1 / 30

Skip-it

Skip-it. Marketing Communications Professor Wertalik. Table of Contents. Executive Summary pg. 3 Industry Background pg. 4 Company Snapshot pg. 5 Brand Review pg. 6 Competitive Review pg. 7 Buyer Analysis pg. 8 SWOT Analysis pg. 9 Marketing Goals pg. 10

van
Télécharger la présentation

Skip-it

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Skip-it Marketing Communications Professor Wertalik

  2. Table of Contents • Executive Summary pg. 3 • Industry Background pg. 4 • Company Snapshot pg. 5 • Brand Review pg. 6 • Competitive Review pg. 7 • Buyer Analysis pg. 8 • SWOT Analysis pg. 9 • Marketing Goals pg. 10 • Target Market pg. 11 • Promotional Program Situation Analysis pg. 13

  3. Executive Summary • Target Market • Primary: Children ages 8-12 themed and learning video games • Secondary: College age • Launch • October – prior to Christmas • Expand product two years after initial launch • Campaign Objectives • Reintroduce popular product from 80’s and 90’s • Fun way to exercise and compete • Marketing goals • 15% Wii owners market share • Budget Total • $850, 000 total Advertising • $3,000,000 for production, manufacturing, and distribution of product • Media Flowchart • Trial stations located in Best Buy, Walmart, Toys-R-Us • Product integration in Wii commercials • Skip-It for Schools • Blogs • Product placement • Wii Skip-It bundles

  4. Industry Background • SIZE • Video Game Industry was $31.6 Billion and growing in 2007 • GROWTH • Global market annual growth rate of 9.1% • PricewaterHouseCoopersGlobal Entertainment and Media Outlook: 2007-2011 • CURRENT TRENDS • Digital distribution of games and entertainment content • MACROENVIRONMENT • Economic: recession has little impact on sales (up 13% in January 2009) • Technological: advance technology • Social: influence on youth • Demographics: male, ages 18-29, Some college/College grad • This demographic will be included upon future expansion

  5. Company Snapshot • WiiSkip-it Small ring to slip on a child’s foot that is attached to a ball. -object is to swing the attached ball around and jump as it passes underneath the other foot. • Younger age – games will include battle and themed games • Image • Latest/most advanced technology • Wii is currently dominating the gaming market and we want to help Wii remain at the top of that list. • Huge opportunity for market expansion, growth because of the recent growth of the Wii gaming market, as well as the fitness trend • College aged expansion

  6. Brand Review • Skip-it for Wii • Skip it toy interacts with Wii software • Interactive games played with the Skip-It on the Wii Console • Wii has Huge existing Market • Every Wii owner has capability to Skip-It • Potential to motivate new Wii buyers • Existing brand awareness • Opportunity for new positioning with young generation • Male interactive Battle and helicopter games • Female Flying and Fairy Games • Universal Learning games • Secondary Target • Reminiscing College age • Social games for gatherings • Fun way to be active

  7. vsvs • Xbox 360 (Microsoft): 2001 • Second place leader • 8 million unit lead over PlayStation (2008) • Xbox LIVE community more than 17 million active members • NetFlix on Xbox 360 • PlayStation (Sony): 1994 • Third place leader • #1 Lifetime U.S. hardware sales (43.22 million) The 2008 total U.S. hardware sales are as follows: Wii- 10,224,400 Nintendo DS- 9,951,500 Xbox 360- 4,735,200 PSP- 3,829,300 PlayStation 3- 3,685,000 PlayStation 2- 2,106,100*

  8. Buyer Analysis Children College Age (future target audience) • User of the product • Elementary School Age • Can influence parent’s buying decisions • Not much disposable income • Social • Fitness • Remember Skip-it from the 80’s and 90’s • Parents • Buyer of the product • Buying decision can be influenced by children • Disposable income • Advantages of product for their children (fitness)

  9. SWOT Analysis

  10. Marketing Goals • Make Skip-It hardware affordable • $50-$60 • 4-5 Million Units • 200-300 Million Revenue • 20-40 Million Profit • Greater Revenue coming from games sales once customers own the hardware • Top Selling games ranging from $1-5 Million in Sales per Year

  11. Target Market • Primary • Children 8-12 years old • Male and Female • Gender Specific games • Universal games • Current Wii owners • Secondary • Parents of primary market • Product buyer • Strong influence by primary • Future Target Market • College 18-24 • Nastalgic • Social game

  12. Review of Past Programs • http://www.youtube.com/watch?v=Z5eNcFRit8M • Children’s commercial aired on Nickelodeon

  13. Review of Past Programs • Strengths • Strong Trendy Children Market • Catchy Song • “Everybody is doing it” • Weaknesses • Failed to adapt and extend product and advertisement campaign • Only advertised on one network to one target audience

  14. Our objective is to create awareness and knowledge of the new Wii Skip-It • Campaign Objectives • Increase awareness of Wii Skip-It among consumers, ages 8-12, by 50% in a three-month period • Increase trial of Wii Skip-It among consumers, ages 8-12, by 25% over a six-month period • Campaign Strategies • In-store trial stations in key retailers (Best Buy) • Cause promotions (Skip-It for Schools) • Product placement in popular television shows of target audience • Television commercial advertising within current Wii commercials • Placement in other Wii games/ videogame advertising • Wii console bundles

  15. Target audience research • 92% of our sample likes to compete • While only 67% of our sample says their family owns a Nintendo Wii, 97% said they have played Wii before • Popular games include Mario Kart, Guitar Hero, and Wii Fit – this shows that games with Wii accessories are popular • 77% of our sample has previously heard of Skip-it

  16. Positioning • Positioning Strategy • Wii Skip-It is a high energy, fun, social activity to do with friends and peers • Fresh and new in the mind of the consumer • Positioning Statement • To elementary aged children, Skip-It, is the brand of Nintendo Wii video games that facilitates a fun way to compete and be active because Skip-It integrates the skipping motion through interactive gaming methods.

  17. Campaign • Campaign Theme • “Everybody Skip-it” • Song • We decided to keep the previous song and tagline because they were memorable and popular: Andrea: “The commercial (for the model with the counter) featured a catchy jingle and portrayed this toy with an “everyone is doing it and look how much fun they are having” message. Watching the commercial makes me want to buy a Skip-It even now!”

  18. Skip-It Logo: Old vs. New Skip-it

  19. Creative Recommendations • Advertising Objectives • Point-of-Purchase Displays • To create personal experience at the point-of-purchase stations to motivate sale • Cause promotions - Skip-It for Schools • To gain local news coverage and promote the cause • Commercial and product placements • To increase awareness and create consumer desire to experience Wii Skip-It • Skip-It included in Wii console bundle • To get product into homes of consumers and introduces Skip-It to new Wii users • Advertising/Message Strategies • By using Wii Skip-It, you will have fun, be active and social, while improving your body and mind • Implementing social responsibility • Will use general Wii commercials as a piggy-back strategy to create awareness and reinforce product

  20. Marketing Objectives for Advertising Campaign • Children 8-12 years old • Objectives • To achieve a 70% reach and a frequency level of 4 • To create a personal relationship and spread awareness among current and future Wii users • Strategy • At release of product we will place trial stations in retail outlets as well as commercials and product placement within Wii videogames and television mediums • 4 months into campaign- soft launch of Skip-It for Schools

  21. Media Flowchart

  22. Sales Promotion • Consumer • Children 8-12 • Bundle packages with Wii consoles will allow consumers to experience the product at home • Make Wii Skip-It available for consumers to experience at point of purchase • Prompt consumers to try Skip-It to reduce perceived risk of purchasing • Budget: $525,000 • Trade • Best Buy, Walmart, others retailers, and participating schools • To have retailers carry product and allow floor space for in-store trial station. • Beneficial to retailers because of increased store traffic • Contacting potential participating schools to host Skip-It for Schools • Budget: $425,ooo

  23. Internet/Interactive • Wii Ware users; Children 8-12 • Wii Ware • Advertise directly to Wii-Ware users • Promote new games available for download • Blog • Give Wii Skip-It to known and established bloggers • Create awareness and promote from trusted opinion • Budget • Expenses will be absorbed by Wii

  24. Public Relations • Children 8-12; Parents and community • Cause Promotion: Skip-It for Schools • Raise money for local schools • Promote community outreach • Promote Wii Skip-It • Create awareness • Widespread trials by consumers • Build personal involvement in Wii Skip-it games • Budget • Through press releases Wii Skip-It will gain free publicity

  25. Skip-It for Schools • What? • Raising funds towards local schools to promote education and learning programs • Who? • Students: learning competitions • Others: sponsored speed competition • Where? • Hosted outside local schools • Nationwide school systems with afterschool programs struggling from budget cuts • When? • Soft launch • 4 months into campaign • After each event there will be research, assessment, and refinement • Rationale? • Emphasize importance of student education and programs • Local News coverage

  26. Measurement & Evaluation • Trial Station survey/product review • Drop box sweepstakes to win the Wii Skip-It • Blogs • will allow for product evaluation • Sales statistics • Shows volume of Skip-It sales • Skip-It for Schools • Participants receive coupon • Product representatives will evaluate and make improvements as seen fit • Commercial • Call to action through website

  27. Budget Summary • $850,000 – Advertising • $300,000 – brochures to 30,000 schools, equipment, workers • $100,000 – product placements • $250,000 – trial stations and displays • $300,000 – television commercials • $3,000,000 – production, manufacturing, and distribution of product

  28. Conclusion • Brief Review • Advertising outlets are specific to target market • Slogan: creates a “need” perception; social conformity • Strong visibility and brand awareness through various mediums • Needs of client: • Trust/ Accessibility  Trial Stations • Reputation/ Familiarity Wii name • Convenience  downloadable programs • Social  peer competition and “everybody’s doing it” • Active lifestyle  Interactive/movement

  29. The future of Wii Skip-It • Expand to older demographic • College aged consumers, nostalgic audience from prior awareness • Wii “Skip-Fit” • Game development • Online television commercials • Advertisement at game introductions and loading points • Global expansion

  30. References • http://www.theykid.com/skip-it

More Related