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Rachel Krebs
11/17/2014
MKT/571
Sony Corporation
 Founded in 1946 by Masaru Ibuka and Akio Morita in
Japan
 Global company specializing in consumer electronics
and video games
 PlayStation (1991), PlayStation 2 (2000), PlayStation 3
(2006), PlayStation 4 (2013)
 Music industry and film industry (Amazing Spiderman)
 At a glance
 One of the largest Japanese corporations
 Shares valued at $15 billion
 Excellent environmental record
Product: PlayStation 4
 Introduced in 2013
 Home video game console
 Direct competition with
Xbox One and Wii U
 Focus on social integration
with gameplay
 Dynamic user interface
with app compatibility
 PlayStation Network and
PlayStation Plus
IMC Plan Objectives
1. Identify target audience
2. Determine communications objectives
3. Design communications
4. Select communications channels
5. Establish communications budget
6. Choose communications mix
7. Measure results
8. Manage IMC process
Communications: Steps 1-4
 Target Audience:
 Depends on available games
 Wide market, appeals to a lot of consumers
 Communications Objectives:
 Brand awareness and need for the product
 Extremely popular  Hyperlink
 Communications Design:
 Message, Creative, and Message Source Strategies
 Communications Channels:
 Focus on television and online ads
 Reviews by top gaming critics
 Attachment to games available on system
Budgeting: Step 5
 Four common methods:
 Affordable method,
percentage-of-sales method,
competitive-parity method,
and the objective-and-task
method
 Objective-and-Task
 Rumored $100 million total
communications budget for
PlayStation 4 on launch
 2014 advertising budget for
early 2014
 Huge market penetration
online and on television
 Sales
Communications Mix (Step 6) & Establishing
Customer Loyalty
 What communications types will be utilized and in what
amounts?
 Advertising: $100 million budget
 Sales Promotions: Coupon and Promotion codes
 PR and Publicity: Press releases
 Events/Experiences: E3, My Road to Greatness Tour
 Direct/Interactive: Paid reviewers
 Word-of-Mouth: Unpaid reviewers and fans
 Personal Selling: Not utilized
 Brand equity and customer loyalty
 Established via quality, quantity of games, and customer value
Print Ad Example
Video Ads
Perfect Day 4 The Players Since 1995
Click us, we are hyperlinks!
 Allen, S. (2013, January 1). 81% Of IGN Viewers Say Sony Won E3 - IGN. Retrieved November 17, 2014, from
http://www.ign.com/articles/2013/06/15/who-is-winning-e3
 IGN. (2013, October 14). Official PlayStation 4 Perfect Day Commercial. Retrieved November 17, 2014, from
https://www.youtube.com/watch?v=VK03aVJekGg
 IGN. (2014, January 16). Xbox One vs. PlayStation 4 - The Results - IGN Versus. Retrieved November 17, 2014, from
https://www.youtube.com/watch?v=pz2HxC2wAsA
 Kotler, P., & Keller, K. (2012). Marketing Management (14th ed.). Upple Saddle River, NJ: Pearson Prentice Hall.
 Makuch, E. (2014, October 30). PS4 Dominates Xbox One in Ubisoft Platform Sales Charts. Retrieved November 17,
2014, from http://www.gamespot.com/articles/ps4-dominates-xbox-one-in-ubisoft-platform-sales-c/1100-6423280/
 Moriarty, C. (2014, April 24). Sony Reveals PlayStation 4's 'Road to Greatness' Tour - IGN. Retrieved November 17, 2014,
from http://www.ign.com/articles/2014/04/24/sony-reveals-playstation-4s-road-to-greatness-tour
 Peckham, M. (2015, August 15). Microsoft Silent On Xbox One Sales as PlayStation 4 Wins July. Retrieved November 17,
2014, from http://time.com/3116454/npd-july-console-sales/
 Sony Global - History. (2014, January 1). Retrieved November 17, 2014, from
http://www.sony.net/SonyInfo/CorporateInfo/History/
 ThePlayStationN4tion. (2013, October 21). PlayStation - Official "4 The Players since 1995" Commercial. Retrieved
November 17, 2014, from https://www.youtube.com/watch?v=W7vaMAtGSFM
 Usher, W. (2014, July 28). Sony Has Spent $59 Million On PS4 Ads In Five Months. Retrieved November 17, 2014, from
http://www.cinemablend.com/games/Sony-Has-Spent-59-Million-PS4-Ads-Five-Months-64964.html
References

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PlayStation4IntegratedMarketingCommunicationsPlan

  • 2. Sony Corporation  Founded in 1946 by Masaru Ibuka and Akio Morita in Japan  Global company specializing in consumer electronics and video games  PlayStation (1991), PlayStation 2 (2000), PlayStation 3 (2006), PlayStation 4 (2013)  Music industry and film industry (Amazing Spiderman)  At a glance  One of the largest Japanese corporations  Shares valued at $15 billion  Excellent environmental record
  • 3. Product: PlayStation 4  Introduced in 2013  Home video game console  Direct competition with Xbox One and Wii U  Focus on social integration with gameplay  Dynamic user interface with app compatibility  PlayStation Network and PlayStation Plus
  • 4. IMC Plan Objectives 1. Identify target audience 2. Determine communications objectives 3. Design communications 4. Select communications channels 5. Establish communications budget 6. Choose communications mix 7. Measure results 8. Manage IMC process
  • 5. Communications: Steps 1-4  Target Audience:  Depends on available games  Wide market, appeals to a lot of consumers  Communications Objectives:  Brand awareness and need for the product  Extremely popular  Hyperlink  Communications Design:  Message, Creative, and Message Source Strategies  Communications Channels:  Focus on television and online ads  Reviews by top gaming critics  Attachment to games available on system
  • 6. Budgeting: Step 5  Four common methods:  Affordable method, percentage-of-sales method, competitive-parity method, and the objective-and-task method  Objective-and-Task  Rumored $100 million total communications budget for PlayStation 4 on launch  2014 advertising budget for early 2014  Huge market penetration online and on television  Sales
  • 7. Communications Mix (Step 6) & Establishing Customer Loyalty  What communications types will be utilized and in what amounts?  Advertising: $100 million budget  Sales Promotions: Coupon and Promotion codes  PR and Publicity: Press releases  Events/Experiences: E3, My Road to Greatness Tour  Direct/Interactive: Paid reviewers  Word-of-Mouth: Unpaid reviewers and fans  Personal Selling: Not utilized  Brand equity and customer loyalty  Established via quality, quantity of games, and customer value
  • 9. Video Ads Perfect Day 4 The Players Since 1995 Click us, we are hyperlinks!
  • 10.  Allen, S. (2013, January 1). 81% Of IGN Viewers Say Sony Won E3 - IGN. Retrieved November 17, 2014, from http://www.ign.com/articles/2013/06/15/who-is-winning-e3  IGN. (2013, October 14). Official PlayStation 4 Perfect Day Commercial. Retrieved November 17, 2014, from https://www.youtube.com/watch?v=VK03aVJekGg  IGN. (2014, January 16). Xbox One vs. PlayStation 4 - The Results - IGN Versus. Retrieved November 17, 2014, from https://www.youtube.com/watch?v=pz2HxC2wAsA  Kotler, P., & Keller, K. (2012). Marketing Management (14th ed.). Upple Saddle River, NJ: Pearson Prentice Hall.  Makuch, E. (2014, October 30). PS4 Dominates Xbox One in Ubisoft Platform Sales Charts. Retrieved November 17, 2014, from http://www.gamespot.com/articles/ps4-dominates-xbox-one-in-ubisoft-platform-sales-c/1100-6423280/  Moriarty, C. (2014, April 24). Sony Reveals PlayStation 4's 'Road to Greatness' Tour - IGN. Retrieved November 17, 2014, from http://www.ign.com/articles/2014/04/24/sony-reveals-playstation-4s-road-to-greatness-tour  Peckham, M. (2015, August 15). Microsoft Silent On Xbox One Sales as PlayStation 4 Wins July. Retrieved November 17, 2014, from http://time.com/3116454/npd-july-console-sales/  Sony Global - History. (2014, January 1). Retrieved November 17, 2014, from http://www.sony.net/SonyInfo/CorporateInfo/History/  ThePlayStationN4tion. (2013, October 21). PlayStation - Official "4 The Players since 1995" Commercial. Retrieved November 17, 2014, from https://www.youtube.com/watch?v=W7vaMAtGSFM  Usher, W. (2014, July 28). Sony Has Spent $59 Million On PS4 Ads In Five Months. Retrieved November 17, 2014, from http://www.cinemablend.com/games/Sony-Has-Spent-59-Million-PS4-Ads-Five-Months-64964.html References

Editor's Notes

  1. -Sony Corporation was established in 1946 within Japan during WWII -focus on creating high quality electronic products, most notably radios -electronics (portable radios) appealed to teens in America -gateway into American market; improved American thoughts of Made in Japan products -excellent quality=above market prices -Creation of compact discs (CDs) with PlayStation 1 in early 1990s -saved Sony after 1980’s recession -many periphery markets, but huge focus on the younger crowd -emphasis on creativity and ability to “enter new worlds” -make.believe = motto -large Japanese corporation -grew from WWII, in which Japan was involved -expert integration into American markets -recent financial struggles due to new competition (Xbox, Wii) -concerned with selling environmentally friendly products -Ranked 14th by Greenpeace guide
  2. -Introduced in 2013 as part of the 8th generation video game consoles along with the Xbox One and Wii U -focus on social integration with gameplay -ability to upload gaming content -online multiplayer -compatible with certain applications from cellular devices -dynamic user interface -customizable and easy to use -PSN and PS Plus -online connection service that allows other PS users to interact with each other -PS Plus allows for more online capabilities and perks -free content, access to downloadable content
  3. Marketing a product without the target audience in mind will not lead to successful sales. Audiences=buyers, current users, deciders, influences, individuals, groups, particular publics, or general public. Category need (already established, or new-to-the-world?); brand awareness (how recognizable is the brand?); brand attitude (is the brand well perceived?); brand purchase intention (why would people buy this product? How likely?) Three problems: What to say, how to say it, and who should say it; Message Strategy (what to say) focused on appeals, themes, or ideas consumers will respond toreward; Creative Strategy (how to say it) focuses on informational appeals or transformational appeals: informational=product benefits and specifications while transformational=non-product related benefits such as popularity or perceived image based on purchase of product; Message source (who should say it) focused on who should deliver marketing messages because who delivers the message will appeal to certain groups (ex: do not want to market denture adhesive with teenagers or young celebrities) In what ways will the marketing messages be delivered? Multiple channels and subchannels: personal communications channels=interaction(s) between people or groups of people to market (personal influence is important; key to establish trust and credibility); nonpersonal (mass) communications channels=directed at public: advertisements, commercials, promotions, events, etc. (can grab attention of masses and distribute communications on a wide scale); integration=mass media can influence personal attitudes and beliefs about a product Budget: multiple methods (will be discussed in a following slide) Eight communications types: advertising, sales promotion, public relations and publicity, events and experiences, direct and interactive marketing, word-of-mouth marketing, and personal selling; mix important to establish because different types will have varying effectiveness depending on target audience and the product itself; cost also a factor 7&8: not to be covered in rest of presentation; important to measure results to check for effectiveness of plan and areas to change; managing IMC process would be changing or altering plan while it is already ongoing in order to tweak imperfections or do damage control, if necessary
  4. Target Audience: The PS4’s target audience and market largely depends on available games and who plays those games. PS4s cater to more serious gamers who are loyal to certain franchises as well as independent games, which are readily available for download through the PlayStation Network. Typically, PS4s are marketing more towards the teen-middle aged adult market due to its lack of child-oriented and family games. Though some exist for sale, PS4 games often contain content that is inappropriate for children, such as sexual themes and violence. However, the PS4 also has games compatible with its system that provide enriching stories and environments for players to explore. Due to this, the target market is wide because it has a lot to offer for individuals within the teen-middle aged adult range. Although video games have typically been marketed to white heterosexual males, women, people of color, and people with various sexualities enjoy games and have been playing them since the PS1 was introduced in 1995. Therefore, this expanded target market should be represented in marketing; cost is also a factor because the PS4 system is expensive (approx $400) and a typical game for the system is $60 Communications Objectives: these are determined by what need a PS4 meets for consumers and whether or not the need is large enough to make significant salesneed of a PS4 is entertainment based; objectives also based on popularity and recognition of brandSony is very popular and well-known, as is the PS4; the PS4’s popularity has spiked against the Xbox One, its main competition, due to aspects of the Xbox that Microsoft was going to roll out with the product that were undesirable and caused outrage among the gaming communitybrand purchase intention over xBox One, even from prior Xbox 360 avid supporters Communications Design: Message=what to say target audience interested in what the console can provide to them as gamers, so they are interested in variety of games available, ease of use, controller feel, online capabilities, user interface, and the power and graphics of system/also concerned with gaming ethics (PS4 is vastly more popular than the Xbox One due to poor decisions made by Microsoft in terms of digital rights managementall of this has increased the value of Sony’s PS4; Creative strategy=how to say it informational appeals would be HD capabilities, framerate, system power, online usage capabilities, games available, ease of use, memory and RAM power, and cost/transformational appeals are belief in the credibility of the brand and product, what personal value a PS4 can provide (escapism, playing in virtual worlds, online play, playing with friends, providing a rewarding gaming experience) and ethical concerns, coming back to Microsoft’s initial policies regarding the Xbox One many gamers see PS4 and Sony as more ethical and respectful of gamers and consumers over those in charge of gaming at Microsoft; Message source=who delivers the message  PS4 has not focused on celebrity endorsements, and has produced ads that show people that typically play games (young adult males) engaging in gameplay, tagline=greatness awaits, sales of PS4s directly related to games that will appear on the console, so a game’s marketing is tied to the success of the PS4, so just as cellular networks’ success can depend upon what phones will be compatible with the network, PS4 does not really have a spokesperson Communications Channels: generally utilizes mass communications channels over personal communication channels due to target audienceinternet age individuals who are exposed to media constantly, so this market is reached online or on television; does not mean that personal appeals are not related since purchasing decisions are often based on system and game reviews by individual reviewers
  5. Affordable method: sets communication budget based on what the company can potentially afford, which makes long-term planning very difficult %ofS: sets budget based on projected sales percentages of the product; can be very effective if projected sales are accurate, but if notdisaster CPM: budgeting based on what competitors are doing, which is not necessary a good idea because this is based on the fact that competitors know what they are doing and that similar prices will deter some levels of conflict between competitors OAT: based on defining objectives, then tasks, and then estimating the costs of each task… sum=total communications budget; higher accuracy and control due to breaking down the processes OAT=best method and is best to utilize for Sony and the PS4; reported $100 million communications budget for PS4 on launch in 2013 (less than PS3 comm. Budget in 2006); Sony spent $59 million on TV ad placements through end of May 2014 on major networks (FOX, ESPN, Comedy Central, Fox Sports I, and TNT), while Xbox One spent $34.7 million on similar networks “Greatness Awaits” ad inserted into online videos and sharing sites 17,000 social actions (tweets, likes, shares) and 2.5 million views between March and July 2014 Sales Ten million buyers worldwide as of July 2014 at $400 per console = $4 billion Ubisoft PS4 games selling over competitors at 21% market share Plan: continue to utilize established marketing budget and strategy with commercials and online ads to appeal to holiday market-2014
  6. Communications Mix Advertising: Large part of budget and largest part of mix (over 50%) Television ads and online ads, plus marketing via games available on the PS4 system (some games are PS4 exclusive) The Last of Us Remastered Sales promotions: not highly utilized, but coupon and promotion codes are available for games for the system itself, increasing customer value PR and Publicity: Available Press releases available on playstation website; not highly utilized as part of communication mix Events/Experiences: The Electronic Entertainment Expo is an annual video game conference where video game console producers and game publishers showcase their future products and featuresSony/PS4 is always present and talks about new and upcoming content; VERY popular and highly responsible for what gamers decide to purchase in the future My Road to Greatness Tour: tour that ran in Summer 2014 where PS4 fans appealed to Sony to ask for PS4 parties in their hometowns across the United States 13 tour stops chosen Great for marketing the product and increasing popularity Direct/interactive: Professional gaming review sites (such as IGN) provide information about gaming consoles and video games to provide (hopefully) objective information about the systems and their games Reviewers have a lot of clout and influence over consumers Word-of-mouth: many online reviewers create reviews for entertainment value or to make a living through ad placement paymentsalso have a lot of clout and can influence consumer behavior Personal selling: not utilized Brand equity and customer loyalty Sony’s brand equity increase at E3 in 2013, with 81% of IGN viewers agreeing that Sony’s press conference beat Microsoft’s due to Microsoft’s poorly received policies in regard to the Xbox One Sales data since PS4 launch has been better than the sales of Xbox One consoles; PS4 games also sell more copies than Xbox One games PS4 and Sony will continue to expand brand equity and increase customer loyalty through providing gamers with great experiences and showing respect to the gaming community
  7. SONY PS4 Print Ad This print ad I created mirrors Sony PS4’s already simple marketing and logo designs mixed with the mystery and mystique the brand perpetuates through its designs -PS systems are known for using the colors blue and black for their interfaces, print ads, and logos -Planet earth in space symbolizes the idea that purchasing a PS4 can give players control over virtual worlds -the sun coming over the horizon line symbolizes the infinite possibilities of the future, plus projects an air of majesty over Earth -space symbolizes the unknown, yet also the infinite, showing that PS4 is capable of providing unlimited possibilities to consumers -Greatness Awaits is an already used PS4 tagline, which (in tandem with the background) projects an air of control over the planet -the inclusion of Sony’s tagline along with its logo (make.believe) is attributed to the PS4’s main goal of taking people on virtual adventures through gaming -the PS logo and PS4 logo are included to showcase what the ad is for. This ad is created more for people already familiar with Playstations, though many people that have never owned or played one before are still aware of the logo
  8. Perfect Day Emphasis on playing with friends in multiple settings and worlds PlayStation 4 is a social gaming platform Appeals to existing consumers as well as new ones Possible to appeal to parents of older children (due to violence) because of emphasis on playing with friendsestablishing relationships 4 The Players Since 1995 Shows friends who have been playing with PlayStations since the PS1 Shows changing times, fads, environment Constant=same friends and same brand of gaming console Depicts brand equity and customer loyalty of Sony and PlayStation users Appeals to current and potential customers Nostalgic, and shows friends bonding over almost twenty years PlayStation can establish lifelong relationships Fitting in with ICM Plan Showcases Sony and PS4’s marketing budget which appeals to the target audiences effectively. Also fits with Print Ad because PlayStations have always projected an air of mysticism and emotional appeal tugging at the consumer’s pathos The more subdued colors that are displayed in PS4 ads make them identifiable to consumers, just as Xbox ads are identifiable based upon their avid use of the color green and a larger focus on brighter colors to gain the attention of consumers PlayStation attempts to tug at the heartstrings of their audiences and project a sense of awe, while Xbox ads tend to be more lively, fun, and project the feeling of (to use an avid internet term) badassery