Through my study, i took into consideration studying the frequency of my target audience exposure to my ad on street or tv.
and what are the tools i will use to know the rate
as my ad goes to be broadcasted or distributed on street.
Product:Does your company create what its targeted customers want? What does the customer want from the product/service? What needs does it satisfy? What features does it have to meet these needs? How and where will the customer use it? How is itdifferentiated versus your competitors?
Pricing: What is the value of the product or service to the buyer? How much are the targeted customers willing to pay for the product? Is the customer price sensitive? How will your price compare with your competitors?
Promotion: How are the chosen target groups are informed or educated about the company and its products? How and when can you get across your marketing messages to your target market? How do your competitors do their promotions?
Placement:Where do buyers look for your product or service? Are your products available at the right place, at the right time, in the right quantities? What do you competitors do, and how can you learn from that and/or differentiate?
After different studies in the field testing my audience tendency to WII, i discoverd that its heavy users are mostly TV beholders. also, i decided to target the potential users who know about WII , but they never mind if they purchase it or not. for, i saw that having a TVC can be a very good field to advertise WII in an audiovisual format. so all people can see it and know its system of usage.
as well as, i decided to support my TVC with 3 billboards related to my ad concerning the concept "Interactivity".
Maybe people are searching for it more just because they are not sure what it means, but it definitely is entering the collective consciousness. If virtual reality is a complete immersion in a digital world, augmented reality (AR) is more a digital overlay onto the real world. It enhances the real world with digital data, and therefore it is much more interesting than a completely fabricated environment. There is an element of magic to AR apps because they juxtapose data and graphics where they have no business showing up.
The advent of touchscreen mobile phones with GPS and cameras such as the iPhone and Android phones is giving rise to an array of AR apps from Sekai Camera, Layar, and more. Generally, these apps show the world around you as seen through your phone’s camera, but in addition to functioning as a viewfinder, your screen also functions as a regular computer screen. With help from the GPS and on-board compass, it can place information or graphics on top of buildings or objects seen through the viewfinder.
But that is just the start. Universityresearch labs are springing up to explore augmented realty as a new computing interface. The latest AR app is the Parrot AR.Drone, and combines a flying remote controlled toy with an iPhone app. The app turns the iPhone into a remote control (a concept we’ve seen applied to video games), but there is also a camera on the drone, which let’s you see from its point of view and play virtual shoot ‘em up games with other drones. The shooting happens on the screen, while the toys fly through the air in real life. There is also a solo mode where you can shoot enemy jets on the screen juxtaposed into your living room or wherever you happen to be flying the drone. (Watch the video below to see what I mean).
You can take your virtual reality and get lost on Second Life. I’ll take augmented reality any day. It’s just more real.
An idea for a Wii advert, the idea came from news reports of people letting go of their Wii remotes, and them smashing into things like windows and TVs. This Advert tells people to ‘Play it right’ meaning reading how to hold the remotes and playing safely.
Is Nintendo beginning to feel the heat from Sony's PS3 launch? They'd never say so directly, but their recent actions seem to suggest it. Nintendo has recently announced a plan to put at least $200 Million into marketing the Wii console. Appealing to a large market is tough, and requires a large cash flow, and they intend to use it: "Our plan to market Wii broadly, with hands-on experiences, continues to pay off," said George Harrison, Nintendo of America's senior vice president of marketing and corporate communications. "Wii introduces new ways to play, to expand both the appeal of games and the audience of gamers. Our marketing campaign is central to that." If you pay attention to popular media, you already know that Nintendo is making waves. The Wii has appeared on commercials, in the cartoon series South Park, on MySpace, in The Wall Street Journal and many other places. They are last to market for this generation of consoles. Is that a blessing, or a curse? They have always had a mass-market appeal that doesn't seem to follow the Xbox or the PlayStation, but they have lost ground to Microsoft and Sony for many years on the console front.
Who is Nintendos target market for the Wii? Avid gamers would say that the Wii is a kids game. i recently purchased one and my 5yo son absolutly loves it so those that sy it is for kids are at least partly right. But… i have seen and heard more and more stories of how the baby boomers have begun to pick up gaming after the introduction of this new console. I even read an article about physical therapists using the Wii to aid patients in hospitals. Retirement homes around the globe have incorparated the Wii as an activity at their facilities, holding bowling tournaments and never even having to pick up a ball. But if its not the kids, and it is not the baby boomers, is it gen x or gen y? Well i know i love to play the Wii but i cant say that i love it more than either of the other two demographics. Who knows? Just food for thought.
3 Responses to “Nintendo Wii – Whos the target market?”
I think the Wii is great. Now more then ever we have problems with our kids and their weight. The Wii is a very interactive gaming system. They have a new Wii game called Wii Fit. It is all about getting in shape. I once saw a exercise bike that was hooked up to a TV. If you peddled the bike the TV would come on. If not, no TV. We really need to think about our kids. If we are going to let them stay inside and play games it should be on the Wii. At least they are getting some kind of exercise.
The Nintendo Wii is a very good product. The generation y and some generation x will really increase the sales of this product. However, there are some baby boomers who are really gaming more than ever before.
I think the minds behind the Wii knew exactly what they were doing. We are all concerned about ours and our kids activity levels. the Wii took a look at this and used virtual reality to help make us more active. So we get cool technology and without even thinking about it more activity. It’s not just for kids, it’s for any and all that need to get up off the couch and do something.
The typical gamer previously was between the ages of nine and twenty four and male. Nintendo plans to market the Wii to both male and female of all ages. They have also asked themselves how to get people involved if they are not into gaming. Nintendo has hopes to make the Wii a living-room center piece by including various media channels meant to appeal to others who are not gamers. They have incorporated different “channels” onto the Wii’s main menu. A channel is an interactive application that is not necessarily a game. Nintendo has integrated an 802.11g wireless card into their system. This means that if you have a wireless network in your home, you can use these channels. One of which is an Opera web browser allowing you to surf the internet. Also included is a sports channel and weather channel. All this is available at your fingertips without leaving your family room.
George Harrison, senior vice president of marketing and corporate communications for Nintendo of America, Inc., talks about how he plans to maintain the momentum and reach this new audience.
PROMO: What was your strategy when you launched the Wii?
Harrison: We had to target a different audience. The core gamers are ages nine to 24, but that was kind of limiting. We wanted to reach out to the expanded audience, particularly to people over the age of 25.
P: That wasn't an easy task, was it?
H: The first difficulty comes when you are doing something new. There is a risk involved. But we realized we had to do things differently. When we unveiled the Wii at a trade show, people in the industry thought Nintendo should get out of the hardware business and stop selling game consoles.
P: How do you reach that older group?
H:We shifted our TV advertising to talk to people ages 25 to 49. And in January, we formed a relationship with Norwegian Cruise Lines. They asked us to donate Wii systems for their ships. It gave us great PR with people over 50. We will be adding another 25 cruise ships before too long. We also put a few Wii systems in senior centers, and they were very popular. It's somewhat word-of-mouth. We have sold just a few hundred that way, but it's more about offering the belief that anyone can play.
P: What makes the Wii so popular?
H: It's very approachable in terms of its form. It's the interactivity. Video games for the last few years have centered around a 17-year old playing alone in the bedroom. But the Wii is a family game.
P: You must be pleased with the results.
H: The Wii is impossible to keep on store shelves. You see people you wouldn't expect to buy it — people in their 40s and 50s buying it for themselves. That says we have achieved our goal.
P: What is Nintendo's marketing budget, and how has spending changed?
H: We spend $400 million worldwide on marketing and about $200 million in the U.S. That includes advertisements, promotions, PR and our retail spending and merchandising in the store. The budget has stayed flat during the last five years. We deploy our resources in effective ways to talk to people under 24 online, and reach older people through our TV advertising.
P: Is Nintendo running more promotions than before?
H: The line between advertising, promotions and PR is blurring. We are doing more event marketing and sampling, and more partnership promotions, linking up with something like a Wendy's or Coke. We are trying to learn how to promote to this new audience — mothers under 35, people over 50 and young teens.
P: What role does sampling play?
H: Sampling plays a big role. People under 24 who are experienced gamers like to try before they buy. For the expanded audience, even if they see it on TV, they need more. Trials can be really important for us.
P: What's your favorite video game?
H: On the Wii, it's Mario Strikers. It's a soccer game. I am a soccer fan, not a great soccer player.
P: What challenges do you face?
H: We are in touch with the expanded audience, but we have a long way to go. We have to keep the momentum going, reach this holiday and get to the tipping point. We also have to come up with new software ideas every year.
P: What does the future hold for Nintendo?
H: The period we're in is almost a renaissance. We pursued a similar audience for the last decade, and we sort of got our foot in the door. But there is plenty of opportunity to get more people to play and buy games on a regular basis. We want to make the business larger.
The Nintendo GameCubeofficially abbreviated to NGC in Japan and GNC in other regions,was Nintendo's fourth home Video console game and was part of the Sixth generation era. It was the successor to the Nintendo 64 and predecessor to theWii.
The Nintendo GameCube was the first Nintendo console to use optical disc as its primary storage medium, after several aborted projects from Nintendo and its partners to utilize optical-based storage media.In contrast with the GameCube's contemporary competitors, the play station 2 and Xbox, the GameCube uses miniDVD-based discs instead of full-size DVDs. Partially as a result of this, it does not have the DVD-video playback functionality of these systems, nor the audio cd playback ability of other consoles that use full-size optical discs.
Can be done by using product characteristics or the customer benefits associated with the product. In essence, the strategy relies on providing a superior product to the customers to have a better positioning. For Example – The Apple Iphone is showing better sales and brand recognition because of product characteristics. The Google Android operating system for mobiles is showing higher usage because of customer benefits, available apps and others.
Wii has taken over the video game era, and not only is it for teenagers, but now even parents are buying it for themselves. Wii started off as a bunch of interactive games where you actually move and do all the arm movements for say tennis. It makes you feel like you are actually playing the game. Now what they have come out with is a Wii fit, which now a lot of adults are buying it to save them time from going to the gym. Now they can work out in their house, and have fun at the same time. Parents aren't even getting mad at their children anymore playing video games, because they are playing Wii and are actually being active. This has changed the ways of how people look at video games.
the concept of simulation that jean baudrilliard expected to become more sophisticated in future with technology has been created by several games and computerized entertainment hardware. one example of them , WII which has proved the actuality of baudrilliard saying " the creation of virtual reality related by the actual one through references." WII as a game
takes the feelings and movements of people in reality and creates new characters virtually related to them.
new style of playing to appear 3D on the screen, to make a single video clip or with a group from your family or friends without paying any cost, but the only cost of buying Wii. Utility it educates children early the concept of simulation , it increases their self confidence by feeling as if they are stars. it makes parents closer to their children by
making groups at a certain time to play this game.
Nintendo hopes to target a wider demographic with its console than that of others in the seventh generation. At a press conference for the then-upcoming Nintendo DS game Dragon Quest IX: Sentinels of the Starry Skies in December 2006, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games."
This is reflected in Nintendo's series of television advertisements in North America, directed by Academy Award winner Stephen Gaghan, as well as Internet ads. The ad slogans are "Wii would like to play" and "Experience a new way to play." These ads ran starting November 15, 2006 and had a total budget of over US$200 million throughout the year. The productions are Nintendo's first broad-based advertising strategy and include a two-minute video clip showing a varied assortment of people enjoying the Wii system, such as urban apartment-dwellers, country ranchers, grandparents, and parents with their children. The music in the ads is from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers. The marketing campaign has proved to be successful: pensioners as old as 103 have been reported to be playing the Wii in the United Kingdom. A report by the British newspaper The People also stated that Queen Elizabeth II of the United Kingdom has played using the console
A response from the receiver indicating whether a message has been received in its intended form.
After receiving a message, the receiver responds in some way and signals that response to the sender. The signal may take the form of a spoken comment, a long sigh, a written message, a smile or some other action. Even a lack of response, is in a sense, a form of response. Without feedback, the sender cannot confirm that the receiver has interpreted the message correctly. Feedback is a key component in the communication process because it allows the sender to evaluate the effectiveness of the message . . . [and] take corrective action to clarify a misunderstood message.
(Sathya Swaroop Debasish and Bhagaban Das, Business Communication. PHI Learning, 2009).
Consumer behavior is studying the decision processes of a purchase, before during and after the purchase is made. In marketing information about the consumer and their behaviors is extremely benefited to know and understand before starting a marketing plan. A company may have an amazing product but if the consumer does not know what it is or why they may need it then it is of no benefit.
The Wii philosophy is something that is being emblazoned all over Nintendo’s promotional material. Just a quick look at most official Wii websites and you are accosted with a word that has been the new buzz in gaming ever since Nintendo started ‘thinking outside the box’. For a while it was just a word used by the media, but when Nintendo realised how intelligent it sounded they started plastering it on anything that moved. And they have never looked back. The fact that the Nintendo Wii has a ‘philosophy’ is about as ridiculous as Disney films having a polemic message.
the Wii philosophy is all about:
• ‘A New Style of Gaming’
• ‘Break[ing] Down the Walls’
• ‘Expanding the Audience’
• ‘Unique Experiences’
In essence, Nintendo are going for what we all seek in our everyday lives. Clarity and openness (breaking down the walls), socially developing and integrating (expanding the audience) and the unexpected and the exciting (unique experiences and a new style of gaming). They are offering what any Media Studies student worth their salt (and that isn’t much worth) will excitedly inform you are ‘audience pleasures’. If you can please your au-dience (in a strictly non-sexual way), then you are already over half the way to winning ‘the battle’.
The Wii ( /ˈwiː/) is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii primarily competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others. As of October 2011, the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales, and in December 2009 broke the record for best-selling console in a single month in the United States. A distinguishing feature of the console is its wireless controller, the Wii Remote, which can be used as a handheld pointing device and detects movement in three dimensions. Another distinctive feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode. The Wii is Nintendo's fifth home console and the direct successor of the Nintendo GameCube, being fully backwardly compatible with all GameCube games and most accessories. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled the system at the 2005 E3. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in four key markets.