Discuss About The Examining Development Of Prosocial Behavior.
The Fédération Internationale de Football Association (FIFA) was founded in the year 1904. The football association was formed in order to acknowledge the contribution of the founder members of the association. The secretary of the football department of Union des Sociétés Françaises de Sports Athlétiques, Guérin, has taken the necessary steps for conceiving the idea for the formation of an umbrella organization for the game. It has helped in the understanding of the needs of the game for making its progress and promotion among its admirers. At the event of an international match, which was held between Belgium and France, Guérin undertook a discussion with his Belgian partner Louis Muhlinghaus for the establishment of the foundation (Fifa.com 2018). It was evident then that the English FA would not be participating in the foundation. Therefore, Guérin took the full responsibility of sending out invitations to the founding assembly and thereby the process of the international football game had begun. Guérin played a major role in establishing the foundation of the football federation.
The evolution of the virtual game was undertaken through the development of the needs of the young players based on their interests. The concept and the idea of the game were first introduced by EA (Electronic Arts) sports in the late 1993. The game was first introduced through FIFA 95, which did not have the ability of matching the requirements of the young generation as it only allowed the gamer to play with the club teams. The game evolved eventually with the understanding the changing needs of the players and their enthusiasm in getting themselves involved in the spirit of the game (Fullerton 2014).
The determination of the target audience of the game is based on the understanding of the interests of the people and their needs. Based on the evaluation of the needs and the interests of the people the marketing of FIFA is being undertaken in order to fit in the interests. On the other hand, it is quite evident that the game fanatics are linked to the game and thereby is considered to be the inspiration for the development of the virtual game. The age of the target audience of the game is expected to be 16-18 years and mostly the male candidates of the society are interested in the game. However, this concept does not exclude the girls, as the percentage of them seems to be quantifiable.
The changes in the graphics and the sensibility of the game operations have changed consequently through time and the determination of the change that is being undertaken by the developers are based on the determination of the needs and the demands of the customers. There is a huge change that is being undertaken by the developers of the game based on the view of the game and the introduction of the isometric view in the game (Boyle et al. 2014). The introduction of the three dimensional effects on the characters has enhanced the gaming experience and the satisfaction of the people liking the game. The major aspects of the change in the game are based on the improved customer support system that EA has developed over the years. The introduction of the various teams and the characters has helped the game in enhancing the demands for the same in the market compared to the other games. The changes that are being undertaken by the developers in the graphics of the game are supported by their need for adhering to the interests of the game fanatics. The game has adopted itself in the Playstations and the PSPs, which has helped in the wide promotion of the game. It has supported the feasibility of the game based on the requirements of the consumers in the market.
In order to provide the gamers with the best gaming experience and thereby to retain the market share of the developers, EA has enumerated and instilled the options of online gaming. It has helped the organization in maintaining a balance in the needs and the deliverables (Spekman et al. 2013). On the other hand, the online gaming experience has helped the developers in facilitating the multi-player, which is an engrossing concept for the gamers. It allows the gamer to undertake steps for bringing in competition and thereby make the game a tough level to complete. Moreover, the change in the game plan and the graphics has helped in making the game more engrossing for the consumers. It has helped the developers in reaching out their game in the social media platforms where the gamers can make an attempt of pursuing their fantasies of the sport.
EA has taken all possible steps in order to make the gamers and the sport enthusiast aware of the whereabouts of their game and the development through the utilization of the digital media. It has helped the developers in reaching out to the consumers all around the world at an economic price. The usage of the mass media platforms, more specifically the digital media and the ground where the players themselves undertake the promotional activities (Bijvank, Konijn and Bushman 2012). Considering the media outlet (appendix 1), it can be found that the organization is presenting the highly rated players in their content that signifies the semiotics advertisement strategy, inducing the attracting factor among target audience to convert them into customers. This media outlet also indicates that the users can play the game in the form of multiplayer and in online basis. Therefore, a complete real-time enthusiastic virtual gaming experience is being advertised through the media outlet.
In order to promote the product, several advertising strategies are taken, among which online or digital means of advertisement is the most prominent. This is because the target market of the product is mostly youngsters who are quite engaged in using internet and social media platforms. Therefore, the marketing strategies include social media platforms such as Facebook, Twitter, Instagram and Youtube. On the other hand, pay-per-click and pop-up advertisements are the most common modes of advertisement taken by the organization. In order to penetrate into international markets, app-based advertisement techniques are taken by the organization through which they act as the sponsors and directly reach out to the most potential target audience.
On the other hand, the basic consideration of the various aspects of the game is being discussed in this section of the analysis. It is aimed at undertaking an analysis of the requirements of the gamers and the manner in which they respond to the marketing strategies that are being framed for supporting the game (Güro?lu, van den Bos and Crone 2014). EA has taken steps to promote the game in the grounds where there is maximum exposition to the masses. It also helps the organization in determining the target audience based on the enthusiasm of the consumers of the game. The other marketing strategies that are implemented by the developers are to maintain their social presence through the integration in the various social media platforms. It has helped the developers in reaching out their offerings to the consumers in a relatively higher rate. It has helped in the proper identification of the various factors that hinders the growth of the organization and thereby determines the requirements of the same in the market. The identification of the requirements of the consumers and thereby promoting their products in the relative social media platforms has helped the organization in reaching out their offerings to the enthusiastic clients and consumers all around the globe.
The ultimate theme of the game is focused on making the consumers aware of the contents of the game (Boyle et al. 2012). It is to give a rough idea to the gamers of the prototype and the visual improvements that the developers have undertaken as per the requirements of the consumers of the game. The theme has helped in the proper documentation of the game as per the visuals are concerned. On the other hand, the basic aspects of the change in the game are again based on the involvement of the gamers in the experience of the game in the market (Tomlinson 2014). It has helped in the identification of the various aspects of the change in the structure and the controls of the game. The theme music and the introduction of the players and the teams have helped the gamers in determining the teams that are being considered in this game. It helps in making the game more consumers centric.
The changes that might be undertaken by the developers in the game are based on the requirements of the consumers. It will be helping the developers in determining the various consumer attitudes and preference towards a particular team or a character. the application of the game must be made widely available so as to support the requirements of the game enthusiasts in the farthest corners of the globe (Scott, Hill and Zakus 2012). On the other hand, the accessibility of the game is gain determined through the good configuration of the game, which helps the internet scribes to get an access of the game that is being promoted in the market based on the requirements of the clients. Wide accessibility and promotion that is being undertaken by the organization will be helping the developers to reach out their game to the mass.
The competitors of the company include Ubisoft and Eidos Interactive which has affected the smooth functioning of the organization in the market (Alegi and Bolsmann 2013). On the other hand, the proper understanding of the different factors of the change is based on the development of the game as per the market scenario (El-Nasr, Drachen and Canossa 2016). Moreover, the involvement of the competitors has helped in undertaking the most important changes based on the resourcefulness of the organization in the market. It has not only created a competitive environment in the market, but also helped in undertaking steps for bringing in modifications as per the requirements of the consumers in the market
The research that is being undertaken by me is based on the understanding of the prospects of the game and the determination of the demand for the same. I am undertaking the understanding of the customer segments through the views that the EA official website received. On the other hand, the basic understanding of the marketing attributes of the game is being facilitated through a research on the strategies that are being framed by the developer EA Sports. Moreover, I have taken a survey of the demand for the game in the market and through that I could determine the competitors of the game in the market. The changes that are required in the game is being determined through the reviews that the developers received from their fan and followers for bringing in enhancements in the game and the graphics to make it more realisti
References
Alegi, P. and Bolsmann, C. eds., 2013. South Africa and the global game: Football, apartheid and beyond. Routledge.
Bijvank, M.N., Konijn, E.A. and Bushman, B.J., 2012. “We don’t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. Journal of adolescence, 35(1), pp.153-162.
Boyle, E.A., Connolly, T.M., Hainey, T. and Boyle, J.M., 2012. Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28(3), pp.771-780.
Boyle, E.A., MacArthur, E.W., Connolly, T.M., Hainey, T., Manea, M., Kärki, A. and Van Rosmalen, P., 2014. A narrative literature review of games, animations and simulations to teach research methods and statistics. Computers & Education, 74, pp.1-14.
Budu-Annor, E. (2018). Ronaldo, Messi & EA Sports FIFA’s marketing strategy. [online] Cristiano Ronaldo Daily. Available at: https://cronaldodaily.com/4814/ronaldo-messi-ea-sports-fifas-marketing-strategy/ [Accessed 18 Mar. 2018].
El-Nasr, M.S., Drachen, A. and Canossa, A., 2016. Game analytics. Springer London Limited.
Fifa.com (ReferencesT., 2014. Game design workshop: a playcentric approach to creating innovative games. CRC press.
Güro?lu, B., van den Bos, W. and Crone, E.A., 2014. Sharing and giving across adolescence: an experimental study examining the development of prosocial behavior. Frontiers in psychology, 5, p.291.
Scott, O.K.M., Hill, B. and Zakus, D.H., 2012. When the home team is not featured: Comparison of two television network commentaries during broadcasts of the 2006 FIFA World Football Cup. Sport Management Review, 15(1), pp.23-32.
Spekman, M.L., Konijn, E.A., Roelofsma, P.H. and Griffiths, M.D., 2013. Gaming addiction, definition and measurement: A large-scale empirical study. Computers in Human Behavior, 29(6), pp.2150-2155.
Tomlinson, A., 2014. FIFA (Fédération internationale de football association): the men, the myths and the money. Routledge
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