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Installed base of a product is the number of units that are currently in use by customers. It provides a measurement of a company's existing customer base and the extent of their investment in a particular product or technology. In contrast to market share, which only reflects sales over a specific period and relative to the total market, the installed base represents the number of units currently in use. This information can be used to evaluate a company's customer base, investment, and market position.
The installed base plays a significant role in various industries, including computing, automotive, medical devices, and home appliances. It can impact the level of support, availability of replacement parts, and other factors. Some companies that have leveraged their installed base include Apple, Microsoft, Nintendo in the computing industry, and Tesla in the automotive industry.
The installed base of company's products represents a valuable customer base that is already using their products, services or systems[ citation needed ]. This provides companies with an opportunity to upsell and cross-sell their products to existing customers[ citation needed ], as well as to use the information about their customer base to inform future product development and marketing efforts. Companies can use their installed base to determine the average lifespan of their products, which can inform product development and planning, as well as to assess their market position and to track the success of their product over time.
There are several key characteristics that define an installed base, including:
The size of a company's installed base reflects the number of products, systems, or services currently in use by customers. This can be used as a measure of a company's market position and customer base.
The composition of an installed base can be evaluated to determine the types of products, systems or services in use, and the demographics of the customers using them. This information can be used to inform product development, marketing, and sales efforts.
The lifespan of products in the installed base can provide important information about the average lifespan of a company's products and systems. This information can be used to inform product development and planning.
The geographic location of customers using a company's products, systems or services can be used to inform sales and marketing efforts.
The rate at which customers upgrade or replace products in the installed base can provide important information about the success of a company's product and the willingness of customers to invest in new or upgraded versions.
The installed base of computer systems, such as operating systems and video game consoles/platforms, is a significant factor in their respective industries. In these markets, the size of the installed base is a key indicator of the reach and influence of a particular product or platform.
Installed base is also a significant factor in other industries, such as automotive, medical devices, and home appliances. In these markets, the size of the installed base of a particular product or platform can impact the level of support and availability of replacement parts and accessories.
The installed base is used in a variety of applications, including:
The installed base is used to determine the size and growth potential of a particular market.[ citation needed ]
Manufacturers use the installed base information to plan the development of new products and services, and to determine the potential for future sales.[ citation needed ]
Service providers use the installed base information to determine the level of support required for a particular product or service, and to allocate resources accordingly.[ citation needed ]
Sales teams use the installed base information to make informed decisions about sales targets and to allocate resources accordingly.[ citation needed ]
Manufacturers and service providers use the installed base information to determine the optimal price for their products and services, taking into account the size of the market and the competition.[ citation needed ]
Apple's installed base of iOS devices, such as the iPhone and iPad, has allowed the company to offer a wide variety of accessories and services. Apple's app store and media offerings are tailored to its device ecosystem, providing customers with a seamless experience.
Microsoft's installed base of Windows operating systems has provided the company with a platform to offer a diverse array of software and services. Its suite of productivity tools, including Microsoft Office, are designed to be used with Windows computers.
Nintendo has a large installed base of its video game consoles, which it leverages to sell more games and accessories. For example, the company has a suite of video game series, such as Mario and Zelda, that are designed to work best on Nintendo consoles.
Tesla's installed base of electric vehicles provides the company with an opportunity to offer related products and services, such as charging stations and energy storage systems. The company has also leveraged the data generated by its vehicles to improve its self-driving technology.
Customer relationship management (CRM) is a process in which a business or other organization administers its interactions with customers, typically using data analysis to study large amounts of information.
A video game console is an electronic device that outputs a video signal or image to display a video game that can be played with a game controller. These may be home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles.
The Master System is an 8-bit third-generation home video game console manufactured and developed by Sega. It was originally a remodeled export version of the Sega Mark III, the third iteration of the SG-1000 series of consoles, which was released in Japan in 1985 with graphical capabilities improved over its predecessors. The Master System launched in North America in 1986, followed by Europe in 1987, and then in Brazil and Korea in 1989. A Japanese version of the Master System was also launched in 1987, which features a few enhancements over the export models : a built-in FM audio chip, a rapid-fire switch, and a dedicated port for the 3D glasses. The Master System II, a cheaper model, was released in 1990 in North America, Australasia and Europe.
Personalized marketing, also known as one-to-one marketing or individual marketing, is a marketing strategy by which companies leverage data analysis and digital technology to deliver individualized messages and product offerings to current or prospective customers. Advancements in data collection methods, analytics, digital electronics, and digital economics, have enabled marketers to deploy more effective real-time and prolonged customer experience personalization tactics.
The Nintendo DS is a 32-bit foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tandem, a built-in microphone and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles.
A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. While initial consoles were dedicated units with only a few games fixed into the electronic circuits of the system, most consoles since support the use of swappable game media, either through game cartridges, optical discs, or through digital distribution to internal storage.
Digital signage is a segment of electronic signage. Digital displays use technologies such as LCD, LED, OLED, projection and e-paper to display digital images, video, web pages, weather data, restaurant menus, or text. They can be found in public spaces, transportation systems, museums, stadiums, retail stores, hotels, restaurants and corporate buildings etc., to provide wayfinding, exhibitions, marketing and outdoor advertising. They are used as a network of electronic displays that are centrally managed and individually addressable for the display of text, animated or video messages for advertising, information, entertainment and merchandising to targeted audiences.
A video game accessory is a distinct piece of hardware that is required to use a video game console, or one that enriches the video game's play experience. Essentially, video game accessories are everything except the console itself, such as controllers, memory, power adapters (AC), and audio/visual cables. Most video game consoles come with the accessories required to play games out of the box : one A/V cable, one AC cable, and a controller. Memory is usually the most required accessory outside of these, as game data cannot be saved to compact discs. The companies that manufacture video game consoles also make these accessories for replacement purposes as well as improving the overall experience. There is an entire industry of companies that create accessories for consoles as well, called third-party companies. The prices are often lower than those made by the maker of the console (first-party). This is usually achieved by avoiding licensing or using cheaper materials. For the mobile systems like the PlayStation Portable and Game Boy iterations, there are many accessories to make them more usable in mobile environments, such as mobile chargers, lighting to improve visibility, and cases to both protect and help organize the collection of system peripherals to. Newer accessories include many home-made things like mod chips to bypass manufacturing protection or homemade software.
The electronics industry is the economic sector that produces electronic devices. It emerged in the 20th century and is today one of the largest global industries. Contemporary society uses a vast array of electronic devices that are built in factories operated by the industry, which are almost always partially automated.
The GameCube is one of Nintendo's home video game consoles and part of the sixth generation of video game consoles. Although the competing PlayStation 2 and Xbox consoles supported substantial amounts of online games, the GameCube had only eight games with internet or local area network (LAN) support. Nintendo never commissioned any servers or internet services to interface with the console, but allowed other publishers to do so and made them responsible for managing the online experiences for their games. Nintendo remained pensive with its online strategy for the duration of the GameCube's lifespan, defiant of growing interest from players and the success of Microsoft's Xbox Live online service. Company leaders including Shigeru Miyamoto and Satoru Iwata based their stance on concerns with maintaining quality control over their games and doubts that players would want to pay subscription fees.
A market analysis studies the attractiveness and the dynamics of a special market within a special industry. It is part of the industry analysis and thus in turn of the global environmental analysis. Through all of these analyses the strengths, weaknesses, opportunities and threats (SWOT) of a company can be identified. Finally, with the help of a SWOT analysis, adequate business strategies of a company will be defined. The market analysis is also known as a documented investigation of a market that is used to inform a firm's planning activities, particularly around decisions of inventory, purchase, work force expansion/contraction, facility expansion, purchases of capital equipment, promotional activities, and many other aspects of a company.
Customer analytics is a process by which data from customer behavior is used to help make key business decisions via market segmentation and predictive analytics. This information is used by businesses for direct marketing, site selection, and customer relationship management. Marketing provides services to satisfy customers. With that in mind, the productive system is considered from its beginning at the production level, to the end of the cycle at the consumer. Customer analytics plays an important role in the prediction of customer behavior.
The attach rate is a concept used broadly in business, especially in marketing, to represent the number of units of a secondary product/service sold as a direct or implied consequence of the sale of a primary product/service. It is often expressed as a sales ratio of primary to secondary units, or as secondary units sold as a percent of primary. The secondary good/service may be an integral component of the primary purchase or it may require a further consumer decision. For the latter, the association between the primary and secondary may be general and loose, or may be the result of product-specific designs.
Nintendo 64 accessories are first-party Nintendo hardware—and third-party hardware, licensed and unlicensed. Nintendo's first-party accessories are mainly transformative system expansions: the 64DD Internet multimedia platform, with a floppy drive, video capture and editor, game building setup, web browser, and online service; the controller plus its own expansions for storage and rumble feedback; and the RAM-boosting Expansion Pak for big improvements in graphics and gameplay. Third-party accessories include the essential game developer tools built by SGI and SN Systems on Nintendo's behalf, an unlicensed SharkWire online service, and unlicensed cheaper counterparts to first-party items. In the fifth generation of video game consoles, the Nintendo 64 had a market lifespan from 1996 to 2002.
The Family Computer Network System, also known as the Famicom Net System and Famicom Modem, is a peripheral for Nintendo's Family Computer video game console, and was released in September 1988 only in Japan. Predating the modern Internet, its proprietary dial-up information service accessed live stock trades, video game cheats, jokes, weather forecasts, betting on horse racing, and a small amount of downloadable content. The device uses a ROM card storage format, reminiscent to the HuCard for the TurboGrafx-16 and the Sega Card for the Master System.
The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the Family Computer (Famicom). It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
The video game developer and publisher Nintendo has engaged in a variety of marketing campaigns, ranging from early efforts to appeal to teenagers with "Play It Loud!" to the more open-ended "Who Are You?" campaign. Nintendo also sometimes markets its various consoles and games with lavish promotions.
ERM Electronic Systems ltd., also known as ERM Advanced Telematics, is an Israeli electronic company specializing in the design, development, and manufacture of vehicle security and GPS tracking devices for the telematics and fleet management industry. ERM Advanced Telematics operates globally, providing telematics devices for Stolen Vehicle Recovery (SVR) and Fleet Management Solutions (FMS).
In marketing, contact center telephony is the communication and collaboration system used by businesses to either manage high volumes of inbound queries or outbound telephone calls keeping their workforce or agents productive and in control to serve or acquire customers. This business communication system is an extension of computer telephony integration (CTI).
Toys-to-life is a video game feature using physical figurines or action figures to interact within the game. These toys use a near field communication (NFC), radio frequency identification (RFID), or image recognition data protocol to determine the individual figurine's proximity, and save a player's progress data to a storage medium located within that piece. It was one of the most lucrative branches of the video game industry especially during the late 1990s and 2010s, with the Skylanders franchise alone selling more than $3 billion worth over the course of four years.