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
• Top seller in what was
considered the “Golden
Age” of video games.
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”
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.
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.
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.
Budget
TOTAL SPENDING: 125 MILLION
Internet
5%
Magazine
40%
32%
Television
15%
10%
Interactive/Direct
Marketing
Promotions
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.
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
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.
GAME OVER!