Boss Reflective Journal
Autor: gothicdoll • May 25, 2014 • Essay • 1,458 Words (6 Pages) • 2,089 Views
Boss Reflective Journal
Individual Assignment
Table of Contents
1.0 Red Round ---------------------------------------------------------- 3
1.1 Critical Appraisal --------------------------------------------------- 3
1.2 Peer Group Discussion -------------------------------------------- 7
1.3 Self-Evaluation ------------------------------------------------------ 8
1.0 Red Round
The purpose of this Boss game is in order to let the students have a better experience of Marketing in an unreal world. In the BOSS game, students will be treated as one part of the member in a real company to decide some decisions to help the company running. Students will need to show their strongly understanding about the theories of “Red Ocean Strategy” and “Blue Ocean Strategy”, and some other knowledge what they have learned through the whole life of during their university study. In this game, the company is going to sell video games for two markets, students will be need to choice how much extension their market are, and what age groups of target audience they will aim. However, due to the difference between the ages, each group has their own performance, hence, it is necessary for students to make the right decision for specific unit production plan and price, and also they need to choice the range of the distribution coverage for these groups. During the same time, there are also another four companies are competing with them in order to seize the market share. As a consequence, our group target two age groups which are age 6 to 21 and 36 above with a not very high price in order to win the market during this completion. In the year 39 to 40, we are mainly focused on the youngest group because they have the largest market forecast. For the next two years, we changed our marketing strategy, to focus the groups 2 to 21 years old and 36 years above, because that are the two groups owns the most market forecast. Hence, we did not lower our price but upgrade some technology factors, also extend our graphic to 60% out of 100% for increasing the popularity of our product. This report shows the details of the information during the four rounds of both Red and Blue ocean strategy with six decisions.
1.1 Critical Appraisal
1.2 Peer Group Discussion
There are 6 members in our
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