Marketing Management in New-Product Development in Finnish Online Game Industry

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    Marketing Management in New-Product Development in Finnish Online Game Industry - Presentation Transcript

    1. MARKETING MANAGEMENT IN NEW-PRODUCT DEVELOPMENT IN FINNISH ONLINE GAME INDUSTRY Pyry Lehdonvirta Casual Continent Ltd
    2. Presentation overview
      • INTRODUCTION
      • STUDY
      • RESULTS
      • Background
      • Problem
      • Goal of the study
      • Structure of the study
      • Literature review
      • Case studies
      • Resulting model
      • Conclusions
      • Further studies
    3. Background
      • Finnish game industry turnover 87 million euros (2008), 87% from export
      • TEKES subvents the game industry by 6 million euros per year
        • Goal to make games a significant export industry
      • Online games account for the majority of the game industry revenue
      • Finnish online game industry
        • 4 medium sized companies (Sulake, Apaja Online Entertainment, Frosmo, Sanoma Entertainment)
        • Number of under 15 person companies
        • Companies with core in non-online gaming
    4. Problem
      • New-product development evaluation process seems to be vague and even emotional
      • Success of a game difficult to pre-evaluate
      • Enthusiastic game consumers also end up in the industry
      • -> Decision-making shifts toward personal intuition and away from systematical analytic evaluation?
    5. Goal of the study
      • This study seeks to provide a market-driven approach for the planning of new-product development in Finnish online game industry
    6. Structure of the study
      • Background
      • Literature review -> synthesis
      • Case studies (interviews) -> elaborated synthesis
      • Conclusions
    7. Literature review
      • Studies on game industry to define the the market specific constraints
        • Limited material found
      • General marketing management literature studied for suitable models
        • Kotler & Keller as basis
      • Synthesis summarises identified relevant points in an adapted version of Porter's Five Forces
    8. Case studies
      • Sanoma Entertainment : Pelikone
        • Fernando Herrera (Director of Gaming and Online)
      • Frosmo : Frosmo
        • Mikael Gummerus (CEO)
      • Apaja Online Entertainment : Playray (Aapeli)
        • Asmo Halinen (Founder, ex-CEO)
    9. Resulting model The Five Forces of Finnish online game industry
    10. Results
    11. Conclusions
      • Case studies show marketing managemen t had been neglected
        • Later on all had introduced marketing management
        • Marketing management one of the key factors in all of the successes
      • Resulting model close to Dave Chaffey's Five Forces adaptation for the internet era (2007)
      • The study reached its goal by providing a model
        • The model remains to be evaluated
    12. Further studies
      • Expanding to the whole Finnish game industry
      • Expanding scope geographically, Western online game industry?
      • Marketing management in game developer start-ups
      • Marketing management throughout a game's life-cycle
      • Benefits of marketing management in online game development industry
    13. Questions?

    + Pyry LehdonvirtaPyry Lehdonvirta, 1 month ago

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