MARKETING PLAN By Jamile and the Holograms I nc. Members: Rachael Collazo Jamile Bama Brittany Browne Tanisha Greene Anthony Ratliffe Table of Contents Executive Summary ……………………………………………………………… 2 Strategic Focus Plan o Company Description ……………………………………………………. 2 o Mission Statement ……………………………………………………….. 2 o Goals …………………………………………………………………….. 2 Situation Analysis o SWOT Analysis …………………………………………………………. 3 o Industry Analysis ………………………………………………………... 3, 4 o Competitor Analysis …………………………………………………….. 4 o Customer Analysis ………………………………………………………. 4 Market Product Focus o Target Market ……………………………………………………………. 4, 5 o Points of difference ……………………………………………………… 5 o Positioning ………………………………………………………….…… 5 Marketing Program o Product Strategy ………………………………………………………… 5, 6 o Price Strategy …………………………………………………………… 6 o Promotion Strategy ……………………………………………………... 6, 7 o Place (Distribution) Strategy …………………………………………… 7 Financial Data Projections ……………………………………………………… 7, 8 Organization Chart ……………………………………………………………… 8 Implementation Plan ……………………………………………………………. 8 Evaluation ……………………………………………………………………….. 9 Works Cited ……………………………………………………………………... 10 Contribution Page ……………………………………………………………….. 11 Power Point Slides ………………………………………………………………. 12-14 Executive Summary Video games and the way that their played has advanced significantly, in attempt to get the players more immerse in the world. Basic functions of video games have stayed overall the same in the way of controlling a character through buttons and joysticks. This has led to the criticisms of video games being unhealthy and promoting laziness among the players. Our company is here to change that through the use of an interactive, holographic gaming system. This system will immerse the player into a game where their movements and actions will be analyzed and met with holographic projections of obstacles. It requires full body movement and participation of the player. Other game consoles such as the XBOX Kinect and the Nintendo Wii does involve body movement and participation of its players, but on a two dimensional level. This is where our product differentiates. Instead of having a two dimensional experience, the game world will be projected around the player. Should this idea be accepted, we will have changed the way that the gaming world is viewed. The cultural changes with gaming, centered around physical involvement may change what used to be a frowned upon activity into an event everyone can enjoy. Strategic Focus Plan Company Description Jamile and the Holograms Inc. was founded by Jamile Bama and its cofounders Brittany Browne, Rachael Collazo, Tanisha Greene and Anthony Ratliffe to develop and market a unique video game console, never before experienced by gamers, HoloVision. This is the first fully interactive, health conscious, holographic gaming system introduced to the market. Our product differentiates itself from other game consoles by projecting the video games’ world around a player through 3-D holographic imagery. This gives the gamer an experience like never before. Its high quality, high price strategy will prove to be successful in the gaming industry. Mission Statement Our mission is to create a completely interactive game console which provides health benefits to the players while enjoying the gaming experience no matter what age. Goals For the coming five years, Jamile and the Holograms Inc. seek to achieve the following goals: Nonfinancial 1. To provide the ultimate gaming experience for all gamers worldwide. 2. To provide the world’s healthiest gaming experience. 3. To synergize with gaming publishers like EA game and Activision publishing Financial 1. To break even after 6 months of being in the market. 2. To obtain a return on equity of at least 30 percent after a year of being the market. 3. To lead gaming industry in sales by fifth year mark. Situation Analysis The situational analysis starts off with the current environment in which Jamile and the Holograms Inc. finds itself in by providing a brief SWOT analysis. After this overview, the analysis probes finer levels of detail: industry, competitors, company, and consumers. SWOT Analysis Strengths 1st fully interactive, health conscious, holographic gaming system Projects game around players giving gamers a new experience High quality Uniqueness of hardware motion detection Weaknesses Experienced managers are needed to help reach financial and nonfinancial goals High learning product Expensive hardware and games Limited experience in the gaming sector High up front production cost Opportunities Growing demand for new technology Possibly synergize with gaming publishers like EA and Activision Ability to set tone for the gaming world Penetration of new markets worldwide Threats High price could turn potential customers away Being viewed as “healthy gaming” could turn off some gamers away Mobile gaming Hardware complication Sony, Wii, and Microsoft have released their own motion technology gaming systems Industry Analysis: Trends in the Video Game Industry According to Forbes, the global video game market will grow from $67 billion in 2012 to $82 billion in 2017 (Gaudiosi, 2012). That forecast includes revenue from stationary and portable consoles, their hardware, software, and for personal computer games and games for mobile devices. Lately the video game industry has been referred to as flat to decline due to declining sales in the console segment of the market. The Xbox 360 platform revenue fell 24 percent, mostly because of fewer consoles sold and lower income from video games software, but that isn’t for Xbox alone (Associated Press, 2012). According to a Research firm, NPD says U.S. retail sales of new video game hardware, software and accessories fell 25 percent in October, marking the 11th straight month of declining sales for physical game products (Gaudiosi, 2012). Now video games biggest driver of growth is online distribution and online usage business models. These continue to take share away from the traditional model of selling physical boxed software at retail stores. Microsoft is now the hardware market leader in the gaming industry having 35.4 percent of the market, followed by Sony which has 33.1 percent and Nintendo with 31.6 percent (Hingley, 2012). Xbox is anticipated to be our biggest competitor because of their Kinect installment which senses and follows body movement of the player. Competitor Analysis The video game industry makes over $10.5 billion dollars in sales annually (Entertainment Software Rating Board, 2010). Most video game consoles retail between $130$450 and each new video game from $40- $60. This is excluding Mass Multiplayer Online games like World of WarCraft which requires a consumer to buy the game and keep it on a monthly subscription basis. The average video game player spends 8 hours a week playing video games, and the average household spends 4% of their income on video games (Entertainment Software Rating Board, 2010). Videogames have been noted for becoming addictive to more players and the video game developers have become more criticized for putting out incomplete games that require users to pay for downloadable content just to play extra parts of their own games. Company Analysis The individuals who founded Jamile and the Holograms Inc. are new to the gaming industry delivering fresh perspectives on game play. All have provided input on health concerns of most of America and how new technology can be implemented into physical activity. They sought out those of professional engineers and video game software designers to help create HoloVision, and are currently researching and hearing their ideas for improvements or new product developments in gameplay. Customer Analysis This section describes the characteristics of customers expected to purchase our product. Customer characteristics Consumers who purchase our product are seeking value and quality but with specific socioeconomic backgrounds. They aren’t price sensitive and understand the technology implemented in the product, so generally people who have higher levels of education and earn a household income of $90,000 or greater. The demographics of people who would purchase this are typically single, young to middle age adults for the high degree of interaction and technology involved in the product. Those who are open minded to see how HoloVision will benefit them, beyond playing a video game, are our ideal customers. Market Product Focus Target Market The primary target market for this product is essentially those of the upper middle class. The upper middle class market consists of those who make up the wealthiest 15% of US households holding at least and income of $90,000. Young, single adults would be our expected target in that income level. As our product is a luxury product costing over $5,899.99, the consumers who purchase this would have to be less price sensitive, seeking prestige of affording the latest technology. As our product can also be reprogrammed for different uses, business owners seeking to implement advanced technology into their business for retail attraction or marketing purposes would be another market we seek to target. Points of difference: • Motion detection- Unlike most motion based game systems (i.e. Wii, Xbox 360, etc.) HoloVision gives you a real life feel by immersing you, the player, into the game. You are not limited to a censor and one controller like the Wii, with HoloVision your whole body is the controller. • Futuristic design of the gaming system- HoloVision gaming system does not contain tons of cords and wires that most gaming systems need to hook up their product. Instead of a complicated instruction manual that forces you to put together the product yourself, HoloVision gets installed and removed by a team of trained technicians. • High definition surround sound system- HoloVision is equipped with a unique high definition sound system that allows you to hear everything in the game from a loud siren to a person’s foot steps behind you. HoloVision isn't limited by the speakers in your TV like most other games systems because you do not need a TV to use HoloVision. Positioning There have been many other game systems that have used motion detecting sensors to help enhance their video games, but there is no other game system that comes close to the advanced technology that HoloVision uses. HoloVision takes the pressure off of the customer by having a setup and removal team only a phone call away. It also promotes health and weight loss by eliminating the typical gameplay of sitting down and pressing buttons on a controller, and making the player the controller. Marketing Program Product Strategy Product Line HoloVision is retailing for $5,899.99 for the ultimate holographic video game console. Unique Product Quality The technology used in HoloVision is the first ever used for an interactive video game console. It contains a mix of different holographic technology such as mid-air projected holograms, and reflected holographic projections. Mid-air projected holograms are technically not holograms at all, but a “Heliodisplay”. The heliodisplay is an interactive technology system that projects and image into the air from the projection system directly beneath the image (Deveau, 2007). The technical system uses existing surrounding air and a small amount of tap water to generate an ion medium to which the image can be projected on, essentially water vapor on a microscopic particle scale (Bernstein, 2003). The system is also interactive because it uses an optical laser tracking system to tract a players’ hand movement, even down to the players’ fingers. The heliodisplays will be used for the interactive aspects of game play leaving the reflected holographic technology for the environmental setting. The reflected holographic technology will be projected from the rear onto a thin, transparent foil. By projecting an image from behind the semi-transparent foil, it shows the full picture without losing the illusion. The use of body detecting technology and sensors similar to those used in Xbox Kinect or Nintendo’s Wii are also contained in the HoloVision console. It tracts the full body motion of a player which acts as a compass in a game world. All these applications of the latest technology combined offers a fully interactive gaming experience to keep players visually stimulated, while maintaining a healthy habit. Price Strategy HoloVision is priced at $ 5,899.99, for a holographic videogame console and installation, priced significantly higher than other gaming consoles. Microsoft’s Xbox 360 Kinect is retailing for $399.99, Sony’s PlayStation 3 with its Move application is retailing at $449.96, and Nintendo’s Wii is retailing at $129.99. The costs are much lower than ours; however, that is the price for the game consul only, in order to play a game, a television and a connecting cable for the game console are required. A typical 40 inch television is normally retail priced at about $400, a 6 inch HDMI cable retails around $20. Over all for a low to basic quality gaming experience a person will spend about $600- $800. The quality of game play and technology used in our console makes our product truly unique that it doesn’t even have to be used primarily for just playing video games. The price will also cover the initial research and development costs as well as the introductory promotional expenses. Our target market will understand that the high price will signify a high quality technological product, far more advanced than other consoles. Since there is no other gaming console on the market remotely like ours, it should create much demand which justifies our pricing strategy. Promotion Strategy Key promotion programs feature in store demonstrations, exhibition demonstrations, as well as advertisements seen on television, online, and in gaming magazines. In Store Demonstrations Demonstrations in retail stores specializing in electronics, entertainment systems, and video games, enable consumers to try out the HoloVision game console and see the aspects of its gameplay that differentiates it from competing consoles. Demos will be conducted in many retail stores to increase awareness and purchases. Exhibition Demonstrations As our product can be used as both a consumer and business good, demonstrations introducing our product at an electronics or technology conventions like CES, Consumer Electronics Show, enables prospective businesses to test our product and see how it will benefit them. Holographic technology is starting to become a modern way for companies and stores to advertise and attract business and our product can give different businesses that edge. Advertising Television and online advertisements would introduce our product to the public, showing off its capabilities and encouraging them to go to local distributors to experience and purchase the console. Magazines such as Game Informer update subscribers the latest technological and video game news, advertising our console in magazines such as those would help promote curiosity as well as talk or “word of mouth” among gamers. The experience of gameplay, its health aspects, and technological advances will be heavily emphasized in advertisements, because those characteristics define and differentiate our product from others. Place (Distribution) Strategy In the present market, HoloVision is distributed through entertainment or technological retailers. Retailers such as Best Buy, Game Stop would be ideal to house our product as their reputation for latest video game technology and services are well known. Through them we can promote and sell our product, especially through BestBuy. Best Buy stores that sell high end products, like Magnolia have a consumer base willing to spend more for a better quality product. They also have financing options which makes our product more appealing to the moderately price sensitive consumer. We can also can deliver and set up directly to homes and spaces through orders placed online or over phone. As sales grow, we hope to acquire our own locations to promote, consult and sell our product. Financial Data and Projections Because HoloVision is being introduced to the market for the first time, financial data and projections will be constructed from the current video game market. Sales revenue The Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry report notes that the industry has been flat to declining mainly because of declining sales in the console segment. So videogame consoles like Microsoft’s Xbox 360, Sony’s PlayStation 3, and Nintendo’s Wii are not being purchased but the video games played on the consoles are. However, it is speculated that new console systems from these companies should have the console segment of the market “regain momentum” between 2014 and 2015. By introducing our new console, HoloVision, the gaming industry will see a significant rise in sales. Five Year Projections Five year projections for Jamile and the Holograms Inc. appear in the table on the next page. These projections reflect the expected growth in number of HoloVision consoles to be sold. Financial Element Consoles sold Units 1 Year 1 2013 Year 2 2014 Year 3 2015 300 540 972 Projections Year 4 2016 1750 Year 5 2017 3150 Net Sales $5,899.99 1,769,997 3,185,994 5,734,789 10,322,620 18,580,716 Gross Profit $3952.99 1,185,897 2,134,614 3,842,305 6,916,149 12,449,068 415,062 4,357,150 Operating profit (loss) $1383.54 747,111 1,344,799 2,420,639 Organization Chart Jamile and the Holograms Inc.’s present organization appear below in Figure 1. It shows the 5 people who report directly to the President. Below those who correspond with the President/CEO are the full time and part time employees of the company; engineers, technicians etc. As the company grows, Jamile and the Holograms Inc., will search for people with special expertise to add to the staff. Figure 1 Implementation Plan Introducing HoloVision to the market is going to be fairly difficult because of the price of the product. Therefore marketing and promotions of the product is going to be a key factor in getting consumers to gain interest in the product. Because the number of retailers that offer gaming consoles are so small, to increase our sales as projected in our five year plan we will need to gain new customers each year. We will do this by improving our product by making updates based on our current customers’ feedback. There will be surveys available for our customers to take to rate our products and sections where they can comment and suggest improvements. With feedback and improvements made our sales should increase. Evaluation There is nothing on the market such as our product. We will expand technology and bring a new light to gaming consoles. This is the first time the people of the world will see any console like this. When someone uses our product, it will feel like they're virtually in the game. This creates exercise and entertainment at the same time. Our product will motivate people to have fun while being active. There is a problem with being overweight all throughout the world’s industrialized countries and this product will help provide an outlet. Though this product is more expensive than other consoles, its innovative technology is worth every penny. We envision our product to someday be in every household across the world. HoloVision and its applications will eventually be essential in all of our lives. Our product will top the charts and have an extremely successful run. We will update our consoles at every opportunity in order to stay on top in technological innovations. Works Cited Bernstein, D. (2003, December 18). Making Something out of Nothing. New York Times. Deveau, D. (2007, March 22). Sci-fi Projections. CBC News. Entertainment Software Rating Board. (2010). Video Game Industry Statistics. Retrieved from Entertainment Software Rating Board: http://www.esrb.org/about/video-game-industrystatistics.jsp Gaudiosi, J. (2012, July 18). New Reports Forecast Global Video Game Industry Will Reach $82 Billion By 2017. Forbes. Hingley, M. (2012, August 10). Gaming Console Market Share and Forecast Q2 2012. Retrieved from ITCandor: http://itcandor.net/2012/08/10/gaming-console-q212/ Contribution Page I. Executive Summary –Rachael Collazo II. Company Description- Tanisha Greene III. Strategic Focus and Plan – Tanisha Greene, Jamile Bama, Anthony Ratliffe A. Company’s Mission B. Company’s Goals IV. Situation Analysis A. SWOT Analysis- Tanisha Greene B. Industry Analysis- Tanisha Greene C. Competitor Analysis- Rachael Collazo D. Company Analysis- Jamile Bama E. Customer Analysis- Anthony Ratliffe V. Market Product Focus A. Target Market(s)- Anthony Ratliffe B. Points of Difference- Brittany Browne C. Positioning- Brittany Browne VI. The Marketing Program- Rachael Collazo A. Product Strategy B. Price Strategy C. Promotion Strategy D. Place Strategy VII. Financial Data and Projections –Rachael Collazo VIII. Organization Chart – Tanisha Greene IX. Implementation Plan – Brittany Browne X. Evaluation and Control – Anthony Ratliffe