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By	
  Edward	
  Fawcett.	
  
The 4
P’s.
Red Dead Redemption Angry Birds
	
  
	
  
	
  
Product:	
  
• PS3	
  and	
  Xbox	
  360	
  opened	
  up	
  new	
  gaming	
  
opportunities	
  to	
  help	
  them	
  realise	
  their	
  
creative	
  ambition.	
  
• Necessary	
  financial	
  resources.	
  
• Older	
  audience	
  on	
  average	
  36	
  years	
  old.	
  
• Violent	
  content	
  and	
  mature	
  themes.	
  
• Fits	
  in	
  with	
  the	
  ‘Rockstar’	
  brand.	
  
• $80-­‐$100	
  million	
  in	
  4-­‐6	
  years.	
  
• Cutting	
  edge	
  technology	
  (RAGE)	
  
• Size	
  of	
  the	
  file.	
  
• Limitations	
  on	
  angry	
  
birds.	
  
• iPhone’s	
  /Smartphone	
  
products.	
  
• Fun,	
  addictive,	
  short	
  
bursts,	
  casual.	
  
• Different	
  way	
  of	
  
playing	
  on	
  a	
  small	
  
screen	
  on	
  the	
  go.	
  
• Causal	
  market	
  is	
  the	
  
largest	
  market.	
  
	
  
	
  
Placement:	
  
• Simultaneous	
  release	
  created	
  event	
  openings.	
  
• Physical	
  distribution	
  targets	
  a	
  larger	
  target	
  
audience.	
  
• Conventional	
  way	
  of	
  distribution	
  of	
  tried	
  and	
  
tested	
  target	
  audience.	
  
• Retail	
  can	
  help	
  promotion.	
  
• Physical	
  product	
  80%	
  UK	
  gaming	
  revenue.	
  
• Red	
  Dead	
  Redemption	
  Very	
  large	
  game	
  
(Memory)	
  requires	
  large	
  download.	
  
	
  
• Purely	
  a	
  digital	
  
distribution.	
  
• Primarily	
  through	
  the	
  
‘iPhone’s’.	
  
• Only	
  through	
  the	
  app	
  
store.	
  
• Dictated	
  by	
  ‘Games	
  
design’.	
  
	
  
	
  
	
  
	
  
Promotion:	
  
• 12	
  months	
  and	
  marketing	
  campaign.	
  
• Every	
  promotional	
  marketing	
  strategy	
  used	
  
and	
  exploited.	
  
• Expensive	
  and	
  thorough.	
  Designed	
  to	
  build	
  up	
  
launch	
  /	
  event	
  release.	
  
• HAS	
  TO	
  SUCCEED!	
  
• $100	
  million	
  –	
  Break	
  even	
  –Break	
  even.	
  
• Consumption	
  visible	
  because	
  of	
  physical	
  
distribution.	
  
• Physical	
  distribution	
  dictates	
  that	
  R*	
  need	
  a	
  
fast	
  seller	
  to	
  ensure	
  retailers	
  can	
  move	
  stock	
  
effectively.	
  
• Press	
  relations	
  (P.R).	
  
• Get	
  the	
  game	
  into	
  
journalists	
  and	
  game	
  
forum	
  members.	
  
• Trusted	
  opinion	
  
makers.	
  
• Territory	
  by	
  territory	
  
(North	
  American	
  /	
  
Scandinavian).	
  
• Time	
  consuming.	
  
• Initial	
  investment	
  was	
  
low.	
  
• Digital	
  distribution	
  is	
  a	
  
cheap	
  way	
  of	
  
promotion.	
  
	
  
Price:	
  
• $40	
  RRP.	
  
• Conventional	
  product	
  expected	
  to	
  be	
  a	
  triple	
  
‘A’	
  product.	
  
• $40	
  –	
  Allows	
  for	
  VAT	
  Retail,	
  console	
  licence	
  
and	
  distribution	
  to	
  be	
  taken	
  out	
  and	
  R*	
  still	
  
makes	
  a	
  profit.	
  
• No	
  cost	
  to	
  consumer.	
  
• ‘In	
  app	
  purchases’	
  i.e.	
  
‘The	
  mighty	
  Eagle’.	
  
• New	
  content.	
  
• Merchandise.	
  
• ‘Freemium’.	
  
	
  

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The 4 p’s

  • 1. By  Edward  Fawcett.   The 4 P’s. Red Dead Redemption Angry Birds       Product:   • PS3  and  Xbox  360  opened  up  new  gaming   opportunities  to  help  them  realise  their   creative  ambition.   • Necessary  financial  resources.   • Older  audience  on  average  36  years  old.   • Violent  content  and  mature  themes.   • Fits  in  with  the  ‘Rockstar’  brand.   • $80-­‐$100  million  in  4-­‐6  years.   • Cutting  edge  technology  (RAGE)   • Size  of  the  file.   • Limitations  on  angry   birds.   • iPhone’s  /Smartphone   products.   • Fun,  addictive,  short   bursts,  casual.   • Different  way  of   playing  on  a  small   screen  on  the  go.   • Causal  market  is  the   largest  market.       Placement:   • Simultaneous  release  created  event  openings.   • Physical  distribution  targets  a  larger  target   audience.   • Conventional  way  of  distribution  of  tried  and   tested  target  audience.   • Retail  can  help  promotion.   • Physical  product  80%  UK  gaming  revenue.   • Red  Dead  Redemption  Very  large  game   (Memory)  requires  large  download.     • Purely  a  digital   distribution.   • Primarily  through  the   ‘iPhone’s’.   • Only  through  the  app   store.   • Dictated  by  ‘Games   design’.           Promotion:   • 12  months  and  marketing  campaign.   • Every  promotional  marketing  strategy  used   and  exploited.   • Expensive  and  thorough.  Designed  to  build  up   launch  /  event  release.   • HAS  TO  SUCCEED!   • $100  million  –  Break  even  –Break  even.   • Consumption  visible  because  of  physical   distribution.   • Physical  distribution  dictates  that  R*  need  a   fast  seller  to  ensure  retailers  can  move  stock   effectively.   • Press  relations  (P.R).   • Get  the  game  into   journalists  and  game   forum  members.   • Trusted  opinion   makers.   • Territory  by  territory   (North  American  /   Scandinavian).   • Time  consuming.   • Initial  investment  was   low.   • Digital  distribution  is  a   cheap  way  of   promotion.     Price:   • $40  RRP.   • Conventional  product  expected  to  be  a  triple   ‘A’  product.   • $40  –  Allows  for  VAT  Retail,  console  licence   and  distribution  to  be  taken  out  and  R*  still   makes  a  profit.   • No  cost  to  consumer.   • ‘In  app  purchases’  i.e.   ‘The  mighty  Eagle’.   • New  content.   • Merchandise.   • ‘Freemium’.