Marketing Reserch 1st Part

Embed Size (px)

Citation preview

  • 7/30/2019 Marketing Reserch 1st Part

    1/25

    Objective of the study: To study the consumers acceptance for Cyber game cafes

    To know the reason to play games in cyber game caf.

    To know the view point about the service quality of cyber game cafes.

    To know how much consumers are price sensitive.

    Literature Review:

    Cyber games caf/ LAN Gaming Center is..(Definition):

    A variation on the Internet caf business model is the LAN gaming center, used for

    multiplayergaming. These cafs have several computer stations connected to a LAN. The

    connected computers are custom-assembled for gameplay, supporting popular

    multiplayergames. This is reducing the need forvideo arcades and arcade games, many

    of which are being closed down or merged into Internet cafs. ( Source:

    http://en.wikipedia.org/wiki/Internet_caf%C3%A9 )

    A LAN Gaming Center is a business where one can use a computerconnected over a

    LAN to other computers, primarily for the purpose of playing multiplayer computer

    games. Some LAN gaming centers offer game consoles only and no computers. Use of

    these computers or game consoles costs a fee, usually per hour or minute; sometimes one

    can have unmetered access with a pass for a day or month, etc. It may or may not serve as

    a regular caf as well, with food and drinks being served. Many game centers have

    evolved in recent years to also include console gaming (Xbox, GameCube, PlayStation

    2). Other centers offer computer repair and consulting, custom built computers, web

    design, programming classes or summer camps, and many other technology related

    services. Centers are starting to offer PS3s, Wiis and Xbox 360s that are playable in

    store.

    (http://en.wikipedia.org/wiki/Internet_caf%C3%A9 )

    1

    http://en.wikipedia.org/wiki/Business_modelhttp://en.wikipedia.org/wiki/LAN_gaming_centerhttp://en.wikipedia.org/wiki/LAN_gaming_centerhttp://en.wikipedia.org/wiki/Multiplayerhttp://en.wikipedia.org/wiki/Multiplayerhttp://en.wikipedia.org/wiki/Local_area_networkhttp://en.wikipedia.org/wiki/Video_gamehttp://en.wikipedia.org/wiki/Video_arcadehttp://en.wikipedia.org/wiki/Arcade_gamehttp://en.wikipedia.org/wiki/Internet_caf%C3%A9http://en.wikipedia.org/wiki/Computerhttp://en.wikipedia.org/wiki/Computerhttp://en.wikipedia.org/wiki/Local_Area_Networkhttp://en.wikipedia.org/wiki/Multiplayerhttp://en.wikipedia.org/wiki/Computer_gameshttp://en.wikipedia.org/wiki/Computer_gameshttp://en.wikipedia.org/wiki/Caf%C3%A9http://en.wikipedia.org/wiki/Caf%C3%A9http://en.wikipedia.org/wiki/Xboxhttp://en.wikipedia.org/wiki/Nintendo_GameCubehttp://en.wikipedia.org/wiki/PlayStation_2http://en.wikipedia.org/wiki/PlayStation_2http://en.wikipedia.org/wiki/Consultanthttp://en.wikipedia.org/wiki/Consultanthttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Technologyhttp://en.wikipedia.org/wiki/PS3http://en.wikipedia.org/wiki/PS3http://en.wikipedia.org/wiki/Wiihttp://en.wikipedia.org/wiki/Xbox_360http://en.wikipedia.org/wiki/Xbox_360http://en.wikipedia.org/wiki/Internet_caf%C3%A9http://en.wikipedia.org/wiki/Business_modelhttp://en.wikipedia.org/wiki/LAN_gaming_centerhttp://en.wikipedia.org/wiki/Multiplayerhttp://en.wikipedia.org/wiki/Local_area_networkhttp://en.wikipedia.org/wiki/Video_gamehttp://en.wikipedia.org/wiki/Video_arcadehttp://en.wikipedia.org/wiki/Arcade_gamehttp://en.wikipedia.org/wiki/Internet_caf%C3%A9http://en.wikipedia.org/wiki/Computerhttp://en.wikipedia.org/wiki/Local_Area_Networkhttp://en.wikipedia.org/wiki/Multiplayerhttp://en.wikipedia.org/wiki/Computer_gameshttp://en.wikipedia.org/wiki/Computer_gameshttp://en.wikipedia.org/wiki/Caf%C3%A9http://en.wikipedia.org/wiki/Xboxhttp://en.wikipedia.org/wiki/Nintendo_GameCubehttp://en.wikipedia.org/wiki/PlayStation_2http://en.wikipedia.org/wiki/PlayStation_2http://en.wikipedia.org/wiki/Consultanthttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Technologyhttp://en.wikipedia.org/wiki/PS3http://en.wikipedia.org/wiki/Wiihttp://en.wikipedia.org/wiki/Xbox_360http://en.wikipedia.org/wiki/Internet_caf%C3%A9
  • 7/30/2019 Marketing Reserch 1st Part

    2/25

    Structure:

    LAN gaming centers can come in various sizes and styles, from the very small (6-8

    computers) to the very large (400+ computers). Most have computer systems with higher-

    end hardware built specifically for computer gaming. Customers can play games with (or

    against) in-house opponents and most also include a high-speed Internet connection to

    allow customers to play games with online opponents as well (usually at the same time).

    Most also host a number of special events such as tournaments and LAN parties, some

    lasting throughout the night. Another typical feature is the ability to browse the Web and

    use instant messaging clients. Often these gaming centers allow customers the option of

    renting out the whole or part of the store for private LAN parties. LAN centers are

    typically decorated in such a way as to enhance the already present gaming atmosphere,

    such as adding black-light lightbulbs and gaming paraphernalia and posters around the

    center. A standard LAN gaming center will have rows of computers next to each other

    with highback leather computer chairs.

    There are over 650 LAN centers in the US, while 90% of the LAN Centers in the world

    are in China, the largest having over 1777 seats.[1]

    It is common for a LAN gaming center to sell the games that they had already installed

    for their in-house computers, Most notably MMORPGs and many FPS games.

    ( Source: http://en.wikipedia.org/wiki/LAN_gaming_center)

    Networking Procedure:

    In modern computer games, the word multiplayer usually implies that the players play

    together by connecting multiple computers via a network, usually either a LAN or the

    Internet. This form of multiplayer is sometimes called "netplay" to refine the meaning.

    The first popular videogaming title to release a LAN version was Doom in 1993, when

    the first network version of the game allowed a total of four simultaneous gamers. [2]

    Playing networked multiplayer games via LAN often eliminates problems common in

    Internet play, such as lag and anonymity of players. As a result, multiplayer games

    2

    http://en.wikipedia.org/wiki/LANhttp://en.wikipedia.org/wiki/Broadbandhttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Tournamentshttp://en.wikipedia.org/wiki/LAN_partyhttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/Instant_messaginghttp://en.wikipedia.org/wiki/LAN_gaming_center#cite_note-0http://en.wikipedia.org/wiki/LAN_gaming_center#cite_note-0http://en.wikipedia.org/wiki/MMORPGshttp://en.wikipedia.org/wiki/MMORPGshttp://en.wikipedia.org/wiki/Local_area_networkhttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Doom_(video_game)http://en.wikipedia.org/wiki/Multiplayer_video_game#cite_note-1http://en.wikipedia.org/wiki/Laghttp://en.wikipedia.org/wiki/LANhttp://en.wikipedia.org/wiki/Broadbandhttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Tournamentshttp://en.wikipedia.org/wiki/LAN_partyhttp://en.wikipedia.org/wiki/World_Wide_Webhttp://en.wikipedia.org/wiki/Instant_messaginghttp://en.wikipedia.org/wiki/LAN_gaming_center#cite_note-0http://en.wikipedia.org/wiki/MMORPGshttp://en.wikipedia.org/wiki/Local_area_networkhttp://en.wikipedia.org/wiki/Internethttp://en.wikipedia.org/wiki/Doom_(video_game)http://en.wikipedia.org/wiki/Multiplayer_video_game#cite_note-1http://en.wikipedia.org/wiki/Lag
  • 7/30/2019 Marketing Reserch 1st Part

    3/25

    usually are the focus ofLAN parties. Play-by-email games are multiplayer games that use

    email as the method of communication between computers. Other turn-based variations

    which do not require players to be online at the same time are Play-by-post gaming and

    Play-by-Internet.

    ( Source: http://en.wikipedia.org/wiki/Multiplayer_cybervideo_game)

    3

    http://en.wikipedia.org/wiki/LAN_partyhttp://en.wikipedia.org/wiki/Play-by-mail_gamehttp://en.wikipedia.org/wiki/Play-by-post_gaminghttp://en.wikipedia.org/wiki/Play-by-Internethttp://en.wikipedia.org/wiki/LAN_partyhttp://en.wikipedia.org/wiki/Play-by-mail_gamehttp://en.wikipedia.org/wiki/Play-by-post_gaminghttp://en.wikipedia.org/wiki/Play-by-Internet
  • 7/30/2019 Marketing Reserch 1st Part

    4/25

    Research Methodology:

    Variables:

    For the study we have identified the following variables:

    Dependent Variables:Preference toward Cyber Game Cafes.Independent Variables:

    Service quality

    Facilities

    Pricing/ gaming charge

    Tangibility

    Acceptability

    Types and Sources of information:

    The study will be performed based on both primary and secondary data.

    Data collection method:

    The primary data collected through the questionnaire survey by formulating questionnaire

    and the secondary data will be collected through the websites and newspapers and

    magazines.

    Target population:

    Our target population will define on the basis ofsocial class (middle class, Higher

    middle class & Higher class) and income(19000- 40000 and above) and lifestyle

    (youthful, full of excitement, challenging). And the age group of our target population

    will be 12 -32.

    Sampling frame:

    For our research purpose we choose to collect primary data from Mirpur thana,

    Mohammadpur thana, Pallabi thana, Dhanmandi thana, Matijheel thana and

    Gulshan thana.

    4

  • 7/30/2019 Marketing Reserch 1st Part

    5/25

    Sampling Method:

    There are a huge number of customers. It is not possible to do a survey among of them

    all. So we have decided to use clustered sampling in order to pick up our sample.

    The customer will be divided into basically two different clusters depending on their age.

    One is teenagers (12-17) and another one is young adults (18-29). Then sample will be

    picked from each cluster by using simple random sampling. From two different clusters

    40% from teenagers and 60% from young adults of the total sample size will be taken.

    Sample size:

    The sample size of our research will be 72 people.

    Scales of measurements:

    The scale of measurements will be Nominal scale and Interval scale.

    Scaling Techniques:

    For our research questionnaire we will choose Likert scale.

    Research question:

    The research question will be What are the factors that affect the acceptability of Cyber

    Game Cafes?

    We have developed the following hypothesis for the study:

    The acceptability of the customer toward cyber game cafes are influenced by:

    H 1: The acceptability of the cyber game caf to the customers depends on the service

    quality.

    H 2: The acceptability of the cyber game caf to the customers depends on Facilities of

    cyber game cafes.

    H 3: The acceptability of the cyber game caf to the customers depends on Pricing or

    gaming charge of cyber game cafes.

    H 4: The acceptability of the cyber game caf to the customers depends on Tangibility of

    Cyber game cafes.

    5

  • 7/30/2019 Marketing Reserch 1st Part

    6/25

    H 5: The acceptability of the cyber game caf to the customers depends on Acceptability

    of cyber game cafes.

    Coding, Tabulating and Analysis procedure:

    In our research we will use Statistical Package for the Social Science (SPSS) for the

    coding , tabulating and analyzing data.

    Model:

    The basic model of study is following:

    Acceptance of cyber game cafe = f ( Service quality, Facilities, Pricing/ Gaming charge,

    Tangibility, Acceptability).

    OR, y = a + bx1+bx2+bx3+bx4+bx5

    Where, y = Acceptance of cyber game cafes.

    a= constant

    x1= Service quality.

    x 2= Facilities.

    x3= Pricing.

    x4= Tangibility.

    x5= Acceptability.

    The model is described in the following diagram:

    6

    Acceptability Tangibility

    Pricing/gaming

    ChargeFacilitiesService Quality

    Acceptance of cyber

    game cafes

  • 7/30/2019 Marketing Reserch 1st Part

    7/25

    Acceptance towards a cyber game caf can be measured by overall satisfaction of the

    customer about the game cafes. Using that we can estimate the above regression model to

    find out the effect of independent variables on acceptance.

    Cost and Time:

    The cost of whole research to BDS Game will be about 2800 taka and time will be two

    and half months. This research begins from 23 rd January 2010 and will finish at 22 March

    2010. A time schedule is given in below:

    Time Working Schedule

    29th January 2010-

    11th

    February 2010.

    Proposal

    Writing12th February 2010-

    22nd February 2010

    Pre

    Testing

    23rd February 2010-

    2nd March 2010

    Data

    Collection

    3rd March 2010-

    10th March 2010

    Draft

    Report

    12th March 2010-

    22nd March 2010

    Final

    Report

    Limitation: the most important limitation is time limitation, we face lots of problem while

    doing survey.

    7

  • 7/30/2019 Marketing Reserch 1st Part

    8/25

    Annex 1: Hypothesis, Variables, Constructs and Operational definition:

    Hypothesis Constructs Operational

    H 1: The acceptability of the

    cyber game caf to the

    customers depends on the

    service quality.

    Service quality. 1. Computer literate or highly

    trained employee.

    2. Employees are polite and

    helpful.

    3. Providing famous games

    (i.e. Command & Conquer,

    Call of duty, Xbox etc.)

    4. Network portal, 3D glass are

    providing while playing.

    H 2: The acceptability of the

    cyber game caf to the

    customers depends on Facilities

    of cyber game cafes.

    Facilities. 1. Head phone, microphone

    facility.

    2. Snacks and drinks facility.

    3. Membership facility.

    4. Tournament organizing and

    participation facility.

    5. Computer repair and

    consulting.

    6. Custom built computers,

    web design,programming

    classes orsummer camps, and

    many othertechnology related

    services.

    8

    http://en.wikipedia.org/wiki/Consultanthttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Technologyhttp://en.wikipedia.org/wiki/Technologyhttp://en.wikipedia.org/wiki/Consultanthttp://en.wikipedia.org/wiki/Web_designhttp://en.wikipedia.org/wiki/Computer_programminghttp://en.wikipedia.org/wiki/Summer_camphttp://en.wikipedia.org/wiki/Technology
  • 7/30/2019 Marketing Reserch 1st Part

    9/25

    H 3: The acceptability of the

    cyber game caf to the

    customers depends on Pricing

    or gaming charge of cyber game

    cafes.

    Pricing. 1. Moderate price.

    2. Reasonable

    membership fees.

    3. Moderate tournament

    participation charge.

    H 4: The acceptability of the

    cyber game caf to the

    customers depends on

    Tangibility of Cyber game

    cafes.

    Tangibility. 1. High speed modem/ LAN

    cards.

    2. Numbers of standard &

    modern computers.

    3. Airconditioner, sufficient

    light system, sittingarrangements etc.

    H 5: The acceptability of the

    cyber game caf to the

    customers depends on

    Acceptability.

    Acceptability. 1. Prefer mostly for

    entertainment.

    2. Refers cyber gaming

    system to others for

    entertainment and

    excitement.

    3. I again come to any

    cyber gaming caf for

    excitement and

    entertainment.

    9

  • 7/30/2019 Marketing Reserch 1st Part

    10/25

    Frequency Table:

    Age

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid age= 12-17 years 20 27.8 27.8 27.8

    age=17-29 years 50 69.4 69.4 97.2

    age=above 29 years 2 2.8 2.8 100.0

    Total 72 100.0 100.0

    Mostly the Cyber game cafs 1st level target customers age is between 17-29 years. Thefrequency level is 50 and percentage is 69.4%. then second level target customers age is

    between 12-17 years. The frequency level is 20 and percentage is 27.8%.

    10

  • 7/30/2019 Marketing Reserch 1st Part

    11/25

    Gender

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid male 55 76.4 76.4 76.4

    female 17 23.6 23.6 100.0

    Total 72 100.0 100.0

    Mostly the Cyber game cafs 1st

    level target customer are male. The frequency level is55 and percentage is 76.4%. then second level target customers are female. The

    frequency level is 17 and percentage is 23.6%.

    11

  • 7/30/2019 Marketing Reserch 1st Part

    12/25

    Family Income

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid income=10000-20000 1 1.4 1.4 1.4

    income=20000-30000 8 11.1 11.1 12.5

    income=30000-40000 23 31.9 31.9 44.4

    income= above 40000 40 55.6 55.6 100.0

    Total 72 100.0 100.0

    Most of the customers of the Cyber game cafs family income belong to above 40000

    tk. The frequency level is 40 and percentage is 55.6%. the second large family income

    group is 30000-40000 Tk. The frequency level is 23 and percentage rate is 31.9%.

    12

  • 7/30/2019 Marketing Reserch 1st Part

    13/25

    Educational stage

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid education= high school level 14 19.4 19.4 19.4

    education= college level 22 30.6 30.6 50.0

    education=university level 36 50.0 50.0 100.0

    Total 72 100.0 100.0

    The 1st level target customers groups educational stage is university level. Frequency

    level is 36 and percentage is 50%. And second level target groups educational stage is

    college level. Frequency level is 22 and percentage rate is 30.6%.

    13

  • 7/30/2019 Marketing Reserch 1st Part

    14/25

    tick mark your location

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid location= mirpur 12 16.7 16.7 16.7

    location=mohammadpur 12 16.7 16.7 33.3

    location=pallabi 12 16.7 16.7 50.0

    location=dhanmondi 12 16.7 16.7 66.7

    location=motijheel 12 16.7 16.7 83.3

    location=gulshan 12 16.7 16.7 100.0

    Total 72 100.0 100.0

    14

  • 7/30/2019 Marketing Reserch 1st Part

    15/25

    We collect our data from 6 areas in the Dhaka metropolitan city . they are Dhanmondi,

    Motijheel, Mirpur, Gulshan and Pallabi thana. For each area we surveyed 12

    questionnaires out of 72 sample data.

    15

  • 7/30/2019 Marketing Reserch 1st Part

    16/25

    Hobby

    Frequency Percent Valid Percent

    Cumulative

    Percent

    Valid 1,2,3 1 1.4 1.4 1.4

    1,2,3,4 17 23.6 23.6 25.0

    1,2,3,5 1 1.4 1.4 26.4

    1,2,3,6 4 5.6 5.6 31.9

    1,2,3,9 1 1.4 1.4 33.3

    1,2,4 1 1.4 1.4 34.7

    1,2,4,5 1 1.4 1.4 36.1

    1,2,4,6 2 2.8 2.8 38.9

    1,2,4,9 1 1.4 1.4 40.3

    1,2,6 4 5.6 5.6 45.8

    1,2,6,7 2 2.8 2.8 48.6

    1,2,6,8 1 1.4 1.4 50.0

    1,2,7,10 1 1.4 1.4 51.4

    1,3,4,6 1 1.4 1.4 52.8

    1,3,7 1 1.4 1.4 54.2

    1,4,5,10 1 1.4 1.4 55.6

    playing games 2 2.8 2.8 58.3

    2,3,4 5 6.9 6.9 65.3

    2,3,4,6 5 6.9 6.9 72.2

    2,3,4,8 1 1.4 1.4 73.6

    2,3,5,6 1 1.4 1.4 75.0

    2,3,6 1 1.4 1.4 76.4

    2,3,6,7 1 1.4 1.4 77.8

    2,4,6 1 1.4 1.4 79.2

    2,4,6,8 1 1.4 1.4 80.6

    2,5,6 2 2.8 2.8 83.3

    2,5,6,8 1 1.4 1.4 84.7

    2,5,7 1 1.4 1.4 86.1

    2,6 5 6.9 6.9 93.1

    16

  • 7/30/2019 Marketing Reserch 1st Part

    17/25

    The target customers of BDS game cafes are teenagers and young adults. They are

    energeting , exciting loving and challenging in nature. Their hobbies are mostly traveling,

    playing games, listening music and watching movie. Frequency level is 17 and

    percentage rate 23.6%. And second most preferences are playing games and browsing

    and surfing net. Frequency level is 5 and percentage rate is 6.9%.

    Descriptive Statistics:

    17

  • 7/30/2019 Marketing Reserch 1st Part

    18/25

    Descriptive Statistics

    N Minimum Maximum Mean Std. Deviation

    The game cafe provide

    various world best rating

    games

    72 4.00 5.00 4.5694 .49863

    the game cafe have skilled

    staff72 2.00 5.00 4.3750 .72067

    service was provided

    efficiently72 2.00 5.00 4.3472 .67469

    network gaming speed is

    high72 3.00 5.00 4.3333 .58140

    the modern technique tools 72 3.00 5.00 4.2778 .65482

    the membership procedureof this cyber game cafe is

    easy to understand

    72 2.00 5.00 4.2639 .62783

    the game cafe arrange

    different international and

    local cyber gaming

    tournament

    72 3.00 5.00 4.3472 .67469

    the cyber game cafe provide

    snake and drink facility72 2.00 5.00 4.1250 .78610

    best quality headphone withmicrophone is provided to

    keep the game cafe's

    environment noise free and

    pleasant

    72 3.00 5.00 4.1389 .67773

    computer repair and

    consulting services given

    by the cafe

    72 2.00 5.00 3.6944 .74378

    custom built computers

    service facility is given by the

    cafe

    72 2.00 5.00 3.7361 .85569

    Web design and

    programming are often

    arranged by the game cafe

    72 2.00 5.00 3.5972 .94436

    price of snacks and games

    are reasonable72 3.00 5.00 4.0417 .61524

    the gaming charge of this 2.00

    18

  • 7/30/2019 Marketing Reserch 1st Part

    19/25

    The game caf provide various worlds famous game is accepted where mean value is

    4.5694 and std. deviation is .49863.The game caf have skilled staff is appropriate where

    mean value is 4.3750 and std. deviation is .72067. Service is provided properly is

    appropriate where mean value is 4.3472 and std. deviation is .67469.

    The membership procedure is easy to understand where mean value is 4.2639 and std.

    deviation is .62783. Computer repair and consulting given by the caf is appropriate

    where mean value is 3.6944 and std. deviation is .74378.

    The gaming charge of this caf is reasonable is appropriate where mean value is 4.2500

    and std. deviation is .70711. Membership charge and fees are moderate is appropriate

    where mean value is 4.1667 and std. deviation is .82223.

    The game caf use high speed LAN card with computers is appropriate where mean value

    is 4.0417 and std. deviation is .59191.

    The overall service quality of this game caf is excellent is appropriate where mean value

    is 4.4444 and std. deviation is .52779.

    Descriptive Statistics

    N Mean Std. Deviation

    service 72 4.3806 .42877

    facility 72 3.9861 .45313

    price 72 4.1528 .52164

    tangibility 72 4.0509 .40598

    acceptability 72 4.3472 .47707

    Valid N (list wise) 72

    19

  • 7/30/2019 Marketing Reserch 1st Part

    20/25

    The service quality is very good where mean value is 4.3806 and std. deviation is .42877

    and it is agreed by most of the customers.

    The acceptability of game cafs mean value is 4.3472 and std. deviation is .47707 and

    the price of the game cafes mean value is 4.1528 and std. deviation is .42877. so they are

    in good position and neutral by most of the customer.

    The service facility of the game cafes are moderate because the mean value 3.9861 and

    std. deviation is .45313.

    Correlations:

    20

  • 7/30/2019 Marketing Reserch 1st Part

    21/25

    Correlations

    service facility price tangibility acceptability

    service Pearson Correlation 1 .427** .249* .351** .441**

    Sig. (2-tailed) .000 .035 .003 .000

    N 72 72 72 72 72

    facility Pearson Correlation .427** 1 .350** .288* .419**

    Sig. (2-tailed) .000 .003 .014 .000

    N 72 72 72 72 72

    price Pearson Correlation .249* .350** 1 .251* .406**

    Sig. (2-tailed) .035 .003 .033 .000

    N 72 72 72 72 72

    tangibility Pearson Correlation .351** .288* .251* 1 .470**

    Sig. (2-tailed) .003 .014 .033 .000

    N 72 72 72 72 72

    acceptability Pearson Correlation .441** .419** .406** .470** 1

    Sig. (2-tailed) .000 .000 .000 .000

    N 72 72 72 72 72

    **. Correlation is significant at the 0.01 level (2-tailed).

    *. Correlation is significant at the 0.05 level (2-tailed).

    1. Under the pearson bivariate correlation Service quality and acceptability is correlated

    at 44.1% where significance level is 99.99 and the no. of respondents are 72 i.e. if we

    change the variable under the quality 100% than it will effect the change in Acceptability

    at 44.1% and vice versa.

    2. Under the pearson bivariate correlation Service quality and tangibility is correlatevard

    at 35.1% where significance level was 99.99 and the no. of respondents are 72 i.e. if we

    change the variable under service quality 100% than it will effect the change in company

    image at 35.1% and vice versa.

    3. Facility and price is correlated at 35% where significance level was 99.99 and the no.

    of respondents are 72 i.e. if we change the variable under facility 100% than it will effect

    the change in price at 100% and vice versa.

    21

  • 7/30/2019 Marketing Reserch 1st Part

    22/25

    22

  • 7/30/2019 Marketing Reserch 1st Part

    23/25

    Conclusion

    & Recommendation:

    Recommendation:

    23

  • 7/30/2019 Marketing Reserch 1st Part

    24/25

    This research based on acceptance of Cyber Game Cafes in Dhaka Metropolitan City.

    from this research we recommend the followings. The company must focus on those for

    the betterment of the company and the brand image and increasing customer traffic.

    1. The mean value of service facility of the game cafes are moderate because the

    mean value 3.9861 and std. deviation is .45313.

    2. For increasing the acceptability of Cyber Game cafes , game cafes should give

    more emphasize with the followings on the basis of service facility and tangibility

    because of they are less good position compared with other independent variables:

    Cyber game cafes should arrange more web designing and programming

    classes.

    They should also providing more consultancy and computer related service

    facility.

    Cyber gaming zones should have more well equipped i.e. have sufficient 3D

    glasses, touch pad for increase the gaming quality, quality microphone etc.

    Conclusion:

    24

  • 7/30/2019 Marketing Reserch 1st Part

    25/25

    As we know that Cyber Game cafs are the playing zone where people can play

    various types of games through LAN networking and this is a totally new form of

    technology related business for Bangladesh. From the above report we have

    learned that in the product life-cycle of the Cyber Game Cafes is in the

    introduction stage because they are at present working to build awareness and

    knowledge about game cafes to the potential and target customers.

    On the other hand we have learned some work while preparing a complete report

    such as preparing a sample with the sampling method, making questionnaire for

    the survey, some SPSS program for coding the data, analyze the data in a proper

    way and most important we experience some practical situation problem while

    doing survey and we solve it very carefully with our knowledge and experience

    learned from our honorable and respected course teacher Mr. Khondaker

    Sazzadul Karim . Thank you very much sir for everything that we have learned

    from you.