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Customer Experience Management in Gaming Industry

   

Added on  2023-06-10

9 Pages1780 Words384 Views
Running head: CUSTOMER EXPERIENCE MANAGEMENT
CUSTOMER EXPERIENCE MANAGEMENT
Name of the Student
Name of the University
Author Note
Customer Experience Management in Gaming Industry_1
1CUSTOMER EXPERIENCE MANAGEMENT
Table of Contents
Introduction......................................................................................................................................2
Products selection............................................................................................................................2
Proto-persona model for User 1.......................................................................................................2
Two ‘Pain’ points and aligned CEM approach................................................................................3
Proto-persona model for User 2.......................................................................................................4
Two ‘Touch’ points and aligned CEM approach............................................................................5
Product differentiation and comparison...........................................................................................6
Conclusion.......................................................................................................................................6
References........................................................................................................................................7
Customer Experience Management in Gaming Industry_2
2CUSTOMER EXPERIENCE MANAGEMENT
Introduction
Customer relation depends on the verbal or non-verbal communication between customer
and organisation. The trust over the brand and the effective innovation along with this is the key
process of customer relation and positive experience for that is necessary. The aspect of training
and the nature of behaviour is the crucial factor that the organisation provides for their
employees so that they handle customers in a good manner (Fatma, 2014).
In this paper, there are two products that have been chosen and both these products are
from the gaming field. The differentiation in the product is there and that is the reason product
culture is processed in that way.
Products selection
Nintendo Switch is one of the trending products in this gaming field and Sony Play
Station 4 is another top most innovative product in this business market. Both the Users have
different products and they have completely different perception and feedback as well.
Proto-persona model for User 1
User 1 Behaviour
Sharp Eyes
Curly hair
Fair
Good strategic knowledge
Easy life
Confusing in case of approaching
Not a good buyer
Love to play games
Smart movement and strategic analysis
Understand the significance of
innovation and technology
Have a fun loving nature
Not a systematic life
Busy scheduled is not persisted in his
Customer Experience Management in Gaming Industry_3

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