Please use this identifier to cite or link to this item: https://repository.iimb.ac.in/handle/2074/13079
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dc.contributor.authorKumar, S Ramesh-
dc.contributor.authorSridharan, Anuradha-
dc.date.accessioned2020-07-07T14:59:18Z-
dc.date.available2020-07-07T14:59:18Z-
dc.date.issued2011-07-20-
dc.identifier.urihttps://repository.iimb.ac.in/handle/2074/13079-
dc.descriptionThe Hindu Business Line, 20-07-2011-
dc.description.abstractDo the unfulfilled desires of an individual's childhood have an effect on his consumption patterns as an adult? What is special about gaming devices? The software revolution has given form to the great Indian middle class dream of “foreign trips” and a comfortable lifestyle. Our typical 25-year-old engineer has more disposable income along with opportunities and accessibility to products that his parents could not afford. An onsite engineer on his return to India may typically bring back ‘i'-prefixed devices (iPhones/iPads), expensive digital cameras and, surprisingly, a device that one might associate with a pre-teen or a teenager — a video game console. In line with the purchasing pattern, statistics reveal that the most avid gamers are 18-35-year-old adults. Read more at: https://www.thehindubusinessline.com/catalyst/the-world-of-unmet-needs/article23031871.ece-
dc.language.isoen_US-
dc.publisherTHG Publishing Pvt. Ltd.-
dc.subjectMarketing management-
dc.subjectConsumer bahaviour-
dc.subjectConsumer needs-
dc.titleThe world of unmet needs-
dc.typeMagazine and Newspaper Article-
dc.identifier.urlhttps://www.thehindubusinessline.com/catalyst/the-world-of-unmet-needs/article23031871.ece-
dc.journal.nameThe Hindu Business Line-
Appears in Collections:2010-2019
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