10/21/2015

5 ways to make more sales

5: Availability Availability determines how people can receive a product, and where they can get it from. This means the more available it is the more potential sales can happen. So in terms of games, videos, books, music, and much more content forms the easier it is to get the more likely the consumer will purchase it. Your consumer is your target audience, so you want to focus on what makes it easiest for them. So for games you specifically want to research what is the target audience platform to platform because it does differ. Like for nintendo's consoles it does contain adults and children and you want to find out which method physical or digital is it more than likely to purchase based off who your game is made for. Example if adults buy more physical games then make it physical and put the effort into promoting that version but also make it available for digital download just put more effort in the right places. On PC put your games up on digital download, not many people use physical formats anyways and physical formats is much harder to distribute as many stores will not carry PC games. For books you want to put them up on as many store fronts as possible, so long as the user base is worth the effort and the percent profit and cost to put it on there doesn't out way it. For music it is much of the same as books. 4: Cost vs reason Cost also can determine your sales, sometimes too much will cause people to think you are trying to rob them, while if you under price your content it may cause people to question the quality of the product and think that it can't be good. This is all determined by what your target audience is willing to spend. Research your competitors, see what they are charging and you can either decide to price based off your competitors or set a standard. Competitive pricing can be seen as trying to undermine or make cheap knock offs depending on your audience and your competitors. The best way to think about this is how much would you spend for your own product, and be realistic about it. If you need some help to think about pricing look at your own buying habits. Go out and look at a past purchase o a current purchase and look at what made you purchase it and what justified it. Convincing your audience to purchase your product may be needed as you would soon realize that. 3: Marketing Marketing involves finding out who you are making your products for, and getting the word out and selling it. This could be the most difficult to do, the first step is even before making your product who is willing to buy this idea of yours, who is it for, and making the product to meet their needs. This means find out who you are making this product for before you make it and base everything around their needs. Or build a product and adopt it to a target market. In some cases there is no product like yours so you need to not base it off others marketing strategists but make your own, make your audience want your product, make them feel as if they need it even if they don't. Some times you have to bring a audience into a already existing market and you need to adapt their kind of marketing into a market that doesn't have them to bring in a new audience. Much like apple is so much credited for being innovative without ever inventing a single thing. Apple just sells bad products to people who are ignorant of the quality of the product due to price to reasoning. The parts they use are cheaply made common ones at that any phone or PC hardware manufacturer has access to. Foxconn makes majority of apple's parts for their IPhones, and they are so cheaply made and the workers are so under paid they had to install fences on the roofs to prevent suicides. Apple convinced a audience who other wise would not be interested in computers or phones to purchase them and convinced them that they made them and that they are the best. This is the best example of marketing, but their marketing methods will and have been their ups and down falls repetitively in history as more and more of their user base has actually educated themselves about computers. Smart phones are not that much different actually.... but that is another topic. 2:Production methodologies What methodology you use for product development can be based off the product it self, the clients/customers, or the method of distribution. There are two major methodologies used today, water down methodology, and agile development methodology. With water down methodology it is as it is planned, everything must meet what is planned and there is no going back to make changes to it. With agile development there are cycles called iterations, these iterations have goals and objectives that can change based off the clients, the product development team, or oversight. Each cycle can have performance measures and notes. Agile is more useful for a more digital space needs, while water down methodology is more useful for physical objects, and project management for construction. You can do this with water fall methods, but with agile methods you can adopt it to being for a mass market(meaning more than one target audience and you can make multiple products from the same base product.) The water down method I am referring to works like this, once its done it is done, there is no going back to make changes. Many old company's use to do this method. Agile is a dynamic methodology in which consists of knowing and contacting your customers for what they want and adding those needs each cycle. This would be more for game development, and software development as water fall would work is physical, music, and books. How this effects sales in terms of game development is Agile is a tried and true method, once you receive user feedback after release you have your next iterations goals and objectives to fill. Improving your product over time can increase sales and spread word of mouth marketing which is good in nearly all markets. Designing your games from the start to be agile future proofs your games for flaws, making things more dynamic allows easy access to modify and test case runs. The water down methodology was used in older games, where the product was 100% finished on release and nothing was added to it because they couldn't. This works in some cases and ensures that you release a finished product with absolutely no option to excuse yourself into patching out issues later. This means much longer development time, and what others perceive as quality for some small nitch target markets. 1: Brand recognition Brand names mean everything, literally everything. If you ask someone what is the best computer they will point out brand names more than likely especially if they have a biased based off brand recognition. Me I look at hardware performance, I can say most intel HD integrated graphics suck because when you look based off benchmark performance scoring that do not test for brand names(like some do), you will find that they are at the bottom. Along with that with my computer repair and diagnostics most issues have been with intel HD graphics. INTEL HD GRAPHICS is a brand name, I am biased against. Being biased for something can cause positive word of mouth and depending on who says something positive based off BRAND NAMES it can cause more sales. Like if Justin Beaver said he liked Halflife 2 it could cause more justin beaver fans who also play video games to buy halflife 2 and more of Valves games who don't already have it. Valve is a brand name in it self look at the PC gaming community and look at how much content is made about the company. Brand names will get your company out there, your name out there as it is your brand. Getting others to promote your brand may be difficult to do but it is possible. But you want to convay a simple but global message based off who your target audience is and you want your target audience to follow and promote your brand, you want your target audience to obsess over your brand. Much like apple fanboys obeses over apple and buy all their products. It wouldn't make since for Apple to change their name it would ruin their Brand Recognition. Promote your brand name all over your products and others will follow it thus causing future sales in your products.

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