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Amazon Kindle Fire GameCircle, Essay Example
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Abstract
We attempt to examine whether the GameCircle application and features (e.g., achievements, leaderboards, and sync as these are the dependent variables) of Kindle Fire (the independent variable) will be consistence with the customers’ enjoyable gaming experience for the next 12 months. In addition to the customers’ ability to protect their initial contracts with Amazon. Com. The research has gathered the data by collecting the secondary sources (e.g., press release and quarterly financial earnings) using the quantitative exploratory method. A financial sound plan offers an insight for the company to amend a new initiative plan extended to the GameCircle consumers.
Introduction
According to the Amazon press release (2012) that the GameCircle application offers GameHouse players have an opportunity to navigate a series of features on KindleFire, such as, achievements after successfully win the game round, leaderboards for ranking places of games won, and synchronize games for future use, Excited to make KindleFire GameCircle gaming more entertaining, and very convenient to social with other players on Kindle Fire. Furthermore, extending the newest features highlighted earlier. The first feature is the ‘Achievement ’which allows the players to track all earned trophies and awards; Players also can paused their game while checking the achievements summary and decide what tool to use to play next round then switch back to where the game was paused. Another highlighted feature, the ‘Leaderboards’, which provides an in-game view of scores and percentile ranking, allowed players to play against other players without ever leaving the game. The third feature of GameCircle is the ‘Sync’ which offers the players to save their in-game progress to the cloud; Players do not have to worry about losing game progress, scores, or achievements between Kindle Fire devices as all data is securely stored for free in the cloud.
Problem Statement
As stated in the Amazon.com’s, press release (2012), that there are over 1 Million GameHouse players enjoying the Kindle Fire device. Although, the company may face the fact that, 25% of the GameHouse players do not maintain with their non-refundable contracts. That is, at least 250,000 players, who are in the age of 18 to 24 years old with the minimum wage income. Other possible socioeconomic problems may be associated with the lack of knowledge of existing financial payment plans that is available to loyal players. The problem statement is: How can the company refine an existing optional payment plan(s) for the target group in case they fell in the critical financial-crisis zone.
Methodology
An economic theory implies that the consumers’ inception on taking the contract as a legal responsibility of their accountability. This quantitative research is manifested by estimating that 250,000 people of 1 Million accountholders have debted themselves into delinquency.
Results and Recommendations
A economic feasible strategy to implement a sound alternative financial plan for the delinquency consumers. To test waters on whether the consumer purchasing power behavior conforms to the predictions of economic theory or those of the relative thinking hypothetically, the experiment used the questions on about the variety gaming features and prices for each feature set up by the members of gaming businesses (Azar, 2011). In respect of the company’s, price offer on the retail price for the Kindle Fire brand for $199 and the membership monthly fee of $42.00 to 1 Million loyal customers. We recommend an alternative contract for consumers with delinquency account that propose a policy of an increase in the monthly plan in the contract, including the stock currency percentage of 25% to 35% APR interest rate and extended additional 12 month payment plan, starting at price range between $52.50 to $56.70, respectively. Unless if the company want to decide to retain their 250,000 consumers along with credit bearing 750,000 consumers to be loyal to the Kindle Fire.
References
Amazon.com (2012) Press Releases: Amazon Introduces GameCircle for Kindle Fire and Opens Up APIs for Game Developers. Retrieved July 17, 2012 from: http://phx.corporate-ir.net/phoenix.zhtml?c=176060&p=irol-newsArticle&ID=1713696&highlight=
Azar, O. (2011). Do consumers make too much effort to save on cheap items and too little to save on expensive items?: Experimental results and implications for business strategy. American Behavioral Scientist, 55(8), 1077-1098. doi:10.1177/0002764211407902
KRISTOF, K. (2012). Great Company, Pricey Stock. Kiplinger’s Personal Finance, 66(2), 37.
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