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Cultural Context




•Niche Market of tech savvy gamers.
•Demand for high quality products.
•Well versed in social media and online communities.
•Culturally diverse gamers from all over the globe.
•Competitive characteristics
Historical Context
•Founded in 1998 in San Diego,
California by Min-Liang Tan
(CEO) and Robert “Razerguy”
Krakoff (President).
•They create products in their own
labs and test them in pro-level
tournaments. Gamers give
feedback on the products and
Razer refines them per their
comments.
•“No marketing BS and no hype”
(About Razer)
Historical Context

•Team Razer is a group of
professional gamers who not
only compete on a global
scale but strive to create
astounding gaming
peripherals .
•Razer collaborates with
gamers to develop,
manufacture and market new
technologies.
•Investing and partnering
with gaming tournaments
around the world.
•Press releases on Razer’s
website.
Historical Context

•Razer’s ecommerce site
has full product categories
from t-shirts to gaming
mice.
•Little marketing is done
•They are actively involved
in sponsoring events and
tournaments like;
Electronic Sports World
Cup, Intel Extreme
Masters, Dreamhack, The
World Cyber Games, the
IGN Pro League, the
TeamLiquid Star League
and many others
SWOT ANALYSIS
Strengths                                    Weaknesses
• Strong and active current market           • Little advertising done outside gaming
• Collaborating with consumers to create       community
  new products                               • Consumer outside of gaming sphere
• Very active in the gaming community          have little interaction with Razer
                                               products




Opportunities                                Threats
• Expand consumer market by                  • Larger companies with broader reach
  advertising on TV, the internet, direct      may enter market
  mail and through interactive feeds.        • May not be accepted by general
• Sell product in stores such as Best Buy      consumer
• Market other features of tablet to be
  just as important as the gaming aspect
Introducing the Project Fiona
Tablet
Industry Analysis

• Tablets are becoming more main
  stream allowing for an open door
  for Razer to introduce this new
  type of tablet to the general public.
• Although the Fiona Tablet is more
  inclined for mobile game play, it
  can also be used as a normal
  functioning tablet.
• The Fiona allows for a more
  exhilarating tablet experience.
• This tablet will blow the door open
  for mobile gaming and create an
  even larger market for video game
  companies.
Market Analysis



•Target market advantageous because of how specific it
is

•The downfall is that it relates to interests, making it
difficult to gain precise demographic data

•Opportunities to broaden market with the release of
the new Fiona tablet
Market Analysis

• Mass media left out of current strategy
• Sponsorship of gaming tournaments and the
  integration of Team Razer
• Utilizing multiple social media platforms- forums,
  blogs, Facebook, Twitter, YouTube
• Heavy presence at trade shows

• The challenge now is to expand this market with
  the launch of the Fiona tablet in a way that remains
  consistent with their brand image but reaches
  greater, more general audiences.
Competitor Analysis

• Apple leading the tablet
  market
• Over 55 million tablets sold
  globally as of last quarter
• Launch of the iPad3 saw sales
  hit 3 million in the first three
  days
• Apple currently holds 58% of
  the tablet market
However…
• Microsoft has claimed that, though Apple has stated that
  many companies are making use of the iPad in their
  businesses, the device is not exactly suited for this

• CNN has also voiced concerns about the functionality as
  far as deeply integrating with social networks in the way
  that some android products have done

• Productivity has come into question, as there “are apps
  which allow you to edit word documents and create basic
  presentations, but none provide the same experience a
  working with a traditional computer” (Dillon, 2011).
Some other statistics in relations to the
        overall current tablet market:

• It has been estimated that the less popular android tablets make up
39% of the tablet market, with Apple’s iPad ahead at 58% (Arthur,
2012).
• Additionally, Amazon and Barnes and Noble’s own media tablets
generated 7.5 million in sales combined in 2011, accounting for 11%
of the tablet market. (Tofel, 2012).
• The Kindle Fire has also become the number two best-selling tablet,
second to Apple’s iPad who could potentially lose ground in the
coming years (Perez, 2011).
• Prognosticators at IDC have also estimated that, by 2015, other
tablets will dominate the market ahead of the currently unbeatable
iPad (Kingsley-Huges, 2012).
Objectives
With these statistics in mind, the objectives of the
promotional campaign are:

• To expand our target market to a broader audience
  and increase brand awareness by 30% a year from
  the release date for the Fiona tablet
• To see sales of the Fiona tablet reach 2 to 2.5
  million units during this time and to quickly gain
  ground as a top competitor with other tablets,
  specifically the iPad, currently on the market
Market Segmentation

For the Fiona tablet, on of the best repositioned target
markets would be Generation Y.

• 1979 to 1997, diverse from other generations
• Open minded, often self-righteous, tech savvy, and
  typically have disposable income
• Heavily influenced by social media
• A generation that grew up primarily using Windows,
  the base platform for the Fiona tablet
Positioning Strategy:

             The Fiona                                   The iPad
     New to Market point-of-entry                     Market Saturation

Premium Brand Offering/ Premium Price       Premium Brand Offering/ Premium Price

   Advanced peripheral applications             Standard Industry Applications

       Versioned for Windows 8                Runs exclusively on Safari browser

       Functions as a mobile PC              Functions solely as a Tablet platform

 Niche Demographic Brand Awareness          Entire Tablet Market/ Brand Awareness

 Intel Core i7 – Live Gaming Experience        Quad Core GPU – Retina Display
Fiona Tablet Positioning Map
                          Premium Status
                                               Fiona

                                                       iPad


            Kindle Fire

Inconspicuous                                   Conspicuous

                                    Androids




                          Economy Status
Brand Communication:
                           Project
                        Fiona’s New
                        CBBE Model




Performance   Imagery

       Salience
Direct Mail


• Sending out interactive CDs that are
  essentially a mini game with information
  about the Fiona tablet and its benefits
• Introduction of the company before the
  story line begins
• Razer needs the user to act as a “spy” in
  the game and try to gain information to
  help Razer get secret company
  information and the blueprints for the
  Fiona tablet back from malicious
  imitators. Upon retrieving the lost
  information the user will then be briefed
  on the specs and details of the tablet and
  how it will benefit them.
Sponsorships



• Sponsorship deal with World of Warcraft
  (WoW) to improve reach
• Utilizing a banner ad at FanCon, a virtual
  convention hosted by WoW that connects
  70,000 different virtual worlds
• Features seminars, classes and discussions
• Benefits could include: a banner on
  www.wowfancon.com, company name on all
  FanCon registration emails to users, online
  exhibit booth, and an opportunity to make a
  speech to attendees.
Live Streaming Interviews and Game Play
 LIVE STREAMING VIDEO CONFERENCES
 WITH:


 DATE:
T.V. Advertisements




PROJECT
Event Appearances
                                       • Team Appearances by
Special Guest Line up for June 6th       Pro Razer teams
                                       • Could increase fan base
                                         (utilize eWOM and
                                         reachability)
                                       • Autograph signings by
                                         team members
                                       • Giveaways of Fiona
                                         Tablet to “lucky
                                         attendees”
                                       • “Hanging VIP with
                                         Razer” contests.
Brand Awareness:

Business Week
Time
The Wall Street Journal
Science Magazine
Microsoft.com
G4TV.com
Techmonitor
Forbes
Fortune
The Harvard Business Review
Inc Magazine
Fast Company
TradePub.com
Internet Retailer
Trans Tech
IT Week
worldscientific.com

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Digi tek project fiona presentation may 1st

  • 1.
  • 2. Cultural Context •Niche Market of tech savvy gamers. •Demand for high quality products. •Well versed in social media and online communities. •Culturally diverse gamers from all over the globe. •Competitive characteristics
  • 3. Historical Context •Founded in 1998 in San Diego, California by Min-Liang Tan (CEO) and Robert “Razerguy” Krakoff (President). •They create products in their own labs and test them in pro-level tournaments. Gamers give feedback on the products and Razer refines them per their comments. •“No marketing BS and no hype” (About Razer)
  • 4. Historical Context •Team Razer is a group of professional gamers who not only compete on a global scale but strive to create astounding gaming peripherals . •Razer collaborates with gamers to develop, manufacture and market new technologies. •Investing and partnering with gaming tournaments around the world. •Press releases on Razer’s website.
  • 5. Historical Context •Razer’s ecommerce site has full product categories from t-shirts to gaming mice. •Little marketing is done •They are actively involved in sponsoring events and tournaments like; Electronic Sports World Cup, Intel Extreme Masters, Dreamhack, The World Cyber Games, the IGN Pro League, the TeamLiquid Star League and many others
  • 6. SWOT ANALYSIS Strengths Weaknesses • Strong and active current market • Little advertising done outside gaming • Collaborating with consumers to create community new products • Consumer outside of gaming sphere • Very active in the gaming community have little interaction with Razer products Opportunities Threats • Expand consumer market by • Larger companies with broader reach advertising on TV, the internet, direct may enter market mail and through interactive feeds. • May not be accepted by general • Sell product in stores such as Best Buy consumer • Market other features of tablet to be just as important as the gaming aspect
  • 7. Introducing the Project Fiona Tablet
  • 8. Industry Analysis • Tablets are becoming more main stream allowing for an open door for Razer to introduce this new type of tablet to the general public. • Although the Fiona Tablet is more inclined for mobile game play, it can also be used as a normal functioning tablet. • The Fiona allows for a more exhilarating tablet experience. • This tablet will blow the door open for mobile gaming and create an even larger market for video game companies.
  • 9. Market Analysis •Target market advantageous because of how specific it is •The downfall is that it relates to interests, making it difficult to gain precise demographic data •Opportunities to broaden market with the release of the new Fiona tablet
  • 10. Market Analysis • Mass media left out of current strategy • Sponsorship of gaming tournaments and the integration of Team Razer • Utilizing multiple social media platforms- forums, blogs, Facebook, Twitter, YouTube • Heavy presence at trade shows • The challenge now is to expand this market with the launch of the Fiona tablet in a way that remains consistent with their brand image but reaches greater, more general audiences.
  • 11. Competitor Analysis • Apple leading the tablet market • Over 55 million tablets sold globally as of last quarter • Launch of the iPad3 saw sales hit 3 million in the first three days • Apple currently holds 58% of the tablet market
  • 12. However… • Microsoft has claimed that, though Apple has stated that many companies are making use of the iPad in their businesses, the device is not exactly suited for this • CNN has also voiced concerns about the functionality as far as deeply integrating with social networks in the way that some android products have done • Productivity has come into question, as there “are apps which allow you to edit word documents and create basic presentations, but none provide the same experience a working with a traditional computer” (Dillon, 2011).
  • 13. Some other statistics in relations to the overall current tablet market: • It has been estimated that the less popular android tablets make up 39% of the tablet market, with Apple’s iPad ahead at 58% (Arthur, 2012). • Additionally, Amazon and Barnes and Noble’s own media tablets generated 7.5 million in sales combined in 2011, accounting for 11% of the tablet market. (Tofel, 2012). • The Kindle Fire has also become the number two best-selling tablet, second to Apple’s iPad who could potentially lose ground in the coming years (Perez, 2011). • Prognosticators at IDC have also estimated that, by 2015, other tablets will dominate the market ahead of the currently unbeatable iPad (Kingsley-Huges, 2012).
  • 14. Objectives With these statistics in mind, the objectives of the promotional campaign are: • To expand our target market to a broader audience and increase brand awareness by 30% a year from the release date for the Fiona tablet • To see sales of the Fiona tablet reach 2 to 2.5 million units during this time and to quickly gain ground as a top competitor with other tablets, specifically the iPad, currently on the market
  • 15. Market Segmentation For the Fiona tablet, on of the best repositioned target markets would be Generation Y. • 1979 to 1997, diverse from other generations • Open minded, often self-righteous, tech savvy, and typically have disposable income • Heavily influenced by social media • A generation that grew up primarily using Windows, the base platform for the Fiona tablet
  • 16. Positioning Strategy: The Fiona The iPad New to Market point-of-entry Market Saturation Premium Brand Offering/ Premium Price Premium Brand Offering/ Premium Price Advanced peripheral applications Standard Industry Applications Versioned for Windows 8 Runs exclusively on Safari browser Functions as a mobile PC Functions solely as a Tablet platform Niche Demographic Brand Awareness Entire Tablet Market/ Brand Awareness Intel Core i7 – Live Gaming Experience Quad Core GPU – Retina Display
  • 17. Fiona Tablet Positioning Map Premium Status Fiona iPad Kindle Fire Inconspicuous Conspicuous Androids Economy Status
  • 18. Brand Communication: Project Fiona’s New CBBE Model Performance Imagery Salience
  • 19. Direct Mail • Sending out interactive CDs that are essentially a mini game with information about the Fiona tablet and its benefits • Introduction of the company before the story line begins • Razer needs the user to act as a “spy” in the game and try to gain information to help Razer get secret company information and the blueprints for the Fiona tablet back from malicious imitators. Upon retrieving the lost information the user will then be briefed on the specs and details of the tablet and how it will benefit them.
  • 20. Sponsorships • Sponsorship deal with World of Warcraft (WoW) to improve reach • Utilizing a banner ad at FanCon, a virtual convention hosted by WoW that connects 70,000 different virtual worlds • Features seminars, classes and discussions • Benefits could include: a banner on www.wowfancon.com, company name on all FanCon registration emails to users, online exhibit booth, and an opportunity to make a speech to attendees.
  • 21. Live Streaming Interviews and Game Play LIVE STREAMING VIDEO CONFERENCES WITH: DATE:
  • 23. Event Appearances • Team Appearances by Special Guest Line up for June 6th Pro Razer teams • Could increase fan base (utilize eWOM and reachability) • Autograph signings by team members • Giveaways of Fiona Tablet to “lucky attendees” • “Hanging VIP with Razer” contests.
  • 24. Brand Awareness: Business Week Time The Wall Street Journal Science Magazine Microsoft.com G4TV.com Techmonitor Forbes Fortune The Harvard Business Review Inc Magazine Fast Company TradePub.com Internet Retailer Trans Tech IT Week worldscientific.com

Notas del editor

  1. The second link is an index of videos. The one that best showcases Razer’s presence at a gaming convention is “Razer at gamecon 2010”