
THE REAL WORLD IS THE PHYSICAL ENTITY THAT SERVES AS A GAMING HUB AND AN INTERACTIVE RETAIL STORE. THE STORE POSES THE QUESTION OF WHY CUSTOMERS WOULD LEAVE THEIR HOUSES AND DRIVE TO THE PHYSICAL STORE WHEN GAMING AND PURCHASES CAN BE DONE FROM "HOME." IN ESSENCE, THE PROBLEM IS A SOCIAL CHALLENGE IN WHICH THE STORE MUST ENTICE/ATTRACT CUSTOMERS AND ACT AS A SORT OF INCENTIVE FOR VISITING. SUCH MARKETING SCHEME CAN BE SEEN IN THE SUCCESSFUL STORES OF NINE-STAR AND ADRENALINA WHICH PROVIDE THEIR CUSTOMERS WITH AN "ARENA" THAT ALLOWS THEM TO PRACTICE THE SPORT THEY BUY MERCHANDISE FOR. THE SONY GAMING HUB DOES JUST THAT, PROVIDES CUSTOMERS WITH A UNIQUE PLATFORM FOR CUSTOMERS TO PLAY VIDEO GAMES, ASWELL AS AN INTERCACTIVE WAY OF BROWSING THROUGH THE SONY BRAND PRODUCTS.
NINE-STAR SKATING STORE

ADRENALIA SURFING STORE

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