Emotiv Inc Case Study

Decent Essays
Q1:
EPOC is an innovative headset of Emotiv, which transmit brain signals to reading users’ mind. Although the headset could use in different industry, such as scientific research, game markets seem to be more attractive for Emotiv. Potential customers of EPOC are gamers, who want to enhance their playing experiences in a different way. With the headset, gamers feel that they are characters in the game; they are facing heaps of troubles and challenges to overcome. It is totally a different experience that they might never have before, as with the keyboard, they play by control game’s characters.
At an overview about the situation that Emotiv were facing, initially, Emotiv considered consoles-enabled market as attractive markets for them to
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Then both parties can share investment, brand equity, and broaden customer reach while avoiding overshadows the other.
Product: According to the case, EPOC provides exceptional experiences to gamers. However, Emotiv did not give any evidences or examples that they have already tested EPOC whether compatible to console platform. Hence, to promote EPOC to console makers, Emotiv has to develop EPOC kit for console players. Showing off that EPOC can actually enhance gamer’s experiences by collective of experiments to prove that EPOC is a feasible commerce.
Price: Emotiv would pay royalties per sold to partner console-company at ranged from 3%-5% out of retail price, and a charge of 35% margin/per sold for retailer. In particular, production cost currently is at $110. However, if Emotiv successful collaborates with console-maker, it will lead the EPOC’s sales reaching a number of one millions units sold quickly. Hence the production cost fallen, and at some specific weeks per year/seasonal sales, company can discuss with retailers for promotions. Therefore, it is reasonable that a premium price at $299 would be

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