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MARKETING RESEARCH CASE EXERCISE
QUANTUM SOFTWARE
Stuart Symington is busy studying a marketing research report
that has just arrived on his desk from the research staff.
Symington is the vice president for marketing of Quantum
Software Company. Quantum Software produces computer games
for the young-adult market. Stuart has given the research
department the task of developing a regression model to
predict the likelihood of computer game purchase by young
adults. To make these predictions, Symingotn and several
members of the marketing research staff had examined profiles
of some 300 current customers and selected the following
variables (measurement indicated in parentheses):
a.
X 1 (number of years)
b.
X 2 (female/male-dummy variables with female as the reference
variable; i.e., female was coded as 0)
c. X 3 (number of years spent using personal computers)
d.
X 4 (estimated annual household income)
e.
X 5 (North/South -dummy variables with South as the reference
variable, i.e., South was coded as 0)
The
research department had developed a survey to collect this
information and the report of Symington displayed the regression
analysis results from a sample of approximately 500 respondents.
The regression model resulting from this analysis was
Likelihood of game purchase= 3.46+.67X1+.19X2+.54X3+.33X4+.40X5+E1
Based on this regression model, which independent variables
have the most influence on young adults' likelihood of game
purchase? How do you interpret the dummy variable of gender
and geographic location? What does the number 3.46 represent
in the regression model?
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