Essays /

Cango Essay

Essay preview

Issues for Weeks 3 and 4

After evaluating CanGo for the last 4 weeks, we feel there are some issues that stand out that should be considered before moving forward with this new on-line gaming venture. The following are what we consider the issues that CanGo needs to be aware of and recommendations to address each. The angle that the marketing department is taking needs to be fully evaluated. The type(s) of customer CanGo will be taking on should be fully understood. The customer service department should be highly considered. The current inventory management system needs to be rethought. The phone system that is presently in place needs to be updated. The proposed second ASRS system many not be necessary at this point. CanGo’s gaming customer base is the X and the Y Generation also known at the Millennial Generation. These two segments of the buying population “will outnumber Baby Boomers in 2010” ( (Henderson, 2006). They are also referred to at the NextGen, GenY and Echo Boomers. The generation born 1961 to 1981 (several different opinions on the actual date range) is called Generation X (Gen X) and is considered the X Generation are the most over indulged generation so far. They were doted on by their parents due to having extra money in the late 80’s and early 90’s. Along with the divorced parents that double incomes, remarried and sub placing the divorce guilt. Generation Y (Gen Y) dates from 1982 to 2003, again no definitive dates have been set, but widely believed. They are the premier generation to fully grow up with all cell phones and computers in use over land lines and no home computers. They are “experiential and exploratory learners…(and) strongly prefer learning by doing” (Sweeney, 2006). According to Sweeney, “they almost never read the directions; love to learn…multiplayer gaming, computer simulations, and social networks (that) provide little penalty for trial and error learning”. As little as four years ago, this generation was being noted for its extensive use of gaming and how it has had “a very significant impact upon their expectations for learning…(because it) offers thrills, competition, engagemen...

Read more

Keywords

/returns 1 1961 1981 1982 2 2003 2006 2010 3 4 400 80 90 abil abl accommod accomplish accord account achiev action actual ad add address admiss adt advantag advertis affect ago allow almost along alreadi also angl angri anoth approach area array aspect asr assist attempt attend author auto auto-attend autom automat avail awar b babi base baselin basi becom behavior believ benefit best better bill book boomer born bridg bug busi buy cabinet call cango caus cell center chanc chang choic choos close collect compani competit complaint compli comput conduct consid consum control cost could courier critic crucial current custom data date decis decision-mak decreas defect definit deliv demograph depart desir determin differ direct discharg distribut divis divorc dote doubl due earli easi easier echo educ effect effici electron els emot employe engag enhanc enough entir environment error essenti evalu even everyon execut expand expans expect expediti experienti explain exploratori extens extern extra failur far feel first flexibl floor follow forecast forward four free friend fulfil fulli fund furthermor futur game games/books gap gen generat geni get give good green grow growth guilt handl happi heart held help henderson high highest hold home hour hous identifi impact impati imper implement import impress improv includ incom incorpor increas indulg inform input instal insur integr interfac intern internet inventori irrit issu keep know known label land languag larg last late learn learner least leav less level librari like line link list littl locat long long-term look loss love loyal loyalti mail mailbox maintain major make manag mani manner market match materi may mayb mean method millenni minim money monitor month motion mouth move multiplay must necess necessari need network never new next nextgen note number obtain offer on-lin one onlin oper opinion option order outnumb overal overlook packag page paper par parent parti penalti perceiv personnel phone physic pick place plan play point popul pos possibl pou predict prefer premier present printabl prioriti procedur process product profit promot proper propos protocol provid purchas put qualiti quantiti quick rack rang read reader readi realist recommend record refer reference- regular relationship remarri remov replac repres reprogram request requir respect respons retain rethought retrain retriev return returns/issues review rich right rma road roll room root sale satisfact second secur segment send serv servic set setup sever ship shop short short-term show signal signific similar simul sinc site six skill smooth social softwar sold solut someon somewher space spent spread staff stand start stimuli stock storag store strateg strong sub subsequ success suppli supplier support survey sweeney switch system take taken target team technic technician technolog tell term third thousand thrill thus till time top track transact transfer transient transit tree tree/auto-attendant trial truck trunk two type understand understood unlimit updat upon us use user valuabl various vendor ventur via video voic voicemail voip volum want way websit week well wide word work world would wrong x y year