Application of Intramural Games
Intramural games are conventionally referred to as recreational sports that are conducted within a specific entity, either an educational institution or a metropolitan area. Intramural games are designed for players to have fun, learn, competition and exercise. Application of intramural games can provide participants with all the characteristics of traditional intramural games, such as entertainment, competitiveness, and engagement center.
Need to get the product
The program would include a series of games to encourage participants or users to choose the games of their choosing. The application can allow the player to access the game either online or offline thus the online option can allow a player to search for other participants online and play with them under the agreement. The option of asking another participant for competitions is a special option because it can lead to fun, competition, and interaction. An offline option is a basic option because it will only allow the consumer to select the game of interest and play against the system. The basic option gives a consumer chance to practice and gain knowledge that can be helpful during the online option and also in the real intramural games.
The application can be simple to use because it can direct the consumer on the basic tactics about the game selected thus the instruction are provided at the start of every game to make sure the consumer gain some skills helpful for the game in the application and the real physical game. The instructions make the application consumer friendly. The application can have an option for selecting the language thus the consumer can select his or her language of preference.
The intramural application can be better as compared to the existing games apps because it detects the country where the consumers are at the time when he or she logs in to the application; hence the games appearing on the games list will be based on the region popular games to avoid tedious searching of the games.
The application can be acquired at a pocket-friendly price to ensure the target consumers (children and youth) can easily afford to buy or subscribe for the games of their interest. The age of the consumers can also be considered by the application to ensure that a consumer accesses and plays games that are suitable for him or her. The reason for filtering the games based on the age of the consumer is to keep the good morals.
Target Consumers
The key target consumers for intramural application are the children and adolescents. Children and youth are the major players of games either via computerized devices or real games at schools. Therefore, the application can be advertised in the schools or other educational institutions sites and online libraries to increase the awareness of the new product.
University students can be the primary consumers because based on the observation in real life it is clear that university students are fond of playing different games because it is the universities where talents are at peak. University students are mature as compared to the secondary and primary students thus they are in a good position of choosing the games that are useful both for their personal lives and the universities. University players are regarded as the university players because they represent universities in external games where they play against other universities either form within the region of outside the region.
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