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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
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
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
We want to re-create classic console games for tablets, mobiles and laptops.
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.
Very male orientated website. Immediately excludes women
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!
Men/women
Young women feel nostalgia when reminiscing abut games from their
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.
Flatmates are the biggest influence, possibly because the women are students and want to make a good impression for their new friends