in home gaming
platforms and most commercial arcade systems. According
to Sega executives, Dreamcast's success would be based on
three key benefits: (1) interactive nature of playing the
games. In March of 1999, Sega announced that Dreamcast would
be supported with a $100 million marketing budget that included
an extensive test- marketing program. Consult the Web page
for Sega at www.sega.com
for complete background on the Dreamcast system.
1.
Given the high-tech nature of this new product, what are
some of the pressing issues that Sega must address before
developing the test market for Dreamcast? For example who
should be considered as the subjects for this test market,
consumers or retailers? Where should the test marketing
take place, in a retail setting or on the Internet?
2.
Develop you own plan for developing a test market for Dreamcast.
How should the test be implemented, and what critical marketing
variables would you manipulate and measure?
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