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7 O’s of Marketing 

PRODUCT-COMPUTER MOUSE  

Group 4 : 
Aman Gupta
Karan Arora
Purna Chandra Dubey
Shrayata Mital
Vaibhav Vaid
7o’S ON COMPUTER MOUSE
Occupants (a) Customers: educational institutes, organizations, home users.
(b) Key Players: Logitech, Microsoft, HP, Dell

Objects (a) durability,


(b) affordability (c) performance (d) brand name.

Objectives Bought for (a) efficient navigation of computer,


(b) Ease of operations (c) special use for animations, gaming,
simulations etc

Organizations (a) Parents or self buying


(b) administration
(c) Procurement departments

Operations (a) Market place -Cash or credit from retailers, wholesalers and
manufacturers
(b) Meta space – credit cards, electronics fund transfer and
demand drafts.
Occasions Bought on (a) purchase of PC’s and laptops
(b) Replacement of defective (c) special needs like gaming and
animation
(d) Improvement in technologies
Outlets Bought at (a) electronic goods market,
(b) Authorized dealers (c) Online buying
INFLUENCES ON CUSTOMER BEHAVIOUR

• Initially Apple launched Mouse for the ease of computer animators and graphic designers.
This has now spread to the realms of normal households and every PC now has a mouse.

CULTURAL  • Mouse has a big market in countries with greater usage of Personal Computers.
FACTORS
• Gaming mouse is the overwhelming choice in countries like USA, Germany, Japan, Korea
etc. where there is dominant gaming culture.

SOCIAL  • Quality of the mouse used by a person in an organization is related to his position in the
FACTORS company and his nature of work.

• People also get influenced by the brand used by his/her reference group (neighbors, friends,
colleagues, etc).

PERSONAL  • Animators, graphic designers and gamers use a high performance mouse with high
FACTORS DPI(Dots Per Inch).

• People with high PC usage require mouse with better ergonomics.

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