Super Nintendo Entertainment System

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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!
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