Merchandising & PR COSC 405 Spring 2013 Bridget M. Blodgett Marketing vs. Merchandising • Works with brand on a community/advertising level • How a company advertises itself • Creating a feeling around a company/brand to encourage buying • Process of idea -> product using the 4Ps • Begins the experience and continues awareness of company after retail period closes • Works with product on a retail level • How a product is displayed in retail (signage/shelf space/end caps/etc) • Creating promos, displays, maximizing revenue per square ft • Activity of promoting sale of goods • Guides consumer to the product and its unique qualities Retail Design • Often have a limited amount of space in any retail outlet – You have to grab the attention, promote the product, support positive associations • Posters, Cut outs, attractive packaging are important aspects of this design • High quality, colorful or bright packaging, clear text/theme are all important aspects Swag • Any articles of merch that are branded with either the company or game logo – Often given away (although occasionally for sale) to promote a company or product at trade shows, conferences, guerilla marketing, etc. • Wearable items are some of the most common (and most enjoyed) • Usually small and inexpensive • Occasionally made exclusive to an event: – http://leviathyn.com/games/news/2013/03/21/thinkg eek-announces-pax-east-2013-exclusive-swag/ Best and Worst • http://www.gamesradar.com/the-very-bestand-worst-of-games-merchandise/ • What are the common features of the good merch? The bad? • What merch items could your company release to increase interest Public Relations • Not the same thing as marketing – Marketing = customers while PR = editors and journalists – You need both to really boost a game into the popular category • Good PR helps to generate and sustain “buzz” which can land you a publisher if you don’t have one yet DIY vs PR Agency • Cost efficient • More controlled • Lots of work – – – – – – Create press lists Create press kits Assets Preview/review mailings Create mailing lists Maintain contact (followup) • Experienced staff • Knowledgeable about working with media • Extensive contact lists • Skilled at developing PR plans • Paid hourly at consultation fees PR Plan • Schedule of assets – Screenshots, trailers, developer diaries, interviews, Q&As, fact sheet – Should be enough to keep game in spotlight from announcement to a month after launch • Press releases – One for in development, one for gone gold, one for shipped – Other announcements: web site launch, release of PR assets, demo/playable content • Preview/Review schedule – Plan for a year to six months before release Crafting a Press Release • You need to make sure that the person who creates the press release can write well! • A press release should have: – Descriptive but short subject line – Intro paragraph – Product “boilerplate” – Developer “boilerplate” – Additional “boilerplates” Subject Lines • DeveloperXYZ Announces Galaxy Dynamo for Windows • DeveloperXYZ Announces New 4X Space Sim Galaxy Dynamo for Windows • DeveloperXYZ Announces Groundbreaking New 4X Space Sim - Galaxy Dynamo for Windows with Mac and Linux Client to Come • DeveloperXYZ Launches Galactic Conquest Plans with Galaxy Dynamo - a 4X Space Sim Fan Art/Media • Being supportive of fan art/media is a great way to support a PR or merchandising plan without having to generate your own items • Have contests to promote fan art (Blizzard) or other media (Irrational) • This creates a positive association with your product and allows consumers to feel connected to it • Character Design Art: http://shoomlah.deviantart.com/art/Bioshock-Infinitethe-Lutece-twins364495657?q=gallery%3Ashoomlah&qo=0