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 Analyse EA’s target markets
 To carry out primary research into the
  female gaming market
 To gain insight on the female gamers
  segment to enable EA to target them more
  efficiently
 Provide advertising and marketing
  strategies suited to targeting this segment
 To strengthen the belief that mobile gaming
  for women is convenient and a good use of
  time.
   EA is a major developer, marketer and
    publisher
   No.1 publisher in western markets with 16%
    segment share
   The only console game that EA offers that
    women think could target them is The Sims
   Second-largest social games company on
    Facebook


http://www.youtube.com/watch?v=vJ7xkDAqklw
 Arnould, Price and Zinkhan (2004)
 Profile of the target audience-
  demographic/psyschographic
 Day in the life to reflect this
  Women
 Age 18 – 25
 Busy student life, with little time and
  money
 Sociable
 Live away from home
 Woke up to alarm at 7am
 Snooze, snooze, snooze
 Oh no! It’s 8am, 20 minutes to get ready!
 Shower, put face on, print off essay
 Hair got priority over breakfast!
 Just made the bus, had to stand up. Sore
  legs, frizzy hair, empty tummy!
 Five hours of boring lectures zzzzzzzz!
 Travel back on bus, check Facebook
  and play a quick game of Angry Birds!
 Back at the flat at 5pm and make some
  food
 Now it’s time to relax!
 Csikszentmihalyi & Rochberg-
  Halton, 1981
 An insight into consumers by analysing
  the possessions that have high emotional
  value to them
 People invest emotional value into
  objects, which often relates to memories
  or values which are specific to the
  individual
 Favourite room- bedroom
 Atmosphere- cosy and warm
 Objects- teddy, photos, food, phone
 Memories, people, comfort, security
 Focus on themselves and the present
 Ernest Dichter
 Research to understand the underlining
  meanings behind behavior and product
  use
 Scientific research alone is not
  enough, meanings behind what
  motivates someone to buy/do
  something is more effective, through a
  questionnaire about the subject
 Memories- Spyro, Mario, Sonic, Crash
  Bandicoot, Rayman
 Multiple use devices-phones and laptops
 Play games for enjoyment
 Zaltman Metaphor Elicitation Technique
 Gerald Zaltman & Joseph C. Wilson
 To develop creative strategic solutions to
  marketing problems managers need
  guided by effective models and theories
 Includes using visual images gathered by
  consumers to create metaphors which
  represent consumers’ feelings and
  emotions towards a subject
 Theory of Reasoned Action
 Martin Fishbein and Icek Ajzen
 Predictions of behaviors and intentions
 Suggests that a person's behavioural
  intention depends on their attitude
  about the behaviour and subjective
  norms
 Measures a person's relative strength of
  intention to perform a behaviour
Salient Beliefs       Belief strength (bi) Evaluation score   Product (biei)
Play video games                           (ei)
…

is expensive                  6                    4                  24

is a sociable                 5                    6                  30
activity
is competitive                5                    5                  25

helps me feel a               4                    6                  24
sense of
achievement
provides an                   5                    5                  25
escape from daily
life
is a good use of              2                    6                  12
time
on the go is useful           5                    6                  30
Salient Referents   Belief strength (bi)   Motivation to   Product (bimi)
                                           comply (mi)

Boyfriend                     4                     3               12

Mother                        4                     3               12

Father                        4                     3               12

Brother                       4                     1               4

Sister                        3                     2               6

Friends                       4                     3               12

Flatmates                     5                     3               15
 Data- students are lazy, stressed and
  have low disposable income
 Theme- want games as escapism but
  won’t buy a console
 Insight- games are a cheap way to
  escape from daily stresses
 Elaboration likelihood model
 Model of how attitudes are formed and
  changed
 The ELM distinguishes between two
  routes to persuasion: the "central route”
  and the "peripheral route"
Strong messages:
 Poster- woman trying to fit an x-box into handbag
    and failing, sees another woman putting her phone
    into her bag. Smart phones are just as powerful as
    computers nowadays.

   TV ad – its been scientifically proven that gaming
    helps de-stress, help remove the memory of trauma
    and increase brain power (expert from oxford
    university research study). Less stress = Less wrinkles.

   Billboard for gender role reversal. Man with face
    pack and woman really into a game. Fact- 38% of all
    game players are women
53% of all mobile gamers are now women




                 Don’t get left behind…
Weak messages- TV adverts:
 Montage of Rihanna during her
  day, playing on her phone at any chance
  she can get
 Young woman gets home from uni, starts
  playing on her phone, walls collapse and
  room turns into a tropical paradise
 Magazine ad- The cheaper way to escape-
  shows prices of holidays and then price of
  game app laid out like a holiday ad
7 day trip to the
  Caribbean?




     £1,500
Spa day?




 £150
An escape to a virtual world?




           £1.99
   Mobile entertainment industry was worth $33 billion in
    2010.
   By 2015, this industry is expected to be worth $54
    billion!
   53% of mobile gamers are now female
   84% of tablet owners play games – 68% of these play
    at least one hour a day
   58% of most popular developers are making multiple
    platform apps.
   A new survey shows a third of all mobile phone users
    in the UK and USA have played a game in the past
    month.


                             sourced by: www.redmondpie.com
 We want to strengthen the belief that
  gaming can be used as escapism, rather
  than out of boredom or to be social
 EA needs to increase games for phones
  and laptops, along with marketing
 Create new replicas of old games to
  play on phones and laptops to create
  nostalgia

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Ea presentation2

  • 1.
  • 2.  Analyse EA’s target markets  To carry out primary research into the female gaming market  To gain insight on the female gamers segment to enable EA to target them more efficiently  Provide advertising and marketing strategies suited to targeting this segment  To strengthen the belief that mobile gaming for women is convenient and a good use of time.
  • 3. EA is a major developer, marketer and publisher  No.1 publisher in western markets with 16% segment share  The only console game that EA offers that women think could target them is The Sims  Second-largest social games company on Facebook http://www.youtube.com/watch?v=vJ7xkDAqklw
  • 4.
  • 5.  Arnould, Price and Zinkhan (2004)  Profile of the target audience- demographic/psyschographic  Day in the life to reflect this
  • 6.  Women  Age 18 – 25  Busy student life, with little time and money  Sociable  Live away from home
  • 7.  Woke up to alarm at 7am  Snooze, snooze, snooze  Oh no! It’s 8am, 20 minutes to get ready!  Shower, put face on, print off essay  Hair got priority over breakfast!  Just made the bus, had to stand up. Sore legs, frizzy hair, empty tummy!
  • 8.  Five hours of boring lectures zzzzzzzz!  Travel back on bus, check Facebook and play a quick game of Angry Birds!  Back at the flat at 5pm and make some food  Now it’s time to relax!
  • 9.  Csikszentmihalyi & Rochberg- Halton, 1981  An insight into consumers by analysing the possessions that have high emotional value to them  People invest emotional value into objects, which often relates to memories or values which are specific to the individual
  • 10.  Favourite room- bedroom  Atmosphere- cosy and warm  Objects- teddy, photos, food, phone  Memories, people, comfort, security  Focus on themselves and the present
  • 11.  Ernest Dichter  Research to understand the underlining meanings behind behavior and product use  Scientific research alone is not enough, meanings behind what motivates someone to buy/do something is more effective, through a questionnaire about the subject
  • 12.  Memories- Spyro, Mario, Sonic, Crash Bandicoot, Rayman  Multiple use devices-phones and laptops  Play games for enjoyment
  • 13.  Zaltman Metaphor Elicitation Technique  Gerald Zaltman & Joseph C. Wilson  To develop creative strategic solutions to marketing problems managers need guided by effective models and theories  Includes using visual images gathered by consumers to create metaphors which represent consumers’ feelings and emotions towards a subject
  • 14.
  • 15.  Theory of Reasoned Action  Martin Fishbein and Icek Ajzen  Predictions of behaviors and intentions  Suggests that a person's behavioural intention depends on their attitude about the behaviour and subjective norms  Measures a person's relative strength of intention to perform a behaviour
  • 16. Salient Beliefs Belief strength (bi) Evaluation score Product (biei) Play video games (ei) … is expensive 6 4 24 is a sociable 5 6 30 activity is competitive 5 5 25 helps me feel a 4 6 24 sense of achievement provides an 5 5 25 escape from daily life is a good use of 2 6 12 time on the go is useful 5 6 30
  • 17. Salient Referents Belief strength (bi) Motivation to Product (bimi) comply (mi) Boyfriend 4 3 12 Mother 4 3 12 Father 4 3 12 Brother 4 1 4 Sister 3 2 6 Friends 4 3 12 Flatmates 5 3 15
  • 18.  Data- students are lazy, stressed and have low disposable income  Theme- want games as escapism but won’t buy a console  Insight- games are a cheap way to escape from daily stresses
  • 19.  Elaboration likelihood model  Model of how attitudes are formed and changed  The ELM distinguishes between two routes to persuasion: the "central route” and the "peripheral route"
  • 20. Strong messages:  Poster- woman trying to fit an x-box into handbag and failing, sees another woman putting her phone into her bag. Smart phones are just as powerful as computers nowadays.  TV ad – its been scientifically proven that gaming helps de-stress, help remove the memory of trauma and increase brain power (expert from oxford university research study). Less stress = Less wrinkles.  Billboard for gender role reversal. Man with face pack and woman really into a game. Fact- 38% of all game players are women
  • 21. 53% of all mobile gamers are now women Don’t get left behind…
  • 22. Weak messages- TV adverts:  Montage of Rihanna during her day, playing on her phone at any chance she can get  Young woman gets home from uni, starts playing on her phone, walls collapse and room turns into a tropical paradise  Magazine ad- The cheaper way to escape- shows prices of holidays and then price of game app laid out like a holiday ad
  • 23. 7 day trip to the Caribbean? £1,500
  • 25. An escape to a virtual world? £1.99
  • 26. Mobile entertainment industry was worth $33 billion in 2010.  By 2015, this industry is expected to be worth $54 billion!  53% of mobile gamers are now female  84% of tablet owners play games – 68% of these play at least one hour a day  58% of most popular developers are making multiple platform apps.  A new survey shows a third of all mobile phone users in the UK and USA have played a game in the past month. sourced by: www.redmondpie.com
  • 27.  We want to strengthen the belief that gaming can be used as escapism, rather than out of boredom or to be social  EA needs to increase games for phones and laptops, along with marketing  Create new replicas of old games to play on phones and laptops to create nostalgia

Notes de l'éditeur

  1. We want to re-create classic console games for tablets, mobiles and laptops.
  2. This would simply not work for women – unappealing. Can you imagine a women in this ad? Console games no longer relevant to women as they grow up, money prioritised on other things – women will no longer spend money on purchasing a console – multi use devices only.
  3. Very male orientated website. Immediately excludes women
  4. I got woken up to the annoying sound of my alarm at 7am! I stayed up all night finishing my assignment, it’s still not done, I’m stressing!
  5. Men/women
  6. Young women feel nostalgia when reminiscing abut games from their
  7. Oneevaluation of beliefs is that gaming is expensive. We are going to change this belief by showing mobile gaming is a one off small cost.
  8. Flatmates are the biggest influence, possibly because the women are students and want to make a good impression for their new friends