Saturday, November 6, 2010

Animal Kaiser market research @ Indonesia

Market gaming industry was never any death in the world, including in Indonesia. . The industry is always exciting for anyone at all times and ages ranging from children, adolescents, adults, even parents. Various games so quickly absorbed by the market segments ranging from toys or games as toys, games as entertaitnment kids like shopping center, until the game as a hobby like gaming consoles such as PlayStation, Xbox, Wii, PSP, NDS, as well as online gaming.

Even data BuzzCity, a mobile-based media company recently released a publication that states 26% in Indonesian mobile phone users have downloaded the application games each week and 52% claimed to have downloaded but not too often.


With the growing bertebarannya malls in Indonesia, making gaming entertainment market for children's market becomes increasingly attractive to the gaming industry players from abroad to enter Indonesia. One company that is committed to market entry games of children who are placed in the center-shopping center is Namco Bandai Holdings Inc., based in Tokyo Japan.


Bandai Japan actually has stood since 1950 that produces children's toys. Namco is a video game maker and publisher. Meanwhile, Bandai produced a variety of character toys for the kids and the character card. In 2006 Japan's Namco Bandai Holdings, a joint-holding company in the United States to anticipate changes in global markets, such as by forming Bandai America Inc., Bandai Entertainment Inc., Namco Bandai Games America Inc., Namco Networks America, Inc. Cybertainment Namco and Namco America Inc..


After the success in Japan, Taiwan, Singapore, Malaysia, and New Zealand, Japan's Namco Bandai are now beginning to enter the Indonesian market for games-center shopping mall.The presence of Namco games are very well welcomed by the segment of Indonesian children.


To study the behavior of the gamers of children ages 7 to 12 years, mid July, Namco Bandai Tokyo in cooperation with Insight MarkPlus researched test in the office products MarkPlus Insight Jakarta. On this occasion MarkPlus Insight invite a number of pairs of children to try new types of games launched by Namco Bandai of Japan, called Animal Kaiser.


This research aims to find out other than the behavior and habits of gamers also aims to explore the anxiety & disires children ages 7 to 12 years when playing games. In addition to children, the survey also involve parents who accompany their children during play games at the office MarkPlus. The results of this research will be used by Namco Bandai to improve the performance and features games and animation to enhance the effectiveness of its marketing strategies.


This game is very attractive to children because they play characters who are very animal they like with animation that is really perfect and memorable. Besides, how to play the games is also quite easy and makes children more curious because it uses a combination of cards they get from the games they do.


To play Animal Kaiser with more exciting and challenging, the children must combine 3types of cards: first select the desired Animal Cards. More and more collection of animal cards you have, the more freely the gamers to choose the power of the animals they want. The second step is to choose a strong card that also has a different strength for each card to add strength to the beast in its game characters. The next step is to select the miracle card which is used as the ultimate strength of the animals they choose during the game.


The more frequent play, the child will get a collection of cards ranging from animal cards, strong cards and miracle cards vary. The more cards you have, the child will be more free to do a combination of cards that produce optimal power for their chosen animal characters in the game game.


Apparently the fun for the children in playing Animal Kaiser is the art of combining the card to get a variety of strengths of their chosen animal. Besides, these games featuring animation and sound are truly impressive.

Note : This is a translated article to english language
Article by : Farid Subkhan Research Manager, MarkPlus Insight
http://www.the-marketeers.com

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