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SIRT-S Bhopal

PROJECT REPORT ON

MARKETING AND SEGMENTATION OF ANIMATED


MOVIE(GHOST BOY)
IN

SUBMITTED TO SUBMITTED
BY
Dep.t of management MANISH SAHU
(S.I.R.T.S BHOPAL) (MBA IVnd Semester)

Submitted
for the partial fulfillment of MBA (F.T.)
Degree
Barkatullah University, Bhopal

SAGAR INSTITUTE
OFRESEARCH ,TECHNOLOGY &
SCIENCE

Manish Sahu 9827754028


SIRT-S Bhopal

BHOPAL

DECLARATION

I hereby declare that the project work entitled “ Marketing and

segmentation of Animated movie(GHOST BOY)” with specific reference

to submitted by me in partial fulfillment for award of masters program in

international business is original and it has not been submitted previously in

part or full to any other university for any degree or diploma.

Date: Signature of the Student

Place: (Manish SAhu)

Manish Sahu 9827754028


SIRT-S Bhopal

Preface :-

“To manage a business well is to manage its future; & To manage the future is to
manage information.”

An aspect of management education is to undergo summer training in the


corporate world and then make an evolution of it. This training is offered at the
completion of the first year MPIB and prior to the commencement of the second year
MPIB. Companies offer the summer trainees wide varieties of interesting and challenging
project to choose from as well as on the job training of System Integration and Logistics.

Summer training requires that the student attains practical experience in an


industrial organization for a period of about 8 weeks. The summer project investigates
some significant aspect or problem of an organization it gives students an opportunity to
observe a business organization in operation and sharpen their knowledge and skills by
putting then to use.

Summer training enables the students to undergo research work or and on the job
training. This training enables individuals to make a better informed career choice
regarding both functional specializations and type of organization.

Summer project being time bound has a limited scope of looking in depth the
exact working policy of each and every department of an organization, yet it is sufficient
for the students to apply the management concept to the real life situations and at the
same time also we their independent judgments and creativity.

As a marketing management student, I was exposed to the corporate world during


my summer training at the animation company Puppets Animation Multimedia,
Ameerpet Hyderabad. This training helped me a lot, as it was instrumental in making me
aware of my strengths as well as weakness. This training has developed in me the
practical and problem solving result oriented situational approach towards management.

Manish Sahu 9827754028


SIRT-S Bhopal

Table of Contents
Contents Page No.

i) Acknowledgement 1

ii) List of Tables 2

iii) List of Figures 3

iv) Executive Summary 4

1.Introduction 5

a) Objective 6

b) Limitations 6

c) Research Methodology 7

2. Literature Review 8

3. Industry Profile 18

4. Company Profile 24

5. About the Product 30

6. SWOT Analysis of the Product 32

7. Data Analysis and Inferences 33

8. Findings 50

9. Suggestions 51

10. Bibliography 52

Manish Sahu 9827754028


SIRT-S Bhopal

ACKNOWLEDGEMENT

A report of this nature calls for drawing upon the subject matter from different sources.

My debt to all these have been acknowledged.

I am deeply indebted to Mr. G.S. RADHA KRISHNA, Marketing manager of Puppets


Animation Multimedia, whose invaluable guidance and suggestions at every stage helped
me in successfully completing this study.

I shall be failing in my duty, if I do not acknowledge the help and co-operation given by
Ms. DEVIKA, Asst. Marketing Manager of Puppets animation multimedia.

I am very grateful indebted to my guide Mr. A .Deepak Kumar for his continues
support and guidance during the course of my project.

I take great pleasure to express my deep sense of gratitude to one and all in Puppets
Animation Multimedia who has been directly or indirectly helpful to me in completing
the project.

Manish Sahu

Manish Sahu 9827754028


SIRT-S Bhopal

List of Tables and Illustrations:


Table No Table Name Page No.

1 Class-wise data 33

2 Based on Gender 34

3 Data containing favourite cartoon 35

4 Students with DVD Player 36

5 Review of Movie 37

6 Analyzing movie review using Z-test 38

7 Moral Values in movie 39

8 Review of animated character (BALU) 40

9 Review of movie in terms of each Tale 41

10 Opinion on Price of DVD 43

11 Analyzing opinion on price using Z-test 43

12 Review on movie animation 45

13 Analyzing Movie Animation using Z-test 46

14 Interested to learn animation 47

15 Suggesting movie to friends 48

16 Interested to watch next series 49

Manish Sahu 9827754028


SIRT-S Bhopal

List of Figures and Illustrations:


Figure No. Figure Name Page No.

a Class-wise data (Using Pie chart) 33

b Based on Gender( using Pie chart) 34

c Figure favourite cartoon( pie chart) 35

d Pie chat showing students with DVD player 36

e Review of Movie 37

f Movie showing moral values(pie chart) 39

g Review of animated character (BALU) 40

h Review of movie in terms of each Tale 42

i Opinion on Price of DVD 43

j Review on movie animation 45

k Interested to learn animation 47

l Suggesting movie to friends 48

m Interested to watch next series 49

Manish Sahu 9827754028


SIRT-S Bhopal

Executive Summary

Puppets Animation Multimedia is a division of Palet Thiru Entertainment, Which is


Asia’s preeminent digital and manual Background producers in feature films, DVDs and
Television. Apart from making backgrounds the company provides comprehensive
training for Animation and VFX and also aimed at bridging the gap between industry
expectations and the real-world guidance received by new animation and vfx students.
The Home Production has released a home DVD named GHOST BOY.

The GHOST BOY not involved in any of the advertising or promotions


by the company. My aim is to Market and segment this product with good sales and
know the consumer feedback in terms of animation and the concept given in the movie.
And not only knowing in present scenario but also to know consumers idea whether they
are interested in buying other products in the future. Since this company also provides
Animation to its aspirants, the relevant data about the number of people interested in
learning animation is also collected with the help of questionnaire.

The Study tells about my personal experience visiting to schools seeking


permission from the principals with an aim to sell Ghost Boy in their school. It is started
with the methodology followed by Introdution to marketing and need of marketing,
literature review and then with Industry profile and company profile. After company
profile complete details about the prouct and how the product is segmented and marketed.
Collecting the data and analyzing it in terms of Animation quality and knowing the price
comfortability. After analyzing and findings some suggestions are given.

Manish Sahu 9827754028


SIRT-S Bhopal

INTRODUCTION

Marketing is a broad topic that covers a range of aspects, including


advertising; public relations, sales, and promotions.People often confuse sales with
marketing, when in fact the two are very different. The former involves getting a product
or service into the market, promoting it, influencing behavior, and encouraging sales.
Sales are the actual transaction of getting a product or service into the hands of your
customers.

Strategies in marketing have changed enormously since Jay Conrad Levinson introduced
the guerrilla concept over 20 years ago. Tactics that were considered radical then are
almost main stream now. With so many messages bombarding the consumer in the
marketplace today, it is now more difficult than ever to get your product noticed, so
marketers have learned to be creative.

Companies without a marketing mindset are at a disadvantage in today's business world.


Those who are still centered around their products, rather than their customers, are
doomed to fail.

The Marketing Strategies used by the company Puppets Animation and Multimedia is a
Direct selling of the Product ‘Ghost Boy’. There is no advertising done to product. The
Strategies involved in this product are Segmentation and promotion concept.
Segmentation is done based on Geographic segmentation and Demographic
Segmentation.

The process used to sell the product is Targeting the schools which are capable of buying
animated DVD. The first step is to convince principal and later the students to buy the
DVD. The promotional activities used are Postal size cards of Ghost Boy, showing demo
of the movie (for ten mins each session or for each class), Stalls at the time of Parents
meeting also on Reports day. The schools covered are from Hyderabad and
Secunderabad. Discounts are also allowed on each DVD depending on the strength of the
school.

Manish Sahu 9827754028


SIRT-S Bhopal

Objectives of Study:
 To study the Marketing and Segmentation strategy used by Puppets
Animation Multimedia for Animated Movie Ghost Boy.

 To understand the best Segmentation in terms of Geographical and


Demographic segmentation with a target to increase sales.

 To understand the buyer perception of middle level school and high level
schools classified by geographic region and infrastructure in Hyderabad and
Secunderabad.

 To understand various means and importance of marketing which will help for
prospecting and selling.

Limitations:
 The process of gauging sales and promotion activities essentially needs the
customer views. In this survey they are not included.

 The study is limited only in the twin cities Hyderabad and Secunderabad.

Manish Sahu 9827754028


SIRT-S Bhopal

Research Methodology

To accomplish any task it is essential to follow a methodical scheme of


action. The research methodology establishes the technique to be followed during the
research study.

Research Instruments:
Primary data consist of original of original information collected for the specific
purpose at hand surveying the sampling units or the elements of sampling units and
collecting it.

The different methods of collecting it are:

i) Personal Interview

ii) Observation

Sources of Data:

i) Primary Data:

The primary source of data was form the direct interaction with School
Principals or School P.R.O (Public Relation Officer) and using a questionnaire.

ii) Secondary Data:

Secondary data is collected from the company’s internal and external


resources. The internal resources include company’s literature, annual reports, sales
reports, websites etc. the secondary data regarding Puppets Animation Multimedia
was collected through internal source of company website: -
www.puppetsanimation.com.

Manish Sahu 9827754028


SIRT-S Bhopal

LITERATURE REVIEW

Marketing :-

Marketing is the business function that identifies customer needs and wants;
determines which target markets the organization can serve best; and designs appropriate
products, services, and programs to serve these markets. However marketing is much
more than just an isolated business function- it is a philosophy that guides the entire
organization. The goal of marketing is to create customer satisfaction profitably by
building value-laden relationships with important customers. The marketing department
cannot accomplish this goal by itself. To provide superior value to customers, it must
team up closely with other departments in the company and partner with other
organizations throughout its entire value-delivery system. Thus, marketing calls upon
everyone in the organization to ‘think customer’ and to do all they can to help create and
deliver superior customer value and satisfaction.

Many people think of marketing only as selling and advertising. And no


wonder –everyday we are bombarded with television commercials, newspaper ads,
direct-mail campaigns, sales calls, and Internet pitches. However, selling and advertising
are only the tip of the marketing iceberg. Although they are important, they are only two
of many marketing functions and are often not the most important ones.

Today, Marketing must be understood not in the old sense of making a sale –
“telling and selling” – but in the new sense of satisfying customer needs. If the marketer
does a good job of understanding consumer needs; develops products that provide
superior value; and prices, distributes, and promotes them effectively, these products will
sell very easily. Thus, selling and advertising are only part of a larger “marketing mix” –
a set of marketing tools that work together to affect the market place.

Therefore Marketing is defined as Social and Managerial process whereby


individualsand groups obtain what they need and want through creating and exchanging
products and and value with others.

Marketing decisions generally fall into the following four controllable categories:

• Product
• Price
• Place (distribution)
• Promotion

The term "marketing mix" became popularized after Neil H. Borden published his 1964
article, The Concept of the Marketing Mix. Borden began using the term in his teaching in
the late 1940's after James Culliton had described the marketing manager as a "mixer of
ingredients". The ingredients in Borden's marketing mix included product planning,
pricing, branding, distribution channels, personal selling, advertising, promotions,

Manish Sahu 9827754028


SIRT-S Bhopal

packaging, display, servicing, physical handling, and fact finding and analysis. E. Jerome
McCarthy later grouped these ingredients into the four categories that today are known as
the 4 P's of marketing, depicted below:

The Marketing Mix

These four P's are the parameters that the marketing manager can control, subject to the
internal and external constraints of the marketing environment. The goal is to make
decisions that center the four P's on the customers in the target market in order to create
perceived value and generate a positive response.

Product Decisions

The term "product" refers to tangible, physical products as well as services. Here are
some examples of the product decisions to be made:

• Brand name
• Functionality
• Styling
• Quality
• Safety
• Packaging
• Repairs and Support
• Warranty
• Accessories and services

Manish Sahu 9827754028


SIRT-S Bhopal

Price Decisions

Some examples of pricing decisions to be made include:

• Pricing strategy (skim, penetration, etc.)


• Suggested retail price
• Volume discounts and wholesale pricing
• Cash and early payment discounts
• Seasonal pricing
• Bundling
• Price flexibility
• Price discrimination

Distribution (Place) Decisions

Distribution is about getting the products to the customer. Some examples of distribution
decisions include:

• Distribution channels
• Market coverage (inclusive, selective, or exclusive distribution)
• Specific channel members
• Inventory management
• Warehousing
• Distribution centers
• Order processing
• Transportation
• Reverse logistics

Promotion Decisions

In the context of the marketing mix, promotion represents the various aspects of
marketing communication, that is, the communication of information about the product
with the goal of generating a positive customer response. Marketing communication
decisions include:

• Promotional strategy (push, pull, etc.)


• Advertising
• Personal selling & sales force
• Sales promotions
• Public relations & publicity
• Marketing communications budget

Limitations of the Marketing Mix Framework

The marketing mix framework was particularly useful in the early days of the marketing
concept when physical products represented a larger portion of the economy. Today, with

Manish Sahu 9827754028


SIRT-S Bhopal

marketing more integrated into organizations and with a wider variety of products and
markets, some authors have attempted to extend its usefulness by proposing a fifth P,
such as packaging, people, process, etc. Today however, the marketing mix most
commonly remains based on the 4 P's. Despite its limitations and perhaps because of its
simplicity, the use of this framework remains strong and many marketing textbooks have
been organized around it.

The Marketing Process

Under the marketing concept, the firm must find a way to discover unfulfilled customer
needs and bring to market products that satisfy those needs. The process of doing so can
be modeled in a sequence of steps: the situation is analyzed to identify opportunities, the
strategy is formulated for a value proposition, tactical decisions are made, the plan is
implemented and the results are monitored.

The Marketing Process

Situation Analysis
|
V
Marketing Strategy
|
V
Marketing Mix Decisions
|
V
Implementation & Control

I. Situation Analysis

Manish Sahu 9827754028


SIRT-S Bhopal

A thorough analysis of the situation in which the firm finds itself serves as the basis for
identifying opportunities to satisfy unfulfilled customer needs. In addition to identifying
the customer needs, the firm must understand its own capabilities and the environment in
which it is operating. The situation analysis thus can be viewed in terms an analysis of
the external environment and an internal analysis of the firm itself. The external
environment can be described in terms of macro-environmental factors that broadly affect
many firms, and micro-environmental factors closely related to the specific situation of
the firm.

The situation analysis should include past, present, and future aspects. It should include a
history outlining how the situation evolved to its present state, and an analysis of trends
in order to forecast where it is going. Good forecasting can reduce the chance of spending
a year bringing a product to market only to find that the need no longer exists. If the
situation analysis reveals gaps between what consumers want and what currently is
offered to them, then there may be opportunities to introduce products to better satisfy
those consumers. Hence, the situation analysis should yield a summary of problems and
opportunities. From this summary, the firm can match its own capabilities with the
opportunities in order to satisfy customer needs better than the competition.

There are several frameworks that can be used to add structure to the situation analysis:

• 5 C Analysis - company, customers, competitors, collaborators, climate. Company


represents the internal situation; the other four cover aspects of the external
situation
• PEST analysis - for macro-environmental political, economic, societal, and
technological factors. A PEST analysis can be used as the "climate" portion of the
5 C framework.
• SWOT analysis - strengths, weaknesses, opportunities, and threats - for the
internal and external situation. A SWOT analysis can be used to condense the
situation analysis into a listing of the most relevant problems and opportunities
and to assess how well the firm is equipped to deal with them.

II. Marketing Strategy

Once the best opportunity to satisfy unfulfilled customer needs is identified, a strategic
plan for pursuing the opportunity can be developed. Market research will provide specific
market information that will permit the firm to select the target market segment and
optimally position the offering within that segment. The result is a value proposition to
the target market. The marketing strategy then involves:

• Segmentation
• Targeting (target market selection)
• Positioning the product within the target market
• Value proposition to the target market

III. Marketing Mix Decisions

Manish Sahu 9827754028


SIRT-S Bhopal

Detailed tactical decisions then are made for the controllable parameters of the marketing
mix. The action items include:

• Product development - specifying, designing, and producing the first units of the
product.
• Pricing decisions
• Distribution contracts
• Promotional campaign development

IV. Implementation and Control

At this point in the process, the marketing plan has been developed and the product has
been launched. Given that few environments are static, the results of the marketing effort
should be monitored closely. As the market changes, the marketing mix can be adjusted
to accomodate the changes. Often, small changes in consumer wants can addressed by
changing the advertising message. As the changes become more significant, a product
redesign or an entirely new product may be needed. The marketing process does not end
with implementation - continual monitoring and adaptation is needed to fulfill customer
needs consistently over the long-term.

Market Segmentation

Manish Sahu 9827754028


SIRT-S Bhopal

Market segmentation is the identification of portions of the market that are different from
one another. Segmentation allows the firm to better satisfy the needs of its potential
customers. The division of a market into different homogeneous groups of consumers is
known as market segmentation.

Rather than offer the same marketing mix to vastly different customers, market
segmentation makes it possible for firms to tailor the marketing mix for specific target
markets, thus better satisfying customer needs. Not all elements of the marketing mix are
necessarily changed from one segment to the next. For example, in some cases only the
promotional campaigns would differ.

The Need for Market Segmentation

The marketing concept calls for understanding customers and satisfying their needs better
than the competition. But different customers have different needs, and it rarely is
possible to satisfy all customers by treating them alike.

Mass marketing refers to treatment of the market as a homogenous group and offering the
same marketing mix to all customers. Mass marketing allows economies of scale to be
realized through mass production, mass distribution, and mass communication. The
drawback of mass marketing is that customer needs and preferences differ and the same
offering is unlikely to be viewed as optimal by all customers. If firms ignored the
differing customer needs, another firm likely would enter the market with a product that
serves a specific group, and the incumbant firms would lose those customers.

Target marketing on the other hand recognizes the diversity of customers and does not try
to please all of them with the same offering. The first step in target marketing is to
identify different market segments and their needs.

Requirements of Market Segments

In addition to having different needs, for segments to be practical they should be


evaluated against the following criteria:

• Identifiable: the differentiating attributes of the segments must be measurable so


that they can be identified.
• Accessible: the segments must be reachable through communication and
distribution channels.
• Substantial: the segments should be sufficiently large to justify the resources
required to target them.
• Unique needs: to justify separate offerings, the segments must respond differently
to the different marketing mixes.
• Durable: the segments should be relatively stable to minimize the cost of frequent
changes.

Manish Sahu 9827754028


SIRT-S Bhopal

A good market segmentation will result in segment members that are internally
homogenous and externally heterogeneous; that is, as similar as possible within the
segment, and as different as possible between segments.

Bases for Segmentation in Consumer Markets

Consumer markets can be segmented on the following customer characteristics.

• Geographic
• Demographic
• Psychographic
• Behavioralistic

Geographic Segmentation
The following are some examples of geographic variables often used in segmentation.

• Region: by continent, country, state, or even neighborhood


• Size of metropolitan area: segmented according to size of population
• Population density: often classified as urban, suburban, or rural
• Climate: according to weather patterns common to certain geographic regions

Demographic Segmentation

Some demographic segmentation variables include:

• Age
• Gender
• Family size
• Family lifecycle
• Generation: baby-boomers, Generation X, etc.
• Income
• Occupation
• Education
• Ethnicity
• Nationality
• Religion
• Social class

Many of these variables have standard categories for their values. For example, family
lifecycle often is expressed as bachelor, married with no children (DINKS: Double
Income, No Kids), full-nest, empty-nest, or solitary survivor. Some of these categories
have several stages, for example, full-nest I, II, or III depending on the age of the
children.

Manish Sahu 9827754028


SIRT-S Bhopal

Psychographic Segmentation

Psychographic segmentation groups customers according to their lifestyle. Activities,


interests, and opinions (AIO) surveys are one tool for measuring lifestyle. Some
psychographic variables include:

• Activities
• Interests
• Opinions
• Attitudes
• Values

Behavioralistic Segmentation
Behavioral segmentation is based on actual customer behavior toward products. Some
behavioralistic variables include:

• Benefits sought
• Usage rate
• Brand loyalty
• User status: potential, first-time, regular, etc.
• Readiness to buy
• Occasions: holidays and events that stimulate purchases

Behavioral segmentation has the advantage of using variables that are closely related to
the product itself. It is a fairly direct starting point for market segmentation.

Bases for Segmentation in Industrial Markets

In contrast to consumers, industrial customers tend to be fewer in number and purchase


larger quantities. They evaluate offerings in more detail, and the decision process usually
involves more than one person. These characteristics apply to organizations such as
manufacturers and service providers, as well as resellers, governments, and institutions.

Many of the consumer market segmentation variables can be applied to industrial


markets. Industrial markets might be segmented on characteristics such as:

• Location
• Company type
• Behavioral characteristics

Location

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In industrial markets, customer location may be important in some cases. Shipping costs
may be a purchase factor for vendor selection for products having a high bulk to value
ratio, so distance from the vendor may be critical. In some industries firms tend to cluster
together geographically and therefore may have similar needs within a region.

Company Type

Business customers can be classified according to type as follows:

• Company size
• Industry
• Decision making unit
• Purchase Criteria

Behavioral Characteristics

In industrial markets, patterns of purchase behavior can be a basis for segmentation. Such
behavioral characteristics may include:

• Usage rate
• Buying status: potential, first-time, regular, etc.

Purchase procedure: sealed bids, negotiations, etc.

INDUSTRY PROFILE

Manish Sahu 9827754028


SIRT-S Bhopal

ABOUT ANIMATION & MULTIMEDIA

Animation :-

Animation is the rapid display of a sequence of images of 2-D or 3-D artwork or


model positions in order to create an illusion of movement. It is an optical illusion of motion
due to the phenomenon of persistence of vision, and can be created and demonstrated in a
number of ways. The most common method of presenting animation is as a motion picture or
video program, although several other forms of presenting animation also exist.

2D Animation :-

2D Animations is a series of images viewed one after the other in a very short
time that creates an illusion of movement. This has been one of the oldest yet a very effective
medium. 2D animation has helped to simulate actions and movements that give the user a
realistic experience. To animate means to bring to life and communicate feelings through
story telling. The use of other medium such as sound adds another layer of meaning.

The Production Stages for 2D Animation.

 Pre-production (Storyboard, Character Design, Backgrounds).


 Coloured Background
 Key Animations
 Clean-up and In-between
 Post-Production (Professional Voice recording and integration, Music composing,
Animation Compilation, Special Effects)
 2D Animated Movies

USAGE of 2D Animations :

• 2D Animated Movies
• TV Serial
• TV Ads
• Cartoons Films
• Home Videos
• Games
• Engineering demos
• Websites
• E-learning

3D Animaion :-

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Animating objects that appear in a three-dimensional space. They can be rotated


and moved like real objects. 3D animation is at the heart of games and virtual reality, but it
may also be used in presentation graphics to add flair to the visuals. Over the years the 3D
animation industry has witnessed sweeping changes. Indeed 3D animation has gone beyond
the entertainment venues, floating into the areas like education training and games. Movie
production studios, Universities, Corporates, Government Organizations, Industries, gaming
companies etc. have identified the potential of 3D animation in their day to day activities.

The Production Stages for 3D Animation

 Pre-Production (Storyboard, 3D Character Designing, Backgrounds)


 3D Set Designing
 3D Character / Object Modeling
 3D Character / Object Animation
 Camera
 Post-Production (Professional Voice recording and integration, Music composing,
Animation Compilation, Special Effects etc.)
 3D Animated Movies.

USAGE of 3D Animations

• Architecture
• Medical
• Aerospace
• Engineering
• Biotechnology
• Automobile
• Games
• Movies
• Advertising

Multimedia :-

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If a picture tells thousand stories, Multimedia can tell the same in thousand
ways. Multimedia is a powerful media that delivers immersive visual experience to touch
your senses. In the present scenario, Multimedia leads as the most effective and impressive
medium of communication. It has changed the way organisations and media communicate.
Multimedia has established itself as an appealing and powerful way to present and
communicate the message to the target audience.

As we all know, Multimedia is a homogenized blend of various media elements such as


graphics, videos, animations, texts, music, voice and interactivity, has a major role to play in
the modern corporate communication arena.

Whether it’s a website, corporate presentation, training, Ad films etc., the compilation of
effective multimedia elements into your communication medium maximizes the
communication experiences resulting in better understanding.

Major characteristics of multimedia

Multimedia presentations may be viewed in person on stage, projected,


transmitted, or played locally with a media player. A broadcast may be a live or recorded
multimedia presentation. Broadcasts and recordings can be either analog or digital electronic
media technology. Digital online multimedia may be downloaded or streamed. Streaming
multimedia may be live or on-demand.

Multimedia games and simulations may be used in a physical environment with special
effects, with multiple users in an online network, or locally with an offline computer, game
system, or simulator.The various formats of technological or digital multimedia may be
intended to enhance the users' experience, for example to make it easier and faster to convey
information. Or in entertainment or art, to transcend everyday experience.

A lasershow is a live multimedia performance.

Enhanced levels of interactivity are made possible by combining multiple forms


of media content. Online multimedia is increasingly becoming object-oriented and data-
driven, enabling applications with collaborative end-user innovation and personalization
on multiple forms of content over time. Examples of these range from multiple forms of
content on Web sites like photo galleries with both images (pictures) and title (text) user-

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updated, to simulations whose co-efficients, events, illustrations, animations or videos are


modifiable, allowing the multimedia "experience" to be altered without reprogramming.
In addition to seeing and hearing, Haptic technology enables virtual objects to be felt.
Emerging technology involving illusions of taste and smell may also enhance the
multimedia experience.

Usage

A presentation using Powerpoint.

Multimedia finds its application in various areas including, but not limited to,
advertisements, art, education, entertainment, engineering, medicine, mathematics,
business, scientific research and spatial temporal applications. Several examples are as
follows:

Creative industries :-

Creative industries use multimedia for a variety of purposes ranging from fine
arts, to entertainment, to commercial art, to journalism, to media and software services
provided for any of the industries listed below. An individual multimedia designer may
cover the spectrum throughout their career. Request for their skills range from technical,
to analytical, to creative.

Commercial :-

Much of the electronic old and new media used by commercial artists is
multimedia. Exciting presentations are used to grab and keep attention in advertising.
Business to business, and interoffice communications are often developed by creative
services firms for advanced multimedia presentations beyond simple slide shows to sell
ideas or liven-up training. Commercial multimedia developers may be hired to design for
governmental services and nonprofit services applications as well.

Entertainment and fine arts :-

In addition, multimedia is heavily used in the entertainment industry, especially


to develop special effects in movies and animations. Multimedia games are a popular
pastime and are software programs available either as CD-ROMs or online. Some video
games also use multimedia features. Multimedia applications that allow users to actively
participate instead of just sitting by as passive recipients of information are called

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Interactive Multimedia. In the Arts there are multimedia artists, whose minds are able to
blend techniques using different media that in some way incorporates interaction with the
viewer. One of the most relevant could be Peter Greenaway who is melding Cinema with
Opera and all sorts of digital media. Another approach entails the creation of multimedia
that can be displayed in a traditional fine arts arena, such as an art gallery. Although
multimedia display material may be volatile, the survivability of the content is as strong
as any traditional media. Digital recording material may be just as durable and infinitely
reproducible with perfect copies every time.

Education :-

In Education, multimedia is used to produce computer-based training courses


(popularly called CBTs) and reference books like encyclopedia and almanacs. A CBT
lets the user go through a series of presentations, text about a particular topic, and
associated illustrations in various information formats. Edutainment is an informal term
used to describe combining education with entertainment, especially multimedia
entertainment.
Learning theory in the past decade has expanded dramatically because of the introduction
of multimedia. Several lines of research have evolved (e.g. Cognitive load, Multimedia
learning, and the list goes on). The possibilities for learning and instruction are nearly
endless.

Engineering :-

Software engineers may use multimedia in Computer Simulations for anything


from entertainment to training such as military or industrial training. Multimedia for
software interfaces are often done as a collaboration between creative professionals and
software engineers.

Industry :-

In the Industrial sector, multimedia is used as a way to help present information to


shareholders, superiors and coworkers. Multimedia is also helpful for providing
employee training, advertising and selling products all over the world via virtually
unlimited web-based technologies.

Mathematical and scientific research :-

In mathematical and scientific research, multimedia are mainly used for


modelling and simulation. For example, a scientist can look at a molecular model of a
particular substance and manipulate it to arrive at a new substance. Representative
research can be found in journals such as the Journal of Multimedia.

Medicine :-

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In Medicine, doctors can get trained by looking at a virtual surgery or they can
simulate how the human body is affected by diseases spread by viruses and bacteria and
then develop techniques to prevent it.

Document Imaging:-

Document Imaging is a technique that takes hard copy of an image/document


and converts it into a digital format

Miscellaneous :-

In Europe, the reference organization for Multimedia industry is the European


Multimedia Associations Convention (EMMAC).

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COMPANY PROFILE

Puppets Animation Multimedia is a division of Palet Thiru


Entertainment started in the year 2006. Since then continually pushed the boundaries of
the digital frontier in service of both creative and production efficiency uniquely poised
for the demand of the highly competitive background designing and Painting for Visual
Effects and Animation Industry with a medium number of digital artist and staff housed
in its facilities in Hyderabad. The puppet is one of the Asia leading producers of quality
digital and Manual Backgrounds for the entertainment Industry.

Where we are:
Puppets is the Asia’s first company to have started exclusively working on background
painting for the Animation and Visual Effects Puppets animation leverages its India
advantages of highly skilled talent cost efficiencies and creativity of its arm to prove high
quality Background production to the Asian animation and VFX industry in quality work
environment . With a Fabulous work for many movies breadth and depth of experience
has increased for both manual and digital background for animated products. The slate of
Appreciation of awards for quality and creativity is spoken by our clients. We’re a team
of highly energetic & passionate right-brain creative people and left-brain technologists
& management. Puppets has positioned for the new standards of developing, producing
and distributing animated shorts stories that will be watched by audiences of all ages for
generations to come….

Our Aim and Philosophy:


As one the Asia’s preeminent digital and manual Background producers is to develop
quality properties and to offer superior outsourcing services across all major formats of
the entertainment industry primarily feature films, DVD’s and television. Our creative
and production teams, client service, breadth of experience and technological savvy make
us among the most sought-after animation studios in the world.

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We strive hard to delight our Clients with our work and we’re committed to delivering
absolutely the best value for money. We believe in going the extra mile and offering a
much higher level of service to those seeking our services. We never quit, we never rest
on our laurels, we focus on our customers and we believe in doing business with integrity
and honorably.

The Founders’ of Puppets:


Puppets is currently in production and developing of number of digital and manual
Background, the creative department is lead by Mr Thiru, who is an OSCAR Nominee
for the movie “The Legend of Buddha” is shaping puppets to creation of a new
generation of memorable Background, Mr Naresh who is the Trust, support and strength
of Mr. Thiru, is Expanding the Organization of Puppets. These two hands created
markable sound in the animation industry by establishing Puppets. Our founders have
extensive experience & expertise over two decades in Entertainment industries

Time-Cost-Quality:
Our competitive advantage over most major studios is that of Time-Cost-Quality – a result
of our ability to provide high quality Manual and digital Backgrounds within a greatly
reduced production schedule at a fraction of the cost. Through the Advantage of Time-
Cost-Quality, the company has become a revenue differentiating player in the Asian
animation industry.

Client Service:
Puppets client list includes the biggest names in media and entertainment, our client
relationships are built upon professionalism, trust, open communication and
responsiveness. This quality standard underpins all our technical excellence, helping us to
achieve our ultimate goal of appropriately promoting our clients' success.

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Project Client Worked for

Legend of Dragon - BKN International Colorchips India Ltd

Little Amadeus - Penta T.V Colorchips India Ltd

Ghatothkach - SUN ANIMATICS

Kutti-Chetan - DREAMS

Ghost Boy - In House Project.

Our foot prints:


Puppets involves in the following fields
1 Manual and Digital Painting for Animation and VFX
2 3D Walk Through
3 Training Division
4 Art Gallery
Training Division

Puppet Animation Multimedia as an academy provides comprehensive training for


Animation and VFX and also aimed at bridging the gap between industry expectations
and the real-world guidance received by new animation and vfx students. Establish a
well-equipped academy along with multi-facility script-to-screen animation and VFX
studios for providing guidance.

Our students have several choices on how best to meet their educational
goals

Long Term

• Advance diploma in animation.


• Advance Diploma in VFX.
• Matte Painting

Short Term

• 3D Animation
• 2D animation

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• Print Media
• Web-Designing
• Art Foundation

The Curriculum designed to give Students a powerful command of the current tools used
in effects production. In addition, the program will strengthen your aesthetic senses and
artistic development. Entire curriculum has been developed, tested and is taught by some
of the most recognized Puppets professionals working in the industry. Puppets offer
complete immersion in the art and science of computer animated special effects, with
extensive practice under qualified supervision. We believe that while technology offers
new tools to create your visions, it is our ultimate goal to allow Students to interact
transparently with the software.

It‘s a place where we invite everybody who has anything creative to share, which is why
we also have an art gallery within our premises and currently we have this exhibition of
Liquid Comics Artwork and we have more artwork than we can exhibit on our walls.

3D Walk Through
3D walkthrough animation is one of the best tools for creating strong visual impact of
architectural plans or projects prior to its construction. We offer the very best services for
creating 3D walkthrough and animation. Our high-quality and meticulously designed
computer generated images or videos will enable you to experience a realistic feel...
We see your dreams materialize in virtual reality and help you complete the visual design
communication spectrum for your ideas.

Usages of 3D Walkthrough:

• Architectural Visualization
• Construction Applications
• Interior Decoration
• Real-Estate Development
• Engineering Simulations
• Advertising
• Films
• Games

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The 360 degree 3D walkthrough is an excellent property marketing tool. Whether the
building is under-construction, or just in the planning phase, you can showcase your idea
or plan through 3D walkthrough to your customers and let them know what the actual
product will look like. You can also preview external and internal lighting before the
project/plan starts. We don't stop until you are satisfied with our work. Our fast service
with uncompromising quality makes us the number one choice for 3D walkthroughs and
animation services.
We create 3D walkthrough with the help of building blueprints. Our creative team will
help you to pre-visualize and design and market any Architectural Projects. Weather for
offices, company buildings, residential buildings, individual houses, apartments, farm
houses, hospitals or medical organizations, shopping centers, private and government
institutions, hotels and restaurants. Our team of experts will help you to get a business
winning and appealing 3D Walkthrough.

Art Versions
We have art in order not to die of the truth. Art is the proper task of life. The object of
art is to give life a shape. Art is a step from what is obvious and well-known toward
what is arcane and concealed. True art is characterized by an irresistible urge in the
creative artist. If art is to nourish the roots of our culture, society must set the artist free
to follow his vision wherever it takes him. Art is man's expression of his joy in labor.
Love of beauty is taste. The creation of beauty is art.

About Art Gallery

We Puppets Animation Multimedia are also in the creative field with eminent Identity.
The founder has over all experience of 20years.He was nominated for Oscar as an art
director for the movie “The legend of Buddha” and has a team of five talented artists with
10yrs experience in the related field. We are into all kind of paintings.

The gallery has been continuously involved in the recognition and promotion of emerging
talent, creating an awareness of art amongst old and new collectors by showcasing good
quality art works and providing a platform for interaction between artists and collectors.
The gallery is involved in the promotion of upcoming and emerging artists whose work,
apart from being of high quality, is affordable and holds good value for money for the

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collectors as well as provides an adequate reward for the artists’ creative talent.
On the other hand, the gallery has also been sourcing works of senior artists.

The gamut has been continuously involved in the recognition and promotion of emerging
talent, creating an awareness of art amongst old and new collectors by showcasing good
quality art works and providing a platform for interaction between artists and collectors.
The gallery is involved in the promotion of upcoming and emerging artists whose work,
apart from being of high quality, is affordable and holds good value for money for the
collectors as well as provides an adequate reward for the artists’ creative talent.
On the other hand, the gallery has also been sourcing works of senior artists.

What we offer:

We Puppets animation offers the master pieces to the people who actually understands
and appreciates the intense creativity with the ease of selection of choice of frame color
and mount color matching to there suitable back ground.
We also take bulk orders of different Sizes and Varieties of paintings, Our basic aim and
fundamental is to meet the requirement of our clients.

Our collection includes the following:

Interior Decorative Paintings (variations with the place like Drawing room, Bed Room,
Study room, Dinning Hall, Living room and sculptures Etc…)

Medium –Oil, Water colour, Acrylic, Poster colour, Pastel, Enamel, Drawing Media-Pen
and ink, Caryons, Collar age, Mix media, knife, Edge, and etc…..

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About The Product


Now a days childrens are more interested towards Cartoons and animation,
Puppets Animation Multimedia decided to give childrens not only a cartoon movie but
also teaching them how animated movies are made. To achieve target the company
launched an Animated Cartoon Movie ‘GHOST BOY’. This animated movie is a Home
DVD consists of 5 tales(episodes). The duration of complete DVD is of 50 mins. Apart
from cartoon video there is an extra 10 mins video showing briefly how the movement is
given to characters in the movie and also information on Animation.

Unique Selling Proportion(USP) of the Product :-

1. User Interactive interface - This movie is available in two languages, English and
Telugu. Two languages so that the childrens can translate and learn to speak in
both the languages.

2. The complete background of the movie is based on Indian Traditions and Culture,
the story line is also Indian. The indian environment make childrens identify
themselves as BALU – the protagonist of the movie.

3. All the stories contains moral massages for children with focus on family
bonding, value of studies and relationships, It also imposes courage, confidence
and good citizenship in them.

Pricing and Distribution Plan :-

Price is Rs.99 per DVD.

Distribution Channel :

- Major Schools in Hyderabad and Secunderabad.

- Play Schools

- Hobby classes and summer camps.

- Public places like Children Parks, Toy Shops, etc.

Database Collection :

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1) Name of the school


2) Address of the school
3) Total strength of the school( strength of primary section)
4) Name and phone no of concerned person(e.g. principal, director,PRO etc.)
5) Fees structure :yearly or monthly fees of the school for different sections

STP(segmentation targeting Positioning) :-

Demographic segmentation

Mode of selection of school

1. Strength of the school( on the basis of total revenue generation)only the strength of
primary section should be considered.
Discount offered should be variable depending on order quantity.

2. Fees structure(on the basis of purchasing power parity ;can generate revenue in case of
low strength also)( high conversion ratio upto 50 %)

Division of schools on the basis of strength

 strength below 500(conversion approximately 20%-i.e. order quantity 100)


margin up to 10 %

 Strength between 500 to 1000( offered margin up to 15%)

 Strength between 1000 to 2000( offered margin upto20 %)

 Strength between 2000 to 3000( offer margin up to 25%)

 Sternth above 3000 to 4000 offer margin up to 30 %)

 Strength 4000 and above( up to 30 %and above)

Promotions

1) Distribution of colored printed cards with information about DVD and date of
availability in schools.

2) Pasting poster on school notice board

3) Arranging live demo for children in schools.

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4) Promotion of promo as well as an informative session on animation.( information on


animation industry and the world of animation).

5) Stalls in school on Parents and Teachers meeting.

SWOT ANALYSIS

STRENGTHS WEAKNESS

 It is based on Indian  It is a 2d animated movie.


Culture.
 Local accent is used.
 The home DVD
comes in two  The title “Ghost Boy” gives
a scary image to the movie.
languages.
 The movie is targeting the
 It gives moral values to viewer below the age of 12yrs.
the
 Cost of the DVD is not
viewer. affordable for every student.

 It tells about the


braveness of

a child, increasing the


viewer

braveness.

OPPORTUNITIES THREATS

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 No competition in the  From highly animated 3D


distribution channel because movies.
we are using direct
marketing.  The piracy of the movie.

 The product is targeting  The children prefer to watch


a niche market. the well known animated
character like Spiderman,
Superman, Tom & Jerry.

Performance Analysis of Animated Movie – GHOST BOY


To analyze performance of the DVD in terms of class, gender, price factor, animation in
the movie and many other performance factors this questionnaire is made. The questions
and the feedback follows. The Sample size taken is 50 which is same for all questions.
These 50 students have purchased DVD and they are from different classes. They are as
follows:

No. of
Class Students
KG 7
I 6
II 5
III 8
IV 11
V 9
VI 2
VII 2
Total 50

Table (1)

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Students purchased DVD

12

10
No. of students
8

6 Series1

0
KG I II III IV V VI VII
Class

Figure(a)

Inference:- Using Statistical analysis, we can say that students from CLASS III TO
CLASS V have purchased more DVDs(Ghost Boy) and are more interested in watching
cartoons, animated movies.

2. Analysis on Gender:

No. of
Gender students
Male 28
Female 22

Table (2)

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Gender

Female
44% Male
Male Female
56%

Figure (b)

Inference : Among 50 samples there are 56% male students and 44% female children
who purchased the DVD.

3. Favorite Cartoon.

Tom and Jerry Mickey and Donald


Pokémon Pentane
Others

Cartoon Character Percentage


Tom and Jerry 69%
Mickey and Donald 11%
Pokémon 10%
Pentane 3%
Others 7%
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Table (3)

Favourite Cartoon

Others
7%
Pentane
3%
Pokémon
10% Tom and Jerry
Mickey and Mickey and Donald
Donald Pokémon
11% Pentane
Tom and Jerry Others
69%

Fig (c)

Inference:-

From the above result we say that favorite cartoon for children is Tom & Jerry.

4. Do you have DVD player at home?

Yes No

Preference Percentage

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Yes 98%
No 2%
Table (4)

Students with DVD player at home

No, 2%

Yes
No

Yes, 98%

Fig (d)

Inference :- Almost all Students have DVD player at home.

5. How is the movie GHOST BOY?

Very Good Good


Average Bad
Very Bad

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No. of
Rating Students
Very Good 8
Good 23
Average 14
Bad 4
Very Bad 1
50

Table (5)

Movie Rating

8% 2%
16%

Very Good
Good
Average 28%

Bad
Very Bad

46%

Fig (e)

Analyzing the above situation using Z-test.


Ratings assigned = x, No. of students = f.

Ratings x f f*x f * x²

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Very good 1 8 8 8
Good 2 23 46 92
Average 3 14 42 126
Bad 4 4 16 64
Very Bad 5 1 5 25
50 117 315
Table (6)

x¯ = 117 / 50

= 2.34.

Consider, Ho: µ > 2 then the movie GHOST BOY is not up to the mark ( BAD).

And H1: µ <= 2 then we say that the movie GHOST BOY is admired by
the children.

The tabulated value of Z at 5% level of significance is 1.96.

Calculating the value of Z.

Z = (x¯ - µ ) / (σ/√N) . ---------------- I

σ² = 1/N ∑ fx² - ( 1/N ∑ fx )²

σ = 0.907.

x¯ = 2.34 , µ = 2 , N = 50 , σ = 0.907.

Therefore substituting above values in eqn I, we get.

Z = 2.65. ( calculated value of Z ).

Since, Calculated value of Z is greater than tabulated value therefore we reject Ho and
accepts H1.

Inference : Statistically we conclude at 95% confidence coefficient that GHOST BOY is


a good animated movie.

6. Do you think this movie gives moral values to learn?

Yes No

No. of
Preference Students
Yes 39
No Manish Sahu 9827754028 11
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Table (7)

Gaining Moral Values

No
22%

Yes
No

Yes
78%

Fig (f)

Inference :- Therefore, 78% students say that GHOST BOY teaches some moral values
to them.

7. Do you think the leading character BALU can become your favourite cartoon ?

o Yes ○ No

No. of
Preference Students
Yes 36

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No 14

Table (8)

Favorite Cartoon BALU

No
28%

Yes
No

Yes
72%

Fig (g)

Inference : From the above Pie chart we say that 72% of the students believe that
Balu(leading character in the movie Ghost Boy) can become their favorite
Cartoon.

8. Among all the five tales of GHOST BOY which one do you think is more interesting.

Excellent Good Average Bad Very Bad

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Tale
1. ○ ○ ○ ○ ○
2. ○ ○ ○ ○ ○
3. ○ ○ ○ ○ ○
4. ○ ○ ○ ○ ○
. 5. ○ ○ ○ ○ ○

Tale Excellent Good % Average Bad % Very Bad


% % %
Tale 1. 06 22 56 14 02

Tale 2. 22 26 39 12 01

Tale 3. 12 12 42 30 04

Tale 4. 04 16 38 10 16

Tale 5. 44 39 12 04 01

Average 17.6 23 37.4 14 4.8

Table (9)

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5 Tales Rating

60

50
Tale 1.
40
Tale 2.
30 Tale 3.
Tale 4.
20
Tale 5.
10

0
Excellent % Good % Average % Bad % Very Bad %

Fig (h)

Inference:-

Therefore, Statistically we say that first and fifth tale is appreciated more by the
respondents and the overall rating to the movie is AVERAGE.

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9. In your opinion the price of the DVD is. . .

o Expensive ○ Affordable ○ Reasonable ○ Low

No. of
Opinion Students
Expensive 13
Affordable 20
Reasonable 15
Low 2

Table (10)

Price of the DVD

Low
Expensive
4%
Reasonable 26% Expensive
30% Affordable
Reasonable
Low
Affordable
40%

Fig (i)

Analyzing the above situation using Z-test.


Ratings = x , No. of students = f

No. of
Opinion x Students(f) f*x f * x²
Expensive 1 13 13 13
Affordable 2 20 40 80
Reasonable 3 15 45 135
Low 4 2 8 32

50 106 260
Table (11)

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X¯ = 106/50
= 2.12.

Consider, Ho: µ <= 1, then we say that price of the DVD is Expensive.

And, H1: µ > 1, then the price of the DVD is not Expensive.

The tabulated value of Z at 5% level of significance is 1.96.

Calculating the value of Z.

Z = (x¯ - µ ) / (σ/√N) . ---------------- I

σ² = 1/N ∑ fx² - ( 1/N ∑ fx )²

σ² = 5.2 – 4.944

σ= 0.84

X¯= 2.12, µ = 1, N = 50 , σ = 0.84

Therefore substituting above values in eqn I, we get.

Z = 9.428 (Calculated value of Z )

Since, Calculated value of Z is greater than tabulated value therefore we reject Ho and
accept H1.

Inference : Statistically we conclude at 95% confidence coefficient that the Price of the
movie Ghost Boy is not Expensive.

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10. How is the animation of this movie?

Very Good Good


Average Poor
Bad

No. of
Rating Students
Better 4
Good 11
Average 22
Bad 10
Very Bad 3
Table (12)

Animation of the Movie

Very Bad Better


6% 8%

Bad Good Better


20% 22% Good
Average
Bad
Very Bad
Average
44%

Fig (j)

Analyzing the above situation using Z-test.

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Ratings = x , No. of students = f

No. of
Rating x Students(f) f*x f * x²
Better 1 4 4 4
Good 2 11 22 44
Average 3 22 66 198
Bad 4 10 40 160
Very Bad 5 3 15 75
50 147 481
table (13)

X¯ = 147/50
= 2.94

Consider, Ho: µ > 2, then the Animation is not appreciated by the students.

And, H1: µ <= 2, then we say that Animation is appreciated by the students.

The tabulated value of Z at 5% level of significance is 1.96.

Calculating the value of Z.

Z = (x¯ - µ ) / (σ/√N) . ---------------- I

σ² = 1/N ∑ fx² - ( 1/N ∑ fx )²

σ = 0.9881

X¯ = 2.94 , µ = 2 , N = 50 , σ = 0.9881.

Therefore substituting above values in eqn I, we get.

Z = 6.73. ( calculated value of Z ).

Since, Calculated value of Z is greater than tabulated value therefore we reject Ho and
accepts H1.

Inference : Statistically we conclude at 95% confidence coefficient that Animation of the


movie Ghost Boy is appreciated by the students.
11. Are you interested in learning Animation?

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o Yes ○ No

No. of
Preference Students
Yes 30
No 20
Table (14)

Students Interested in learning Animation

No
40% Yes
Yes No
60%

Fig (k)

Inference :- Since Puppets Animation Multimedia also offers training to the aspirants of
Animation therefore from the above pie chart we say that majority of the students are
interested in learning Animation which could become their future animation learning
student.

12. Would you prefer GHOST BOY to your Siblings and Friends .

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o Yes ○ No

No. of
Preference Students
Yes 40
No 10
Table (15)

Students Refer GHOST BOY to their Siblings &


Friends

No
20%

Yes
No

Yes
80%

Fig (l)

Inference : Therefore from the above pie chart we say that 80% students would suggest
Ghost Boy to their siblings and friends.

13. Are you interested in seeing next series of GHOST BOY.

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o Yes ○ No

No. of
Preference Students
Yes 42
No 8
Table (16)

Students Interested to see next seires of


GHOST BOY

No
16%

Yes
No

Yes
84%

Fig (m)

Inference :

Since, management also planning to make next series of Ghost Boy and they
would like to know whether the students are interested in seeing the sequel of this movie
or not. The above chart is helpful for management which concludes that 84% are
interested in watching next series of Ghost Boy.

Findings

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Findings from the prepared questionnaire and collected data from the sample of 50
students who purchased the DVD of GHOST BOY are as follows:

1. 98% of the school children below the age of 12yrs like cartoons.

2. Also found that Tom and Jerry is most preferred cartoon by the children.

3. 78% say that the movie gives moral values.

4. The leading character of the movie is BALU, around 72% say that BALU can
become their favorite cartoon.

5. Among all 5 tales in the movie, the first and the last tale is voted as interesting
parts. And the AVERAGE response is given to the complete movie.

6. After analyzing the situation on Price factor of DVD using Z-test we conclude
that price of the DVD is not expensive, which means it is affordable.

7. Using the same Z-test we also say that the students have appreciated animation
given to the movie.

8. 62% of the children say that they are interested in learning animation.

9. To know whether the students prefer Ghost Boy to their siblings and friends, 82%
of the students agreed to the same.

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Suggestions

1. The company is focusing only in Schools, they should also concentrate in public places
such as:

- Public Gardens

- Paid Gardens

- Kids section in shopping malls.

- Mc Donalds, etc.

In the above listed places we can promote Ghost Boy by distributing Broachers, showing
them demo of the movie, wearing Ghost Boy T-shirts, etc. These practices not only
helpful for current product but also helpful in companies branding and a way for future
product.

2. Now a days cartoons are made in such a way that not only kids but every age peoples
are watching, so company should make a movie which should target all ages.

3. Only two languages English and Telugu is available for the movie. Company should
also introduce Hindi language, as there are so many children in Hyderabad and
Secunderabad who don’t know telugu.

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Bibliography
1. Wikipedia animation and multimedia

2. www.netmba.com/marketing

3. www.quickmba.com/marketing

4. www.puppetsanimation.com

5. www.drypen.in/marketing/importance-of-marketing.

Books:-

- Gary Armstrong, Philip Kotler(Sixth edition)

Manish Sahu 9827754028

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