The paper “ Developing a Website for an Online Game as a Distribution Channel for Purchasing Games, Shopping Mall and an Interactive Platform for Gamers” is a spectacular example of term paper on information technology. Advancement in technology has altered life as we know it. Technology is seen and supported as a – must-have a tool that enhances efficiency, accuracy, and competence. Technology has significantly influenced how modern society and businesses operate which includes how people work, react, socialize, transact, trade, interact, communicate, entertain, spend their spare time, how they acquire knowledge and skills and their perceptions on the real world (O’ Connell & Groom, 2010, p. 13).
Technology has shrunk the world into one global village where people from vast distances and varied cultures are practically neighbors, business associates, and social friends by a click of a button. As earlier indicated, technology has impacted how people play, socialize, entertain and spend their spare time. This has more so been realized by development of virtual spaces and virtual games where people irregardless of their age, gender, religion, race, ethnicity, nationality, educational status, health status, sexual orientation and cultures are able to escape from real-world chaos, frustrations and pressures and enter into a virtual world and develop new identities and personas, which are referred to as alter egos or avatars as noted by O’ Connell & Groom (2010, p. 13). Due to popularity of the online virtual spaces and virtual gaming which seems real and more fun for modern individual, it provides a diverse platform for marketing these games by capitalizing on the vast population who log into these spaces, by effectively and efficiently meeting their virtual needs in order to enhance volume of sales and increase the profit margins.
This is particularly lucrative as the avatars have sustained engagement with the brand as indicated by Hemp (2006, pg. 3). This forms the basis of this report which is to propose an effective website for marketing an online game. Target marketVirtual worlds provide its users with escapism where they are able to live in an alternate reality where their underlying human desires, thoughts, and hopes which they cannot fulfill in real-world; they are able to (Heilesen & Jensen, 2007, p. 189). In virtual worlds, they are able to control the outcomes and participate in their own personalized reality shows, which they cannot do watching a reality show through the TVs. Running a successful online game business requires a substantial amount of resources and incorporation of varied variables such as goals of the product, people, an effective business environment, the right marketing strategies and processes among others.
The main influencing factor to the success of an online game is selecting the right target market in order to design and package an online gaming product that effectively meets their needs, expectations, wants, preferences and wishes or desires in this case as suggested by Hemp (2006, pg. 4). The target market for the online game is both the virtual persona or avatars and their creators- real person operating in the real world.
The product- online game, seeks to target people aged from the age of nine to forty five, male or female who seeks to experience new realities ranging from conquering conquests for men, participating in fashion shows and becoming sex icons or beauties for women, to becoming heroes and heroines in cartoon characters for children and living the life of celebrities and entertainment icons for teenagers.