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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 HIGHLIGHTSMarketing 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 DATAMONITOREXECUTIVE SUMMARYINTRODUCTION- 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 MARKETINGCOMPETITOR POSITIONING- Marketing themes
COMPETITOR USE OF MARKETING MIX IN ASIA PACIFICSWOT 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
INTRODUCTIONSECTION 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
APPENDIXFURTHER READINGCONTACTSList of TablesList 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, %
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