Title | PS4 marketing project - Playstation 4 case study |
---|---|
Author | Amadeus Frag |
Course | Marketing Principles |
Institution | Royal Melbourne Institute of Technology |
Pages | 53 |
File Size | 2 MB |
File Type | |
Total Downloads | 98 |
Total Views | 132 |
Playstation 4 case study ...
5th April 2019
Marketing Principles (MKTG1199)
Marketing Plan for Nintendo Switch
Submitted by: Name Sim Zong Qing Marcus Jaxon Teo Emmanuel Joseph Velarde Yandoc Kunaseelan S/O Letchumanan Aloysius Austin
Student ID S3772733 S3771831 S3772927 S3772268 S3771750
Class / Group: LF02 / 12 Prepared for: Dr. Chin Choo Ong Date of Submission: 5th April 2019
Table of Contents 1.
Company Mission.....................................................................................................................1
2.
Company Objectives................................................................................................................1
3.
Situational Analysis.................................................................................................................2 3.1
Market Overview................................................................................................................2
3.2
Market Size and Potential...............................................................................................2
3.3
Market Structure................................................................................................................3
3.4
Market Trends....................................................................................................................3
3.5
External Environment......................................................................................................4
4.
Competitor Analysis.................................................................................................................5 4.1
Sony PlayStation (PS4)....................................................................................................5
4.2
Microsoft Xbox One..........................................................................................................6
5.
SWOT Analysis for Nintendo Switch....................................................................................7 5.1
Strengths............................................................................................................................8
5.2
Weaknesses.......................................................................................................................8
5.3
Opportunities.....................................................................................................................9
5.4
Threats...............................................................................................................................10
6.
Buyer Behaviour.....................................................................................................................10 6.1
Social Factors..................................................................................................................10
6.2
Personal Factors.............................................................................................................10
6.3
Psychological Factors...................................................................................................11
7.
Target Market...........................................................................................................................12 7.1
Market Segmentation.....................................................................................................12
7.2
Market Targeting & Profiling........................................................................................13
7.3
Positioning.......................................................................................................................14
8.
Internal Analysis.....................................................................................................................16 8.1
Product Performance.....................................................................................................16
8.2
Current Marketing Strategy..........................................................................................16
9.
Marketing Objectives.............................................................................................................17
10.
Marketing Strategy.............................................................................................................18
10.1
Product..............................................................................................................................18
10.2
Price...................................................................................................................................21
10.3
Place...................................................................................................................................22
10.3.1
Distribution Strategy..................................................................................................22
10.3.2
Channel Design...........................................................................................................22
10.3.3
Location of Intermediaries........................................................................................24
10.4
Promotion.........................................................................................................................25
10.4.1
Promotional Mix..........................................................................................................26
10.4.2
Estimated Cost of Promotion...................................................................................28
10.4.3
Media Calendar............................................................................................................30
11.
Conclusion...........................................................................................................................31
References.......................................................................................................................................32
MARKETING PLAN FOR NINTENDO SWITCH
1.
Company Mission
Nintendo is dedicated and committed in producing and marketing the highest quality products and services. We believe in treating every customer and employee with the utmost respect, attention and consideration in order to enhance our products and services (Nintendo, 2019).
2.
Company Objectives
Nintendo’s current objective is to attain the dominant market share of the game console market. The goal of the next 12 months is to sell 40% more consoles than the previous year, and to enhance the Nintendo experience through unique and remarkable products. Ultimately, to achieve our purpose of “bringing smiles to people’s
faces”
(Nintendo,
2019).
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MARKETING PLAN FOR NINTENDO SWITCH
3.
Situational Analysis
3.1
Market Overview
Nintendo operates in the gaming console market amongst competitors like Microsoft’s Xbox One and Sony’s PlayStation 4 (PS4). Besides being in the gaming hardware market, they are also in the software market through production of their own games such as Mario Kart 8 (Nintendo, 2019).
3.2
Market Size and Potential
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MARKETING PLAN FOR NINTENDO SWITCH
The global market size for console gaming is generally increasing with a high of $42 million in 2018. Nintendo has the potential for continuous growth through targeting a more diversified market as well as improvements in products and services.
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MARKETING PLAN FOR NINTENDO SWITCH
3.3
Market Structure
Nintendo operates in an oligopolistic environment alongside competitors like Sony and Microsoft. In 2018, Sony’s PS4 took control of the market with $18 million units sold, with the Nintendo Switch not far behind at $17.05 million. Microsoft’s Xbox One however, lagged almost 3 times of its competitors at $6.96 million.
3.4
Market Trends
According to Infocomm Media Development Authority (2017), Singapore’s gaming industry has seen a good growth. This reflects a positive outlook with the introduction of new Nintendo products for consumers.
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MARKETING PLAN FOR NINTENDO SWITCH
3.5
External Environment
1.
Demographic Influences
According to Population Reference Bureau (2018), there will be a 16% increase in people aged 65 or older by mid-century. This would lead to a decrease in the target group for the Nintendo Switch. Hence, the company would have to explore ways to retain and attract the younger demographics in order to stay relevant to the market.
2.
Economic Influences
According to Channel News Asia (2018), the median gross monthly income of Singaporeans increased 3.5% annually from 2013 to 2018. An increase income would lead to higher purchasing power thus, more consumers would have the ability to purchase the Nintendo Switch.
3.
Technological Influences
Data from the Singapore Business Review (2018) states that there are currently 4.3 million active mobile social consumers in Singapore. With the increase access to
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MARKETING PLAN FOR NINTENDO SWITCH
technology and social networks, social media and online marketing would be very highly effective.
4.
Sociocultural Influences
Singapore’s gaming industry is seen to be gaining noticeable momentum (Golden Equator Capital, 2017). Also, Singapore’s e-commerce scene is predicted to rise to US$8,639 million by 2023 (Statista, 2019). Thus, increasing gamers would lead to greater opportunities for the Nintendo Switch to be marketed in Singapore through ecommerce.
4.
Competitor Analysis
4.1
Sony PlayStation (PS4)
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MARKETING PLAN FOR NINTENDO SWITCH
4.2
Microsoft Xbox One
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MARKETING PLAN FOR NINTENDO SWITCH
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MARKETING PLAN FOR NINTENDO SWITCH
5.
SWOT Analysis for Nintendo Switch
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MARKETING PLAN FOR NINTENDO SWITCH
5.1
Strengths
1.
Quality of Games
Nintendo is home to many notable characters such as Mario and Pokemon. Hence, Nintendo introduced games like Pokemon Let’s Go! Pikachu and Super Smash Bros Ultimate which are exclusive to the Nintendo Switch. These games are huge titles and popular amongst gamers across the world which gave consumers another reason to buy the console thus boosting sales significantly.
2.
Family Friendly
Nintendo is known as the family friendly game publisher as their games cater to people of all ages. The Nintendo Switch has an intuitive game system that encourages multiplayer gameplay anytime anywhere. It can support up to 4 people simultaneously as compared to past consoles such as the Nintendo 3DS which is a single player console. The Nintendo Switch is also advertised as a family friendly product as it promotes family bonding.
5.2
Weaknesses
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1.
High Price Point
The Nintendo Switch is priced at $409 and is considered high for a handheld game console. Additionally, consumers would have to purchases games and accessories in order to maximise the console’s potential. “Singaporeans are cutting back on their spending in a number of categories in their bid to manage household expenses better and allocate their discretionary spending towards categories which they value” (Nielsen, 2015). In other words, Singaporeans are getting more price sensitive and thrifty therefore, it can be quite challenging when it comes to purchasing such a high cost product.
2.
Small Storage Space
Competitor game consoles have huge storage spaces since they introduced digital copies of their games. For the Nintendo Switch, gamers are given the option to own digital copies of the games by downloading it from the Nintendo eShop. However, it only comes with a 32GB storage space which is barely enough for consumers. Some games like Mario Kart 8 takes about 7GB of space which leads to lesser space for other games.
5.3
Opportunities
1.
Third-Party Software
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The Nintendo eShop was launched together with the Nintendo Switch and serves as a platform for consumers to purchase games and download additional content. By allowing third party software developers to put their content on the eShop, it can greatly benefit Nintendo. For example, Nintendo can look to collaborate with video streaming platforms like Netflix and HBO Go which allows consumers to watch their favourite shows on the same device.
2.
Electronic Sports (Esports)
Esports is the world of competitive video gaming. It is a multimillion-dollar industry where professional gamers face off against others to prove they are the best. Nintendo has the potential to host eSports tournaments to better connect with their consumers as well as another form of revenue.
5.4
Threats
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1.
Threat of Substitutes
In Singapore, eSports for computer and mobile games has gained momentum and are slowly being recognised. When professional gamers play the games while streaming on YouTube or Twitch, it helps to advertise the games, making eSports a huge influence on consumers. This becomes a threat to both handheld and console gaming as consumers start directing their attention towards online and mobile gaming.
2.
New Technology from Competitors
The Nintendo Switch is a hybrid console system. With advancing technologies, it would not be long until Sony and Microsoft introduce new console systems to entice consumers. This would then be an immediate threat for Nintendo.
6.
Buyer Behaviour
6.1
Social Factors
1.
Groups and Social Network
Factors such as social media sites, buzz marketing, word of mouth and opinion leaders affect consumer behaviour greatly in the case of the Nintendo Switch. For instance, a positive product review from a well-known tech Youtuber could easily influence consumers into buying the product. In turn, these consumers could then influence others through word of mouth.
6.2
Personal Factors
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1.
Occupation
The Nintendo Switch is mainly targeted at consumers aging from 21 to 30 years old. This segment consists of students and people who are generally independent, earning a part-time/full-time income. In turn, having more disposable income to afford the product. Therefore, more emphasis should be placed on targeting these consumers.
2.
Lifestyle
The lifestyle of a person greatly affects consumer behaviour, where consumers who purchase the product are generally positive with owning a Nintendo Switch as a form of entertainment. Therefore, it is crucial to capture the attention of such consumers.
6.3
Psychological Factors
Due to its relatively high price, the Nintendo Switch is considered a high involvement product. As a result of perceived brand differences, most consumers would start comparing variables such as price and benefits before making a purchase. On the other hand, vicarious learning might also take place, where consumers might purchase the product to feel a sense of belonging, in order to meet its social needs.
Ultimately, the aim is to reduce any post-purchase dissonance and the Nintendo Switch in this case, has generally done well due to its significant product differences compared to its competitors.
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7.
Target Market
7.1
Market Segmentation
DEMOGRAPHIC
PRE-TEENS
TEENAGERS
YOUNG ADULTS
ADULTS
AGE
10 - 16
17 - 20
21 - 30
Above 30
INCOME
Dependent on allowance
May or may not have source of income
May or may not have source of
Selfdependent
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OCCUPATION
given by parents
depending on individuals
income depending on individuals
on source of income
Students studying in Primary and Secondary schools
Students studying in Secondary schools, Polytechnics/Junior Colleges
Students studying in Universities with part-time jobs
Adults working fulltime jobs in various occupations
Working part-time jobs
Started full-time job
Some are full-time National Servicemen (NSF) PSYCHOGRAPHIC
PRE-TEENS
TEENAGERS
YOUNG ADULTS
ADULTS
ATTITUDE
Considers product as “cool” and “fun” as it is a hightech gaming console
Tend to be under peer pressure to own the product due to peers owning one
Considers product as a viable form of entertainment
Uses product as a form of relaxation and stress reliever
LIFESTYLE
Living at home with parents
Living at home with parents
Living at home with parents
Self-sufficient with their own home
Studying in school
Studying in school
Balancing between parttime/full-time job and studies
Currently in National Service
Stable in a full-time job
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BEHAVIOURAL
PRE-TEENS
TEENAGERS
YOUNG ADULTS
ADULTS
BENEFITS
Looking “cool” to their peers
Looking “cool” to their peers
Entertainment and competitive gaming
Relaxation and leisure
USAGE
1 - 2 hours a day
4 - 8 hours a day
4 - 5 hours a day
1 - 2 hours a day
USER STATUS
Potential Users
Regular Users
Regular Users
Potential Users
INFLUENCES
Influence parents to purchase through television or online advertisements
Influenced through peers, online or television advertisements
Influenced through peers and media mar...