economic

david123367
sampling.docx

(For any items that you have updated, explain why you have decided to make changes.

First, I added more contents to the background info part and reconstruct and revise the dilemma part to make it more reasonable,

Second, I tried to redefine the management question to a more clearly form

Then I tried to write clearly about the impact and benefit of my project.)

Background information and dilemma describe:

Game Stop is the largest gaming merchandise retailers in the world. It is focus on the fields in Xbox One X, PlayStation 4 and Nintendo Switch games, systems, consoles and accessories. However, even though the company used to be very profitable, the situation changed during the recent few years. They report a net loss of 673 million last year which is basically really high. Even though the gaming industry market kept growing with more than 10 percent in the last two year. The total revenue of the GameStop dropped every year. The company closed hundreds of stores, and the stock of the company fells nearly 30 percent. The company is on the edge of bankrupt.

The management question:

"What should be to attract new customers"?

“What should be done to retain older customers”

Identity two or more exploratory questions and at least one secondary data sources:

1. What are customer’s opinions on the current selling strategy in different? Are they attractive enough to let them buy the games on the store? Where should we improve

2. What are the current trends of the games in different area? Did we catch up with the trend in the store or we were actually out-of-date

3. Does online digit form game selling have any impact on our rock-and-brick store market? What are the advantages of each form of games.

4. Who is GameStop main competitor, how they influence the business of the GameStop.

Finally we need to understand what are the different main reasons customers choose not buying games on our store in different areas

Secondary data source:

The source I choose is “GameStop Reports Second Quarter Fiscal 2019 Results” Finance report tells the exact detail of the recent sale. Also there are some survey data on the internet about the gamer in different region around the world’s opinions on the different games and product to help us better understand the situation.

The importance/benefits of your study

First, this study can Identify and target on which target group does best in selling well and what type of games sell well, thus we can figure out how we can please this group and motivate them to buy the games in our store though the comments in the social media and surveys. From qualitative perspective we can have some basic idea of what the customers preferences are to help us better understand the mark. Then finally we can understand who our competitors are and how we can win the fight.

What type of research study will help you to address these questions? Why do you think this is best fit for your design?

This case contains the combination of mainly observational research and one experimental research.The data generated in observational research, Most of the data will be collect and organized though the data provided by the Newspaper and maybe gaming-related magazines. Then we figure out how we can please this group and motivate them to buy the games in our store though the comments in the the social media and surveys. The experimental research include changing the game selling policy in some stores while keeping the other control variable equal to see the effect of changing in the daily revenue. The benefit of this mix method is that we can not only get a comprehensive view of what are the factors influence our business though the observational research but also how much they influence us though the experimental method.

What is the specific methodology you will use? Why did you select this method? What does it enable and what limitations exist?

The specific methodology for this study will be mixed method using mainly surveyed and some experiment. I selected the survey because the reliability of the survey. The survey contains straightforward questionnaires target to a sample group within the target market. The question mainly includes customer’s opinions on the current selling strategy and their opinion on the current gaming trend and on the online-gaming. First, I choose personal interview as the main method, and I also do some email survey as a support for my research. I choose to do some one-to-one interview of with random customers within the GameStop in different states. Then the result will be entered into a portable microcomputer to reduce error and cost. In order to reduce the participant errors, we choose to give the participants some key rings as gifts to motivate them to answer our questions seriously. The limitation of the methods is the expense we cost for the gifts , the traveling among the states and the long time we need to gather the result.

Population and sampling

The population of the study will include the consumer market of the GameStop. The most important customers for the video games are teenagers between 20-30, The most active group among women are those between 18-35, however, because men are 3x more likely to purchase a game than women. And people aged 18-24, and with high school diplomas are most likely to purchase a game.

So For sampling we choose 1000 customers evenly distributed across United State, 700 male, and 300 female, 700 young people and 300 above 30. Our main focus of the group that we use for sampling will be the 20 years teenager student in the united state GameStop market. S The limitation exists here is that the GameStop has over 7,200 stores in operation, of which 5,466 are located in the United States, 322 in Canada, 464 in Australia/New Zealand and 1,283 are in Euro. Gathering data from other countries are too hard and time-consuming but those data must be somehow important for us.