Preview

VZT1: G. 3-Year Marketing Plan

Good Essays
Open Document
Open Document
2407 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
VZT1: G. 3-Year Marketing Plan
Company G
3-Year Marketing Plan
Assessment Code: VZT1
Student Name: Brian Lowry
Student ID: 000388804
Date: March 7, 2015
Mentor Name: Sandra Willet

Table of Contents

Introduction 2
Mission Statement 2
Product Description and Classification 2
Consumer Product Classification Error! Bookmark not defined.
Target Market 2
Competitive Situation Analysis 2
Analysis of Competition using Porter’s 5 Forces Model 2
SWOT Analysis 2
Strengths 2
Weaknesses 2
Opportunities 2
Threats 2
Market Objectives 2
Product Objective 2
Price Objective 2
Place Objective 2
Promotion Objective 2
Marketing Strategies 2
Product Strategies 2
Price Strategies 2
Place Strategies 2
Promotion Strategies 2
Tactics and Action Plan 2
Product Action Plan 2
Price Action Plan 2
…show more content…
With that being said we may have to find new suppliers or research other avenues to get the gaming system made, and have to make a well informed and financially sound choice as to the direction we will go with manufacturing the system.
Threat from Substitutes: Microsoft and Sony will always be a direct substitute for our console, but our job is to show the customer how our product is different and a better solution to their gaming system even if it is the smallest differences and, in our humblest opinion, superior.
SWOT Analysis
In this first paragraph, please introduce the SWOT analysis. For more information, see the recommended text, index topic “SWOT analysis.” This section is laid out to summarize the analysis in a table, and is then followed by more detailed explanations of each item. Please see specific instructions in the four sections below the table.
STRENGTHS *indicates core competency
First Non Major Brand gaming console on the market
Flexible operating system
Allows play of all major console games on our Console.
…show more content…
Weaknesses
Low name recognition- At first we will have to hustle to find our share of the 55 billion dollar gaming industry. We will have to have a heavy ad campaign to get our name out there fast. Being we are going to be an unknown system at first we have to be creative in how we select our suppliers. Any mistake we make could and will be fatal to our company.
Opportunities
Some of our target demographic will not go away from their video game console at all. We can understand that, but we will use target ad campaigns that will attract the users in that demographic via YouTube and viral videos, and social media buzz. These will get the people we want to reach at the rate we need to reach them at which is fast and immediate.

We will also use a hands on approach at E3, CES, Insomnia Gaming shows and pretty much every comicon in the US and Europe and Japan. This will give our target demographic a hands-on time with our gaming system. We will have several systems set up on a local area network, and have a championship game battle.

Job creation we will create jobs in America for the system and put people back to

You May Also Find These Documents Helpful

  • Best Essays

    Cango Financials

    • 3205 Words
    • 13 Pages

    This consulting report concerns CanGo’s attempt to establish new business ventures to enhance the vitality of the organization through entering the enormous electronic gaming industry that is rapidly expanding. There is a significant amount of demographics that will embrace the virtual world of On-Line Gaming, since electronic entertainment has been revolutionized through increasing access to interactive online gaming with access to high-speed internet. Thus more, global games industry revenues were at 60.4 billion in 2009 and expected to rise to 70.1 billion in 2015. The value of this proposition is to increase revenues, increase speed, expand reach, and increase effectiveness. CanGo is offering a combination of software and hardware, which include On-line Gaming, e-Books, MP3 sales, and audio/video streaming. In order to reach these consumers effectively our firm has developed a strategic plan, SWOT Analysis, competitive advantage, marketing analysis, and financial analysis to enable CanGo to reach the vast wants and needs of the consumers through their vision and mission.…

    • 3205 Words
    • 13 Pages
    Best Essays
  • Powerful Essays

    WGU VZT1 Marketing Plan

    • 4031 Words
    • 14 Pages

    This one-year strategic marketing plan for Great Gaming Graphics (3G) has been created by its founder to obtain additional private funding for the company. Great Gaming Graphics has been launched two years ago and the discrete graphic chip prototypes that got developed during this time shows great promise, offering computer gaming graphic speeds in excess of 220% compared to the competition. The prototypes have been put on graphic card reference boards for standard PC’s and distributed to PC Gaming Review sites, PC Gaming magazines and PC Game companies for testing/review purposes and the reception was extremely positive. Alongside with this the Gaming Review Sites and Magazines published their findings in their publications and the reception of the general public (through letters, blogs) has been extremely enthusiastic.…

    • 4031 Words
    • 14 Pages
    Powerful Essays
  • Good Essays

    References: Jaja Suteja (September 8, 2003) SWOT Analysis. Retrieved on January 14, 2009 from http://www.isixsigma.com/dictionary/SWOT_Analysis-419.htm…

    • 1517 Words
    • 7 Pages
    Good Essays
  • Good Essays

    Marketing 205

    • 1452 Words
    • 6 Pages

    The All in One gaming system is going to be the top system of its time. We will follow the process of how to market the system in today’s society. There are several steps to this process, so we will break it down in each section.…

    • 1452 Words
    • 6 Pages
    Good Essays
  • Better Essays

    Opportunities Sne Ps3

    • 776 Words
    • 4 Pages

    Playstation 3 fell behind in the race from the start versus the Wii and Xbox 360;…

    • 776 Words
    • 4 Pages
    Better Essays
  • Good Essays

    Threat of New Entrants: In 2008, the threat of new entrants was not very high. Sony’s Playstation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The brand identities of these products were so strong that it would be very difficult for a new player to enter the game at this point in time. Many years prior to 2008 this was not the case. Many new companies tried to enter the market, some, like Microsoft, succeeded, others, like Sega, did not fare as well. In 2008, the Threat of new entrants, is not a strong force in this industry. The cost required to develop and manufacture a product that could be a decent a competitor in this market is too great for a non-established company in this industry to be able to compete. The technology that is needed to be successful at this point is too advanced for new competitors to achieve. Although at times the threat of new entrants might have been a concern for this industry, in 2008, the three current competitors had much to strong a hold on the industry.…

    • 760 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Ea Games Swot

    • 480 Words
    • 2 Pages

    Fewer and bigger brands, more digital content and consumer outreach, a larger free-to-play business, and more new IPs [2].…

    • 480 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Best Game Production

    • 307 Words
    • 1 Page

    Best Game understands the importance of reaching as many consumers at possible. There are display ads in all the gaming stores showing the new release date. The company even created an Instagram account for gamers to follow as sneak peak information is being released. The marketing department is tweeting daily about the game and the upgraded features associated with it. The company website has been updated with the lasted of information on the game and it provides the gamers with a short video showing the quality and graphics of the game and what the players will be able to do. Though costly the marketing department has decided to do a mass mailing to consumers providing them with not only the release date but information about how Best Game can be followed on Facebook, Instagram or by Tweet. Best Game understands the importance of getting the word all on their new product with their new release day, there pulling out all the stops to ensure no one is left out on the new release information.…

    • 307 Words
    • 1 Page
    Satisfactory Essays
  • Powerful Essays

    Krushers Kfc

    • 5075 Words
    • 21 Pages

    Introduction: KFC Corporation, also known as Kentucky Fried Chicken, is a chain of fast food restaurants known all over the World since 1952, however the history of the company goes back to 1930. “KFC” is serving more than 12 million customers in 109 countries throughout the world every day. Company is actively franchising across the World during 58 years[1]. Loyal customers can find their favorite restaurant in almost every developed country across the Globe.…

    • 5075 Words
    • 21 Pages
    Powerful Essays
  • Powerful Essays

    Oculus Rift Case Study

    • 1301 Words
    • 6 Pages

    However, in 2014, Sony Computer Entertainment has announced its intention to develop the HMD for PlayStation fans, especially those who own a PlayStation 4. Furthermore, at GDC 2014, Sony revealed its HMD “Project Morpheus” which rivals the newly HMD the Oculus Rift. Virtual reality systems from both Oculus VR and Sony can be the future of gaming with their own unique design, features and games; however, each HMD will have its own impact from online reviews to determine the best headset for gamers.…

    • 1301 Words
    • 6 Pages
    Powerful Essays
  • Better Essays

    In the video games project, we take geographic segmentation as the most import part to consider; especially for the location of delivery. The video games can only run by Sony Play station or Microsoft Xbox consoles, which are considered as one of those high technology products. Following with the areas which Sony Play station or Xbox consoles are sold; the video game project mainly focus mainly on urban areas or international cities in Asia, North America, Europe and Latin America.…

    • 1728 Words
    • 7 Pages
    Better Essays
  • Powerful Essays

    Dilmah Marketing Plan

    • 5127 Words
    • 21 Pages

    This report will provide an overview of the hot beverage industry, particularly black tea, with focus on a main brand in Australia, Dilmah. Dilmah holds approximately 10% of the current market share in Australia, due to other brands joining the market, and pre-existing ones being strongly marketed. Consequently, there is a need for action to be taken to reposition the brand, which will be discussed in this report. Dilmah will aim to increase its market share by 1.5%, starting November 1 2013, to November 1 2014 ..............…

    • 5127 Words
    • 21 Pages
    Powerful Essays
  • Good Essays

    Electronic Arts 1995

    • 751 Words
    • 4 Pages

    Elevator Pitch: This case illustrates the strategic challenges currently faced by one of the giants in the video game industry, Electronic Arts. It also surfaces the industry’s characteristics and explains us, that in this fast paced tech-savvy world, you have to keep running just to stay where you are. EA, in 1995 is looking for its next move that would maintain its leading position in the industry. The changes over the past 15 years had led the industry to a very converged sophisticated platform with tons of options (hardware platforms), and it seems hungrier for more innovative technology, creativity and originality than ever before. EA, however, seems to have understood the ‘mantra’ for success and its strategies up till now have paid off. They have treated their developers as ‘artists’ and have replicated the hollywood movie studios concept successfully. They also learned the hard way in 1989, that working only for one platform (floppy disks in the PC market) never gets you too far, and that you have to shift strategies with the shifting times. The question today, seems to be the same as that in 1989. Should they completely change and adopt new platforms, or stick to what they are good at?…

    • 751 Words
    • 4 Pages
    Good Essays
  • Better Essays

    City’Super established in 1996, under FENIX GROUP which is established in 1972 by Masaaki Ogino (jap), their operation mainly in garment industry, like OZOC, Anteprima, Indivi and A/T etc… City’Super mainly selling imported foods (mainly in Japan), fresh foods, specialty, is a “one stop shopping” Mega lifestyle specialty store target to busy urban professionals, their core components include the Food Market, Life Division and CookedDeli. They have 4 supermarket in HK and 2 in Taiwan.[1]…

    • 1326 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Just take a look at the gaming consoles available today. You have the PlayStation 3, the Xbox360, and the Nintendo Wii – and that doesn’t count all of the older generations of these three consoles.…

    • 1207 Words
    • 5 Pages
    Powerful Essays

Related Topics