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Marketing strategies for success in Asia Pacific gaming: Best Practice Analysis

Product Type: Market Research Report Publication Date: Oct 30, 2003
 
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SUMMARY

The multi billion dollar gaming market is in a dynamic phase, new entrants and new product developments at all stages of the value chain arecreating a tough competitive environment. This report examines the market environment, provides analysis of customer characteristics and identifies ablueprint for marketing success including; media usage, competitor positioning and best practice examples.

SCOPE OF THE REPORT

  • Overview of the market environment, analysis of the gaming value chain, flow of customer influences and emerging sectors such as wireless gaming
  • Gives an in-depth understanding of usage of above the line and below the line marketing activities for all stages of your product or servicelaunch
  • Discusses the major competitor's strategies, positioning, use of media, successes and failures and how to apply these lessons to your business
  • Gives clear and concise action points that form an insightful marketing plan that is equally relevant to competitors across the value chain

REPORT HIGHLIGHTS

Marketing messages and overall marketing mix remain similar throughout Asia Pacific, which allows for regional marketing planning. Where as Europeis a highly localized market, this study reveals that there is little localization in terms of marketing in regions. Changes are made, however, totackle languages, regulations and to avoid cultural faux pas.

Sony had a poor online strategy. Despite the media featuring prominently in itsmarketing strategy it had two core weaknesses; Firstly it relied on traditional approaches of pop ups/banners throughout all marketing stages, whichcustomers were already bored of and secondly, it did not create good synergies between online and offline as Xbox did.

Begin marketing 8 monthsbefore launch date; dedicate 60% of budget to pre-launch; spend 60% of the budget on above-the-line marketing (ATL), 40% on below-the-line marketing (BTL);of which online marketing should be 30%: use limited online banners to build a presence online and to create awareness, avoid clutter, bring inguerilla marketing.

KEY REASONS TO BUY THIS REPORT

  • Existing competitors can benchmark strategies against the industry best practice and gain an understanding of channel usage, marketcharacteristics and a successful marketing plan
  • Potential entrants learn the critical success factors for each stage of product or service launches, competitor's marketing strategies and usageof media
  • A clear and targeted marketing campaign is vital in any business but perhaps no more so than in the Gaming industry. Knowledge of industrypractice is vital.

TABLE OF CONTENTS

ABOUT DATAMONITOR

EXECUTIVE SUMMARY

INTRODUCTION

Who is is the Asia-Pacific online gamer?

MEDIA RELATED ISSUES

Marketing budget spends
Usage of media types
Regional variations
Launch strategies: regional or staggered launch

GAME-SPECIFIC MARKETING

COMPETITOR POSITIONING

Marketing themes

COMPETITOR USE OF MARKETING MIX IN ASIA PACIFIC

SWOT ANALYSIS

Sony
Microsoft
Nintendo

CRITICAL SUCCESS FACTORS

Pre-launch
Marketing mix
Targeted audience during pre-launch
Marketing messages
Launch
Marketing mix
Targeted audience during launch
Marketing message
Post-launch
Marketing mix
Targeted audience during post-launch
Marketing message
Non-marketing factors

INTRODUCTION

SECTION 2 MARKET CONTEXT

Market value
Value chain
A value chain dominated by publishers
Developers
Publishers
Distributors
Retailers
Issues
Gaming influence in Asia Pacific
Little localisation
Wireless gaming: the future of gaming?
Who is is the Asia-Pacific online gamer?

MEDIA-RELATED ISSUES

Above-the-line marketing
Magazines – specialists
Magazines – mass-market
Newspapers
Radio
TV
Cinema
Outdoors
Conclusion
Below-the-line marketing
Online
Point Of Sale promotions
Mailing
PR
Events
Conclusion
Regional variations

PRODUCT-RELATED ISSUES

Pricing
Hardware issues
Piracy: a bane for some, a blessing in disguise for others
Launch strategies: regional or staggered launch

SOFTWARE SUPPORT:

Software support
Console and game interaction

GAME-SPECIFIC MARKETING

Pre-launch
Launch
Post-launch

COMPETITOR POSITIONING

Overall positioning
Game genre positioning
Audience positioning
Device features positioning
Device price positioning
Marketing themes
PlayStation 2
Datamonitor' s opinion
Xbox
Datamonitor' s opinion
GameCube
Datamonitor' s opinion
GBA
Datamonitor' s opinion

COMPETITOR USE OF MARKETING MIX IN ASIA PACIFIC

Comparing Sony and Microsoft marketing strategies in Asia Pacific
Microsoft
Datamonitor' s opinion
Sony
Datamonitor' s opinion
Conclusion

SWOT ANALYSIS

Sony' s PlayStation 2
Strengths
Weaknesses
Opportunities
Threats
Datamonitor' s opinion
Microsoft' s Xbox
Strengths
Weaknesses
Opportunities
Threats
Datamonitor' s opinion
Nintendo' s GameCube
Strengths
Weaknesses
Opportunities
Threats
Datamonitor' s opinion
Nintendo' s Game Boy Advance
Strengths
Weaknesses
Opportunities
Threats
Datamonitor' s opinion

CRITICAL SUCCESS FACTORS

Pre-launch
Marketing mix
Targeted audience during pre-launch
Marketing messages
Launch
Marketing mix
Targeted audience during launch
Marketing message
Post-launch
Marketing mix
Targeted audience during post-launch
Marketing message
Non-marketing factors

APPENDIX

FURTHER READING

CONTACTS

List of Tables

List of Figures

Figure 6: Gaming influence in Asia Pacific
Figure 9: Marketing budget, splits by launch periods
Figure 12: Above-the-line marketing, expenditure splits
Figure 14: Below-the-line marketing, expenditure splits
Figure 15: Regional marketing spend, split by country
Figure 1: Product launch timelines
Figure 18: Marketing focus development
Figure 19: Competitive positioning
Figure 2: Usage of media mix matrix
Figure 1: Game software revenues, global market
Figure 2: Installed base, Asia Pacific
Figure 3: Game software revenues, Asia Pacific
Figure 4: The gaming value chain
Figure 5: The variable bargaining power of games developers
Figure 6: Gaming influence in Asia Pacific
Figure 7: The gamer segmented by age group and gaming propensity
Figure 8: Popular gaming genre by country
Figure 9: Marketing budget, splits by launch periods
Figure 11: Above-the-line marketing, media importance
Figure 12: Above-the-line marketing, expenditure splits
Figure 13: Below-the-line marketing, media importance
Figure 14: Below-the-line marketing, expenditure splits
Figure 15: Regional marketing spend, split by country
Figure 16: Above-the-line, country variations
Figure 17: Below-the-line, country variations
Figure 18: Hardware focus
Figure 3: Product launch timelines
Figure 19: Competitive positioning
Figure 4: Usage of media mix matrix
Figure 20: Game software revenues, global market
Figure 21: Installed base, Asia Pacific
Figure 22: Game software revenues, Asia Pacific
Figure 23: Regional marketing mix
Figure 24: Marketing mix, local variations, %

Marketing strategies for success in Asia Pacific gaming: Best Practice Analysis

Publisher: Datamonitor

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