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Super Nintendo Entertainment System ( SNES)

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11 diapositives · 500 Views · Jul 10, 2014

Super Nintendo Entertainment System ( SNES). By: Stephanie Wallace and Tyrell Lynch . Background. The Super Nintendo gaming system was an essential part of shaping the way video game consoles are produced today. Very successful game console and fan favorite

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Super Nintendo Entertainment System ( SNES)
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  1. Super Nintendo Entertainment System ( SNES) By: Stephanie Wallace and Tyrell Lynch

  2. Background • The Super Nintendo gaming system was an essential part of shaping the way video game consoles are produced today. • Very successful game console and fan favorite • Top seller in what was considered the “Golden Age” of video games.

  3. Marketing Plan • We found an opportunity in a competitive market • Increase Awareness • Increase Accessibility • Challenge the “top dogs” of the video game industry, through Customer Satisfaction by bringing back the “SNES”

  4. Promotional Program • We want to let our customers know that this product is for them by having a price that is highly affordable. • We want to promote to all ages. • Using our higher selling game console, The Wii, we will promote the SNES in different packages to benefit both of our products.

  5. Communication Objectives • With the target audience identified, we begin to focus on the communication objectives. • It has been shown that consumers respond in terms of a hierarchy of effects, which is the sequence of stages a prospective buyer goes through from initial awareness of a product to eventual action.

  6. Competition • Sony Playstation 3 & Xbox 360 • Both products are way above our product in technology and costs. • Our price and market segmentation will outweigh our weaknesses and enable us to compete.

  7. Budget

  8. Advertising • Internet ads and Gamer magazines will give us a good reach at our target. • Commercials can be a great use of media • Old school “throw back” theme to gaming industry gives a different image to gaming market.

  9. Sales Promotion • Increase Awareness and Buzz throughout communities lead to increase in sales. • Want to get people in stores, let them try out games for themselves. ( In-store demos) • Discounts connected with multiple purchases of our product line • Incorporating our Nintendo Wii through promotions and sales opportunities

  10. Personal Selling • We feel that our product already has a positive name and place in the gaming community through past experience. • We want to use this knowledge through Buzz and Guerilla marketing. • Employees pushing product in stores and reaching out to as many people as we can, because we feel that this is a opportunity for everyone, no matter their demographic.

  11. GAME OVER!