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!