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Marketing Plan
September 20th
, 2020
Christopher Hernandez, Derick Flores, Gabriel Millet, Julia SimĂľes, Mariana Franco, Qihang Liu
2
Table of Contents
1.0 EXECUTIVE SUMMARY...............................................................................................................................3
2.0 COMPANY OVERVIEW ................................................................................................................................4
2.1 COMPANY VISION, MISSION, AND VALUES....................................................................................................................... 4
2.2 COMPANY GOAL........................................................................................................................................................ 4
2.3 EXISTING PARTNERSHIPS ............................................................................................................................................. 4
2.4 SWOT ANALYSIS ...................................................................................................................................................... 4
3.0 MARKETPLACE OVERVIEW.........................................................................................................................5
3.1 MARKET TRENDS (STATUS AND GROWTH)..................................................................................................................... 5
3.2 COMPETITION.......................................................................................................................................................... 6
3.3 TARGET MARKET ..................................................................................................................................................... 6
4.0 ADAPTATION.............................................................................................................................................6
4.1 CULTURAL (IMPACT & PLAN) ..................................................................................................................................... 6
4.2 LANGUAGE TRANSLATION (WEBSITE & ARTICLES) .......................................................................................................... 8
5.0 SOCIAL MEDIA............................................................................................................................................8
5.1 NEW PAGES (INSTAGRAM, TWITCH AND YOUTUBE)........................................................................................................ 8
5.2 INSTAGRAM TOURNAMENT PROMOTIONS .................................................................................................................... 9
5.3 TWITCH INFLUENCERS AND STREAMING........................................................................................................................ 9
5.4 YOUTUBE CREATIVE ENGAGEMENT ............................................................................................................................ 10
6.0 PARTNERSHIPS ........................................................................................................................................10
6.1 SPONSORS ............................................................................................................................................................ 10
6.2 UNIVERSITIES ........................................................................................................................................................ 11
6.3 INFLUENCERS......................................................................................................................................................... 11
7.0 REFERENCES............................................................................................................................................13
8.0 APPENDICES (CONTENT CALENDAR) .........................................................................................................15
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1.0 Executive Summary
XTALENT has been specializing itself in creating an assortment of tournaments as a way in
which it enables gamers, musicians, as well as content creators to have a reliable source of
income. The market plan of this company is to help people do what they are passionate about
while having the ability to make a living. This strategic marketing plan will help the company
grow bigger and better as time elapses. XTALENT has great opportunities in the North
American market because eSports is growing exponentially in the region. Hence, the focus of
this marketing plan is the North American market.
The marketing team evaluated the interest of the target audience and created a variety of
tournaments and social media strategies, which have proved to be effective in attracting
gamers, musicians, and content creators to join. The current situation for this company is that
up to date, it has successfully increased its revenue by 25 percent from the year 2017. Several
celebrities are becoming more and more interested in investing in the tournaments this
company hosts.
The strategies for becoming more successful and occupying an increased number of market
shares are constantly being evaluated and pointed out. The marketing team has made its
proposals considering people’s different cultural backgrounds. Translating content to English
will enable people to comprehend the information more appropriately; additionally, using
various social media platforms like Instagram to advertise, and partnering with a variety of
companies, sponsors, or universities will create more exposure.
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2.0 Company Overview
2.1 Company vision, mission, and values
XTALENT is an Agency that promotes the growth of Gamers, Musicians, and Content
Creators thought diverse initiatives with the purpose to provide a form of fixed revenue
to the clients. The Vision of the company is to become the biggest tournament agency
of Latin America and North America that promotes honest and fair competitions for
everyone. The company's mission is to develop new ways for gamers, musicians, and
content creators to create a solid income doing what they are passionate about by
creating fun and fair tournaments for everyone whiling to start changing their life. The
main value of the company is to offer for the target market a competition that goes
beyond the basics with a consistency that gives a regular income for the players and
artists so they can grow together.
2.2 Company goal
The Company's goal is to expand the business to the US and Canada market, and
increase the brand awareness, so in the future it can be the main representative in the
entertainment industry when dealing with tournaments.
2.3 Existing partnerships
With this bigger plan in performance, XTALENT has done incredible work in Colombia
and other Latin countries by finding partners to help the tournaments such as Solutions
2 Go, the biggest distributors for PlayStation for Latin America. In the United States and
Canada market, the main existing partner that XTALENT has is Full Sail University, this
partnership is possible because of Juan Vivas, the founder of Fire! Entertainment and
XTALENT, is a Graduate from Full Sail.
2.4 SWOT Analysis
The strengths of XTALENT is that the company operates with a deeper message to give
for the clients, the one that promotes the growth and finance development of those
who want to make a living doing what they love, which is a huge differentiator from the
competitors in the market that have a superficial message. The staff that builds this
company are people that have studied and worked in the entertainment industry
making it possible for them to understand the needs of the gamer and artist market.
Another great strength is that the XTALENT is already a well-based company in Latin
America, which gives credibility and makes it easier for the company to find partners in
the North American market.
On the other side, XTALENT’s biggest weakness is that it is a young company trying to
get inside the US and Canada market, which already has well defined and big
tournaments throughout the year. This disadvantage will require a bigger investment
and work in the brand awareness and marketing department. Another point is that the
number of sponsors and partners of XTALENT in the North American market is minimum
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to non-existing, making it hard to get the financial prize of the tournament to happen,
requiring more networking in the marketplace.
XTALENT also has great opportunities in the North America market because the eSports,
which is the department that the company operates more, is growing exponentially
during the last years, according to Statista (2020) the revenue of the eSports market in
2020 is projected to be 973.9 million dollars. Another important opportunity that
XTALENT has is that it is a company that also helps musicians and content creators, and
these multiple markets don't have a lot of competition, mostly because companies that
do this type of business focus on people that already are famous, differently from
XTALENT.
XTALENT will also face some threats when start to change the business from Latin
America to The US and Canada market because it will require a lot of time to overcome
the language barrier for the Spanish content to English. Another important threat is, as
mentioned previously in the opportunities topic, that eSports is a trending business, and
there’s a lot of small companies growing fast in the industry. XTALENT needs to become
a strong part of the market, especially because the main font of revenue to the
company now is the eSports tournaments.
3.0 Marketplace Overview
3.1 Market trends
We can’t deny that the Esports market is going to grow exponentially and will continue
to grow as time progresses. According to Statista, the revenue in esports generated
have been just under $1 Billion in 2019 and in 2020, which has increased 25% from
2017’s $776 Million. It’s been so popular that celebrities want in on the profit and have
invested into Organizations and Tournament styled games, such as Fortnite and Call of
Duty’s WARZONE.
The increasing audience reach and activities, with streaming on the rising, have a huge
impact on esports and the community. The industry has created many opportunities for
gamers, influencers, and event organizers. Currently, Millennials are considering making
a career out of esports because of the popularity it has generated throughout the last
decade.
As of now, XTALENT is looking for people that can put anywhere from $10-$20 to be
admitted into the Fortnite Tournaments, with the prize pool being a couple hundred
dollars with an average of having 30-60 people in each tournament. Having the top
people to win, generate revenue by being the very best to participate in.
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3.2 Competition
There are many Fortnite tournaments available to join, so XTALENT must distinguish
themselves from the others. It could be anything really but XTALENT must have a
distinctive reason for people to choose their platform instead of others. These
competitors include Game.tv, Toornament.com, and free tournaments that can be
played through Epic Games for small cash prizes. Game.tv and Toornament.com have
multiple games that you can join, Fortnite being their biggest, but games such as Player
Unknown Battle Grounds, Clash Royale, Free Fire, WARZONE, and many more. You can
easily join these tournaments with very few steps, which can be as easy as creating an
account, linking your epic account, and signing up to as many available tournaments as
you’d like to participate in. Some might have fees, which is a good thing to some people
because it means a bigger prize pool and much more fame in the competitive
community.
3.3 Target Market
XTALENT is primarily looking for people from the ages of 15-24 which is perfect
considering that is the niche for Fortnite. This is also a great age group to try and target
because more than 65% of Fortnite players are between 18-24. It does an excellent job
at catering to the younger audience as well as the older ones because of the content of
the game and parents are also able to play with their kids' side by side. XTALENT caters
primarily to younger teens as well as older ones and if they have this as their fixed
market, children will want their parents to be able to buy them the admission because
some tournaments have winnings that include a scholarship to a college of their
choosing. Which then encourages parents to be a part of gaming and more into their
child's lives when it pertains to competitive video games such as Fortnite.
4.0 Adaptation
4.1 Cultural (Impact & Plan)
Culture is defined as the customs, arts, social institutions, and achievements of a
particular nation, people, or other social group. Greater awareness and understanding
of the key dimensions of culture can help us to communicate better with customers
across different markets and regions in more subtle ways. By being both more culturally
sensitive and communicating more compelling messages, we can significantly grow the
business beyond the home market. (Ex: Pringles in the United Kingdom appeared to
have merchandised bacon crisps on point of sale units celebrating Ramadan, although
within doing so they’ve managed to offend, when the sole purpose was quite the
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opposite). It is crucial to understand other people’s culture and for we can avoid
provocation/offense and connect with our customers/clients.
Part of making a cultural plan isn’t just to think about marketing but think about the
people you work with to make their culture and your culture a priority. To remind every
staff, marketer, influencer, gamers and musicians to live by your cultural values, and
prioritize them in communication, hiring, and everyday work. To give employees
ownership of culture and ask them for their help. Another priority would be to take the
same approach as business or product planning. What tangible things will you put in
place to promote and grow your culture? Think communication tools, team building
exercises, team bonding events, etc.
Expectations between the Northern American Gamers/Artist/Influencers and South
American Gamers/Artist/Influencers?
The Northern American Market has an expectation for all digital gaming platforms, for
mobile, PC, and console. In terms of market share the consoles gaming holds the largest
market share, followed by PC gaming and mobile gaming. The Northern American
(digital gaming) market is primarily driven by rising in affordability followed by an
increase in penetration rate, a favorable environment for the technology enlargement,
an increasing number of mobile users, increasing technological advancement, growing
youth and growing aging population. All is taking into consideration when it comes to
the marketing and distributing.
On the other hand, the Southern American is one of the emerging Digital Gaming
markets. Video games is one of six industries of the MICSUR, the Southern Cultural
Industries Market. The distribution and marketing for digital games are being revamped.
Companies like Sony and Microsoft have new programs for their console markets in
South America that are open to independent developers and small studios, which in
turn will strengthen console gaming in the region. By platforms, the market is
segmented into PC games, mobile games, and console games although it’s uncertain for
anything virtual reality or augmented reality.
In retrospect the Northern American Market expects a high frequency distribution given
that they’ve expanded operation all over North America. It’s safe to say that Northern
Americans Gamers are expecting high resolution, quicker loading time, servers at their
optimal peak and Data Storage Cloud gaming. As South America continues to emerge,
expectations aren’t as high as Northern American Gamers given that it’s not easily
accessible in Venezuela then it is in United States. South America is expecting a better
penetration rate within the trafficking/strain on the internet, high end quality consoles
and interactive gameplay.
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4.2 Language translation (Website & Articles)
Language barriers can create challenges for the business looking to tap into emerging
markets overseas. Understandably XTALENT was made in Bogota, Columbia and their
main language would be Spanish but if Juan Vivas is looking to adapt, to increase his
target market to look upon the horizon for more profit he needs to understand that
English is without a doubt the a universal language. It is the world's second largest
native language, the official language in 70 countries. He can’t remain to have his sites
and article in Spanish hoping he will gain clients/customers. Give or take based on his
language barrier it could be certain that it remains in Spanish based on his Target
Market (Hispanics/Latinos) but it’s unsure. Undoubtedly if he’s hoping to expand his
business as a recognized brand for game tournaments, he will have to adapt and
translate his main page, stop the language barrier and convince probably his sponsors
and his other sources as in Facebook and Instagram to translate for customers to
understand.
5.0 Social Media
5.1 New Pages on Instagram, Twitch and YouTube
Social media is a growing market around the world with the power to influence billions,
Instagram has over 500 million users daily (SproutSocial.com, 2020). The gaming
community has a large reach in social media, especially Instagram. What some people
call the top 10 gaming influencers on Instagram have over approximately 40 million
people following them on Instagram (InfluencerDB.com 2018), this probably does not
account for all the hundreds maybe thousands of other very popular streamers with lots
of followers. This leaves a lot of opportunities to promote on influencers pages and have
a large outreach into this huge market on Instagram.
Twitch is an online streaming platform that over 15 million active daily viewers that
watch video games and video game tournaments all day (TwitchTracker.com, 2020). The
thing about Twitch that every person who has an account likes this feature the most, it
is the donate button and the many options on how to interact with your viewers.
Gaming influencers on Twitch make most of their money from donations from their
loyal viewers, and ads/ sponsors. One way to interact on Twitch with viewers is you can
start a chant and every time someone says the phrase you want the AI will automatically
respond with any response you want; it can even answer questions or tell people the
score or the time without your help, it is super customizable. Influencers find streaming
on Twitch easier than recording and editing a video for YouTube, the live presence of
influencers streaming on Twitch is higher than people live streaming on YouTube. This
will retain fans because of the interaction as well as the convince of watching a live
stream from your computer, tablet or phone.
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YouTube is used by 2 billion people monthly, gaming has a huge stake in what is being
watched on YouTube (OmnicoreAgency.com, 2020). By creating a page on YouTube, you
can increase your companies outreach to the majority of North American gamers by
being promoted on top YouTube gamers, as well as sponsoring, or inviting them to play
and vlog their time at you event. This brings in attention from the influencer's accounts
on social media on many different platforms and might even want to be covered and
live streamed from a different company that might want to pay for the coverage. The
possibilities are endless when you have a presence on YouTube.
5.2 Instagram Tournament Promotions
Promoting on Instagram for gaming has a couple a major source to get impressions on
people. Repetitiveness, I have seen many influencers promoting a particular product or
brand over and over, eventually it caught on and started gaining a lot of users and
customers. Influencers is the best way to slowly position yourself in the market with a
product, influencers make their viewers want to buy products or services when the
influencers give it good reviews. One influencer who has a huge fanbase in North
America for Fortnite is a YouTuber called Ninja, on Instagram Ninja has 14.8 million
followers and has a wide known name in the Fortnite community. One way to have
Ninja promote XTALENT would be to invite him to an event for free and give him VIP
treatment his own booth and flight or hotel is accommodated so he has incentive to
come to the events. This is one of many ways to get promotion, if you invite smaller
YouTubers (just the entry fee price) incentive they might come and “Vlog” or talk to
their subscribers about it on one or more channels of social media. Another way for
tournament promotions is pay for promotion through multiple gaming influencers in the
market, this can get the influencer to mention and promote the event through as many
channels of media that is asked for.
5.3 Twitch Influencers and streaming
There are many ways to have people attend your event but not actually physically be at
the event. Streaming has become a thing of today and many people are now using
streaming platforms, it has gotten to the point where cable providers had to lower their
prices to compete with the new streaming market. One streaming platform that is
specifically for streaming gamers, gaming events/ tournaments, and even new releases
of games/ gaming consoles. This platform is called Twitch, the top 7 most watched
games currently has over 10 million viewers for just their daily peak hours
(TwitchTracker.com, 2020). In the last 7 days people have streamed over 17.8 million
hours of Fortnite. Influencers get thousands of people in their stream all at one time,
you can either buy a major promotion from them or come together and do a
sponsorship together. We suggest creating a page on Twitch so you can live stream all
your events and archive them so your fans or subscribers can still watch any event even
if it already happened.
10
5.4 YouTube creative engagement for live events
YouTube is the second most used search engine globally; gaming has always been one of
the biggest communities in YouTube. The most subscribed people/ channels are all
gaming channels with over 100 million subscribers, that is one-third of the entire United
States population. Establishing a page on YouTube can have many people access any live
events, or past events that you host. Actively post a game show on your YouTube
channel somewhat like the events you host live but on a smaller scale, with either
teammates, event staff, or small YouTube influencers, to keep the fans engaged in your
content. For a small fee towards YouTube your live event can be featured at everybody's
home screen when they sign into YouTube for time you want, this is the landing page all
people who use YouTube see when starting up the website/ application. 95% of the
global internet population watches YouTube, and there are over 30 million daily active
users which is a large outreach in the homepage (OmnicoreAgency.com, 2020). Gaining
influencers in many ways to promote on this largely used application will bring in a large
population of customers, fans and participants. Creative engagement at the event
would be take a poll of the people entering while they enter who is a YouTuber and
would like a small vlogging camera for the time they are inside the event.
6.0 Partnerships
6.1 Sponsors
Twitch is the World leading platform in live streaming content. Gamers and other lifestyle
streamers can share their content on this platform and monetize from it. Twitch streamers
broadcast their gameplay or activity by sharing their screen with followers or fans. Twitch is a
good partner because it has more than 15 million daily users, and there is an average of 1.2
million viewers at the time.
According to Twitch Partnership Program overview, the partnership is for creators who stream a
variety of content, from games, music, talk shows, art, to just about anything else imaginable. To
apply to the partnership program, Twitch will evaluate the content, average concurrent
viewership, stream frequency, and schedule, but the most relevant aspect will be the quality of
the content.
As a Twitch partner, one can monetize in the following ways:
• Channel Subscriptions: Twitch Partners can earn revenue by accepting subscriptions
from their viewers. The subscription options are: $4.99, $9.99, $24.99;
• Bits: Viewer can buy to Cheer on your channel, allowing them to support you without
leaving Twitch;
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• Ads: Partners earn a share of the revenue generated from any ads played on their
channel. Partners can determine the length and frequency of mid-roll advertisements
through their dashboard. (Twitch, Partners)
• Get sponsored by a technological company. “ASUS is a multinational company known
for the world’s best motherboards and high-quality personal computers, monitors,
graphics cards, routers, and other technology solutions.” ASUS has a gamers line called
"Republic of Gamers" which has innovative products to satisfy all kinds of gamers'
needs. ASUS has been seen in the past supporting the next generation of student
gamers. Therefore, ASUS is a good fit as a sponsor for XTALENT. ASUS can sponsor prices
or scholarships for participants in XTALENT tournaments. ASUS sponsorship request can
get submitted by region and per tournament type. (ROG - Republic of Gamers).
6.2 Universities
Partnering with Universities that have e-sports teams will bring great exposure and a
higher number of subscribers to the tournaments. When partnering with Universities,
we could offer a lowers rate for students in exchange for promotion within the gaming
community in the institutions. To select the Universities to partner, we have researched
the TOP 5 cities in the United States (McCann A., 2020) with the most gamers and then
selected the Universities in these cities that have an e-sport and a growing community
of gamers. The top 5 Universities are: (NACE Sports, 2020)
o University of California - San Diego, Ca., Plays: League of Legends, Overwatch,
Dota, Starcraft
o Canton State University, New York, NY., Plays: League of Legends, Overwatch,
Hearthstone, Super Smash Bros, Rocket League
o Full Sail University - Orlando, Fl. Plays: League of Legends, Overwatch,
Hearthstone, Madden, SMITE, CS:GO, Rocket League, Super Smash Bros, Game:
Other
o Minnesota State University, Mankato & Minneapolis. Plays: NCAA Division II,
Other, League of Legends, CS:GO, Rocket League, Super Smash Bros, Tekken, Call
of Duty
o Westcliff University - Irvine, Ca. Plays: NAIA, League of Legends, Hearthstone,
Madden, FIFA, Fortnite, CS:GO, Rocket League, Super Smash Bros, Street Fighter,
Call of Duty, DOTA 2
6.3 Influencers
Middle-tier influencers will be great to start. It would be ideal focusing on influences/streamers
that either stream on Twitch or YouTube and have great use of social media platforms. Using
two streamers with a different audience to start would be ideal. League of Legends is the most
played and streamed videogame for that, the recommendation of contacting the lead player of
12
this game based on streaming views on social media platforms. (LoL Rankings, 2020). It will be
fundamental to have a win-win relationship with the influencer to create brand loyalty,
authenticity, and long-term value. To incentivize the influencer for the active partnership with
XTALENT, XTALENT can provide to the influencers:
o A certain number of discounted Pre-sale tournament tickets that they could use on
giveaway within their audience on the exchange of followers.
o Discounted tickets for every tournament (Discount: CODE).
o Exposure and recognition in marketing and promotional material
13
7.0 References
Author, G. (2020, August 20). Top 10 Gaming Influencers on Instagram. Retrieved September
20, 2020, from https://influencerdb.com/blog/top-10-gaming-influencers-instagram/
Boykin, G. (2017, November 21). What Impact Does Culture Have on Market Strategy and
Segmentation? Retrieved from https://yourbusiness.azcentral.com/impact-culture-market-
strategy-segmentation-26371.html
Chaffey, D., Wright, G., & Commentator, E. (2020, February 03). Understanding the impact of
culture on marketing content. Retrieved from https://www.smartinsights.com/dig
Chen, J. (2020, August 28). Important Instagram stats you need to know for 2020. Retrieved
September 20, 2020, from https://sproutsocial.com/insights/instagram-stats/
ESPORTS RECREATION LEAGUE. (n.d.). Retrieved September 18, 2020, from
https://recreation.ucsd.edu/competitive-sports/teams/esports/
Following. (n.d.). Retrieved September 19, 2020, from https://www.twitch.tv/p/partners/
McCann, A. (2020, June 10). Best Cities for Gamers. Retrieved September 19, 2020, from
https://wallethub.com/edu/best-cities-for-gamers/36270/
Game TV. (2020). Play or Host Mobile Esports Tournaments Run by AI. Retrieved September 20,
2020, from https://www.game.tv/
Gough, C. (2020, August 28). Global eSports market revenue 2023. Retrieved September 19,
2020, from https://www.statista.com/statistics/490522/global-esports-market-revenue/
LoL Rankings. (n.d.). Retrieved September 19, 2020, from
https://www.gosugamers.net/lol/rankings
MOST POPULAR GAMES ON TWITCH. (2020, September 12). Retrieved September 19,
2020, from https://twitchtracker.com/games/time-watched
(n.d.). Retrieved from https://omniglot.com/language/articles/engunilang.php
How to overcome the language barrier in international business. (2019, July 01). Retrieved from
https://www.1stopasia.com/how-to-overcome-the-language-barrier-in-international-
business/
Newzoo. (2020, April 16). Newzoo Global Esports Market Report 2020: Light Version. Retrieved
September 20, 2020, from https://newzoo.com/insights/trend-reports/newzoo-global-
esports-market-report-2020-light-version/
14
ROG - Republic of Gamers|Global: The Choice of Champions. (n.d.). Retrieved September 20,
2020, from https://rog.asus.com/
SUNY Canton. (n.d.). Retrieved September 18, 2020, from https://www.canton.edu/esports/
Twitch Affiliate Partner Program. (2020, April 02). Retrieved September 19, 2020, from
https://www.businessofapps.com/affiliate/twitch/
The esports technology. (2020). Retrieved September 20, 2020, from
https://www.toornament.com/en_US/
Timberlake Membership Software, 7. (n.d.). Naylor Association Management Software.
Retrieved September 20, 2020, from
https://members.nacesports.org/AF_MemberDirectory.asp
25 Useful Twitch Stats for Influencer Marketing Managers [Infographic]. (2020, June 10).
Retrieved September 20, 2020, from https://influencermarketinghub.com/twitch-stats/
YouTube by the Numbers: Stats, Demographics & Fun Facts. (2020, February 10). Retrieved
September 19, 2020, from https://www.omnicoreagency.com/youtube-statistics/
15
8.0 Appendices
Appendix A (Internal Checklist for Part-Time Staffs and Interns)
DATE Missions
Sunday Send an email to all group members indicating what has been
accomplished in the previous week as well as what will need to be
done in the upcoming week. The email will say “Thanks everyone
for your efforts and all of you did an exceptionally good job last
week. The attached please find our plans for this upcoming week.
Should you have any questions about the Xtalent project, please do
not hesitate to contact me either by email or by texts.”
Monday Collect information about our project, read all the information
available online and share the information with the group members
by creating a new word document and sharing it with them.
Tuesday Have a group meeting and react on each other’s comments and
opinions in a positive and engaging way. The group meeting will
be like ‘Thanks (student A) for sharing your opinions about
Xtalent, and I think it is a great point, we can improve this by
using a variety of data.” Everyone is participating actively and
happily.
Wednesday Post something on Instagram regarding our project. The post will
be very interesting to read and very easy to comprehend. The post
will be tightly connected to our project. The post will be like
“What do you think about this?”
Thursday Create a post regarding every person’s opinion about the project
that he or she has had so far. People will have an opportunity to
express their concerns. The post will be like “Please share your
concerns or lingering questions so that your voice can be heard.”
Friday Create a post that is tightly connected to our group project of the
Xtalent by suggesting whoever sees the posts to make a comment.
The post will be like “Please leave your valuable advice to make
us become better.” The company’s data will be discussed
Saturday Send an email indicating how much we have done and how
impressive the work is. The email will read “Thanks so much for
your hard efforts. Everyone will keep on finalizing the parts that
they have been assigned. It has been a true honor to be part of this
team.”
Appendix B (Content Calendar)
16
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Outline XTALANT

  • 1. 1 Marketing Plan September 20th , 2020 Christopher Hernandez, Derick Flores, Gabriel Millet, Julia SimĂľes, Mariana Franco, Qihang Liu
  • 2. 2 Table of Contents 1.0 EXECUTIVE SUMMARY...............................................................................................................................3 2.0 COMPANY OVERVIEW ................................................................................................................................4 2.1 COMPANY VISION, MISSION, AND VALUES....................................................................................................................... 4 2.2 COMPANY GOAL........................................................................................................................................................ 4 2.3 EXISTING PARTNERSHIPS ............................................................................................................................................. 4 2.4 SWOT ANALYSIS ...................................................................................................................................................... 4 3.0 MARKETPLACE OVERVIEW.........................................................................................................................5 3.1 MARKET TRENDS (STATUS AND GROWTH)..................................................................................................................... 5 3.2 COMPETITION.......................................................................................................................................................... 6 3.3 TARGET MARKET ..................................................................................................................................................... 6 4.0 ADAPTATION.............................................................................................................................................6 4.1 CULTURAL (IMPACT & PLAN) ..................................................................................................................................... 6 4.2 LANGUAGE TRANSLATION (WEBSITE & ARTICLES) .......................................................................................................... 8 5.0 SOCIAL MEDIA............................................................................................................................................8 5.1 NEW PAGES (INSTAGRAM, TWITCH AND YOUTUBE)........................................................................................................ 8 5.2 INSTAGRAM TOURNAMENT PROMOTIONS .................................................................................................................... 9 5.3 TWITCH INFLUENCERS AND STREAMING........................................................................................................................ 9 5.4 YOUTUBE CREATIVE ENGAGEMENT ............................................................................................................................ 10 6.0 PARTNERSHIPS ........................................................................................................................................10 6.1 SPONSORS ............................................................................................................................................................ 10 6.2 UNIVERSITIES ........................................................................................................................................................ 11 6.3 INFLUENCERS......................................................................................................................................................... 11 7.0 REFERENCES............................................................................................................................................13 8.0 APPENDICES (CONTENT CALENDAR) .........................................................................................................15
  • 3. 3 1.0 Executive Summary XTALENT has been specializing itself in creating an assortment of tournaments as a way in which it enables gamers, musicians, as well as content creators to have a reliable source of income. The market plan of this company is to help people do what they are passionate about while having the ability to make a living. This strategic marketing plan will help the company grow bigger and better as time elapses. XTALENT has great opportunities in the North American market because eSports is growing exponentially in the region. Hence, the focus of this marketing plan is the North American market. The marketing team evaluated the interest of the target audience and created a variety of tournaments and social media strategies, which have proved to be effective in attracting gamers, musicians, and content creators to join. The current situation for this company is that up to date, it has successfully increased its revenue by 25 percent from the year 2017. Several celebrities are becoming more and more interested in investing in the tournaments this company hosts. The strategies for becoming more successful and occupying an increased number of market shares are constantly being evaluated and pointed out. The marketing team has made its proposals considering people’s different cultural backgrounds. Translating content to English will enable people to comprehend the information more appropriately; additionally, using various social media platforms like Instagram to advertise, and partnering with a variety of companies, sponsors, or universities will create more exposure.
  • 4. 4 2.0 Company Overview 2.1 Company vision, mission, and values XTALENT is an Agency that promotes the growth of Gamers, Musicians, and Content Creators thought diverse initiatives with the purpose to provide a form of fixed revenue to the clients. The Vision of the company is to become the biggest tournament agency of Latin America and North America that promotes honest and fair competitions for everyone. The company's mission is to develop new ways for gamers, musicians, and content creators to create a solid income doing what they are passionate about by creating fun and fair tournaments for everyone whiling to start changing their life. The main value of the company is to offer for the target market a competition that goes beyond the basics with a consistency that gives a regular income for the players and artists so they can grow together. 2.2 Company goal The Company's goal is to expand the business to the US and Canada market, and increase the brand awareness, so in the future it can be the main representative in the entertainment industry when dealing with tournaments. 2.3 Existing partnerships With this bigger plan in performance, XTALENT has done incredible work in Colombia and other Latin countries by finding partners to help the tournaments such as Solutions 2 Go, the biggest distributors for PlayStation for Latin America. In the United States and Canada market, the main existing partner that XTALENT has is Full Sail University, this partnership is possible because of Juan Vivas, the founder of Fire! Entertainment and XTALENT, is a Graduate from Full Sail. 2.4 SWOT Analysis The strengths of XTALENT is that the company operates with a deeper message to give for the clients, the one that promotes the growth and finance development of those who want to make a living doing what they love, which is a huge differentiator from the competitors in the market that have a superficial message. The staff that builds this company are people that have studied and worked in the entertainment industry making it possible for them to understand the needs of the gamer and artist market. Another great strength is that the XTALENT is already a well-based company in Latin America, which gives credibility and makes it easier for the company to find partners in the North American market. On the other side, XTALENT’s biggest weakness is that it is a young company trying to get inside the US and Canada market, which already has well defined and big tournaments throughout the year. This disadvantage will require a bigger investment and work in the brand awareness and marketing department. Another point is that the number of sponsors and partners of XTALENT in the North American market is minimum
  • 5. 5 to non-existing, making it hard to get the financial prize of the tournament to happen, requiring more networking in the marketplace. XTALENT also has great opportunities in the North America market because the eSports, which is the department that the company operates more, is growing exponentially during the last years, according to Statista (2020) the revenue of the eSports market in 2020 is projected to be 973.9 million dollars. Another important opportunity that XTALENT has is that it is a company that also helps musicians and content creators, and these multiple markets don't have a lot of competition, mostly because companies that do this type of business focus on people that already are famous, differently from XTALENT. XTALENT will also face some threats when start to change the business from Latin America to The US and Canada market because it will require a lot of time to overcome the language barrier for the Spanish content to English. Another important threat is, as mentioned previously in the opportunities topic, that eSports is a trending business, and there’s a lot of small companies growing fast in the industry. XTALENT needs to become a strong part of the market, especially because the main font of revenue to the company now is the eSports tournaments. 3.0 Marketplace Overview 3.1 Market trends We can’t deny that the Esports market is going to grow exponentially and will continue to grow as time progresses. According to Statista, the revenue in esports generated have been just under $1 Billion in 2019 and in 2020, which has increased 25% from 2017’s $776 Million. It’s been so popular that celebrities want in on the profit and have invested into Organizations and Tournament styled games, such as Fortnite and Call of Duty’s WARZONE. The increasing audience reach and activities, with streaming on the rising, have a huge impact on esports and the community. The industry has created many opportunities for gamers, influencers, and event organizers. Currently, Millennials are considering making a career out of esports because of the popularity it has generated throughout the last decade. As of now, XTALENT is looking for people that can put anywhere from $10-$20 to be admitted into the Fortnite Tournaments, with the prize pool being a couple hundred dollars with an average of having 30-60 people in each tournament. Having the top people to win, generate revenue by being the very best to participate in.
  • 6. 6 3.2 Competition There are many Fortnite tournaments available to join, so XTALENT must distinguish themselves from the others. It could be anything really but XTALENT must have a distinctive reason for people to choose their platform instead of others. These competitors include Game.tv, Toornament.com, and free tournaments that can be played through Epic Games for small cash prizes. Game.tv and Toornament.com have multiple games that you can join, Fortnite being their biggest, but games such as Player Unknown Battle Grounds, Clash Royale, Free Fire, WARZONE, and many more. You can easily join these tournaments with very few steps, which can be as easy as creating an account, linking your epic account, and signing up to as many available tournaments as you’d like to participate in. Some might have fees, which is a good thing to some people because it means a bigger prize pool and much more fame in the competitive community. 3.3 Target Market XTALENT is primarily looking for people from the ages of 15-24 which is perfect considering that is the niche for Fortnite. This is also a great age group to try and target because more than 65% of Fortnite players are between 18-24. It does an excellent job at catering to the younger audience as well as the older ones because of the content of the game and parents are also able to play with their kids' side by side. XTALENT caters primarily to younger teens as well as older ones and if they have this as their fixed market, children will want their parents to be able to buy them the admission because some tournaments have winnings that include a scholarship to a college of their choosing. Which then encourages parents to be a part of gaming and more into their child's lives when it pertains to competitive video games such as Fortnite. 4.0 Adaptation 4.1 Cultural (Impact & Plan) Culture is defined as the customs, arts, social institutions, and achievements of a particular nation, people, or other social group. Greater awareness and understanding of the key dimensions of culture can help us to communicate better with customers across different markets and regions in more subtle ways. By being both more culturally sensitive and communicating more compelling messages, we can significantly grow the business beyond the home market. (Ex: Pringles in the United Kingdom appeared to have merchandised bacon crisps on point of sale units celebrating Ramadan, although within doing so they’ve managed to offend, when the sole purpose was quite the
  • 7. 7 opposite). It is crucial to understand other people’s culture and for we can avoid provocation/offense and connect with our customers/clients. Part of making a cultural plan isn’t just to think about marketing but think about the people you work with to make their culture and your culture a priority. To remind every staff, marketer, influencer, gamers and musicians to live by your cultural values, and prioritize them in communication, hiring, and everyday work. To give employees ownership of culture and ask them for their help. Another priority would be to take the same approach as business or product planning. What tangible things will you put in place to promote and grow your culture? Think communication tools, team building exercises, team bonding events, etc. Expectations between the Northern American Gamers/Artist/Influencers and South American Gamers/Artist/Influencers? The Northern American Market has an expectation for all digital gaming platforms, for mobile, PC, and console. In terms of market share the consoles gaming holds the largest market share, followed by PC gaming and mobile gaming. The Northern American (digital gaming) market is primarily driven by rising in affordability followed by an increase in penetration rate, a favorable environment for the technology enlargement, an increasing number of mobile users, increasing technological advancement, growing youth and growing aging population. All is taking into consideration when it comes to the marketing and distributing. On the other hand, the Southern American is one of the emerging Digital Gaming markets. Video games is one of six industries of the MICSUR, the Southern Cultural Industries Market. The distribution and marketing for digital games are being revamped. Companies like Sony and Microsoft have new programs for their console markets in South America that are open to independent developers and small studios, which in turn will strengthen console gaming in the region. By platforms, the market is segmented into PC games, mobile games, and console games although it’s uncertain for anything virtual reality or augmented reality. In retrospect the Northern American Market expects a high frequency distribution given that they’ve expanded operation all over North America. It’s safe to say that Northern Americans Gamers are expecting high resolution, quicker loading time, servers at their optimal peak and Data Storage Cloud gaming. As South America continues to emerge, expectations aren’t as high as Northern American Gamers given that it’s not easily accessible in Venezuela then it is in United States. South America is expecting a better penetration rate within the trafficking/strain on the internet, high end quality consoles and interactive gameplay.
  • 8. 8 4.2 Language translation (Website & Articles) Language barriers can create challenges for the business looking to tap into emerging markets overseas. Understandably XTALENT was made in Bogota, Columbia and their main language would be Spanish but if Juan Vivas is looking to adapt, to increase his target market to look upon the horizon for more profit he needs to understand that English is without a doubt the a universal language. It is the world's second largest native language, the official language in 70 countries. He can’t remain to have his sites and article in Spanish hoping he will gain clients/customers. Give or take based on his language barrier it could be certain that it remains in Spanish based on his Target Market (Hispanics/Latinos) but it’s unsure. Undoubtedly if he’s hoping to expand his business as a recognized brand for game tournaments, he will have to adapt and translate his main page, stop the language barrier and convince probably his sponsors and his other sources as in Facebook and Instagram to translate for customers to understand. 5.0 Social Media 5.1 New Pages on Instagram, Twitch and YouTube Social media is a growing market around the world with the power to influence billions, Instagram has over 500 million users daily (SproutSocial.com, 2020). The gaming community has a large reach in social media, especially Instagram. What some people call the top 10 gaming influencers on Instagram have over approximately 40 million people following them on Instagram (InfluencerDB.com 2018), this probably does not account for all the hundreds maybe thousands of other very popular streamers with lots of followers. This leaves a lot of opportunities to promote on influencers pages and have a large outreach into this huge market on Instagram. Twitch is an online streaming platform that over 15 million active daily viewers that watch video games and video game tournaments all day (TwitchTracker.com, 2020). The thing about Twitch that every person who has an account likes this feature the most, it is the donate button and the many options on how to interact with your viewers. Gaming influencers on Twitch make most of their money from donations from their loyal viewers, and ads/ sponsors. One way to interact on Twitch with viewers is you can start a chant and every time someone says the phrase you want the AI will automatically respond with any response you want; it can even answer questions or tell people the score or the time without your help, it is super customizable. Influencers find streaming on Twitch easier than recording and editing a video for YouTube, the live presence of influencers streaming on Twitch is higher than people live streaming on YouTube. This will retain fans because of the interaction as well as the convince of watching a live stream from your computer, tablet or phone.
  • 9. 9 YouTube is used by 2 billion people monthly, gaming has a huge stake in what is being watched on YouTube (OmnicoreAgency.com, 2020). By creating a page on YouTube, you can increase your companies outreach to the majority of North American gamers by being promoted on top YouTube gamers, as well as sponsoring, or inviting them to play and vlog their time at you event. This brings in attention from the influencer's accounts on social media on many different platforms and might even want to be covered and live streamed from a different company that might want to pay for the coverage. The possibilities are endless when you have a presence on YouTube. 5.2 Instagram Tournament Promotions Promoting on Instagram for gaming has a couple a major source to get impressions on people. Repetitiveness, I have seen many influencers promoting a particular product or brand over and over, eventually it caught on and started gaining a lot of users and customers. Influencers is the best way to slowly position yourself in the market with a product, influencers make their viewers want to buy products or services when the influencers give it good reviews. One influencer who has a huge fanbase in North America for Fortnite is a YouTuber called Ninja, on Instagram Ninja has 14.8 million followers and has a wide known name in the Fortnite community. One way to have Ninja promote XTALENT would be to invite him to an event for free and give him VIP treatment his own booth and flight or hotel is accommodated so he has incentive to come to the events. This is one of many ways to get promotion, if you invite smaller YouTubers (just the entry fee price) incentive they might come and “Vlog” or talk to their subscribers about it on one or more channels of social media. Another way for tournament promotions is pay for promotion through multiple gaming influencers in the market, this can get the influencer to mention and promote the event through as many channels of media that is asked for. 5.3 Twitch Influencers and streaming There are many ways to have people attend your event but not actually physically be at the event. Streaming has become a thing of today and many people are now using streaming platforms, it has gotten to the point where cable providers had to lower their prices to compete with the new streaming market. One streaming platform that is specifically for streaming gamers, gaming events/ tournaments, and even new releases of games/ gaming consoles. This platform is called Twitch, the top 7 most watched games currently has over 10 million viewers for just their daily peak hours (TwitchTracker.com, 2020). In the last 7 days people have streamed over 17.8 million hours of Fortnite. Influencers get thousands of people in their stream all at one time, you can either buy a major promotion from them or come together and do a sponsorship together. We suggest creating a page on Twitch so you can live stream all your events and archive them so your fans or subscribers can still watch any event even if it already happened.
  • 10. 10 5.4 YouTube creative engagement for live events YouTube is the second most used search engine globally; gaming has always been one of the biggest communities in YouTube. The most subscribed people/ channels are all gaming channels with over 100 million subscribers, that is one-third of the entire United States population. Establishing a page on YouTube can have many people access any live events, or past events that you host. Actively post a game show on your YouTube channel somewhat like the events you host live but on a smaller scale, with either teammates, event staff, or small YouTube influencers, to keep the fans engaged in your content. For a small fee towards YouTube your live event can be featured at everybody's home screen when they sign into YouTube for time you want, this is the landing page all people who use YouTube see when starting up the website/ application. 95% of the global internet population watches YouTube, and there are over 30 million daily active users which is a large outreach in the homepage (OmnicoreAgency.com, 2020). Gaining influencers in many ways to promote on this largely used application will bring in a large population of customers, fans and participants. Creative engagement at the event would be take a poll of the people entering while they enter who is a YouTuber and would like a small vlogging camera for the time they are inside the event. 6.0 Partnerships 6.1 Sponsors Twitch is the World leading platform in live streaming content. Gamers and other lifestyle streamers can share their content on this platform and monetize from it. Twitch streamers broadcast their gameplay or activity by sharing their screen with followers or fans. Twitch is a good partner because it has more than 15 million daily users, and there is an average of 1.2 million viewers at the time. According to Twitch Partnership Program overview, the partnership is for creators who stream a variety of content, from games, music, talk shows, art, to just about anything else imaginable. To apply to the partnership program, Twitch will evaluate the content, average concurrent viewership, stream frequency, and schedule, but the most relevant aspect will be the quality of the content. As a Twitch partner, one can monetize in the following ways: • Channel Subscriptions: Twitch Partners can earn revenue by accepting subscriptions from their viewers. The subscription options are: $4.99, $9.99, $24.99; • Bits: Viewer can buy to Cheer on your channel, allowing them to support you without leaving Twitch;
  • 11. 11 • Ads: Partners earn a share of the revenue generated from any ads played on their channel. Partners can determine the length and frequency of mid-roll advertisements through their dashboard. (Twitch, Partners) • Get sponsored by a technological company. “ASUS is a multinational company known for the world’s best motherboards and high-quality personal computers, monitors, graphics cards, routers, and other technology solutions.” ASUS has a gamers line called "Republic of Gamers" which has innovative products to satisfy all kinds of gamers' needs. ASUS has been seen in the past supporting the next generation of student gamers. Therefore, ASUS is a good fit as a sponsor for XTALENT. ASUS can sponsor prices or scholarships for participants in XTALENT tournaments. ASUS sponsorship request can get submitted by region and per tournament type. (ROG - Republic of Gamers). 6.2 Universities Partnering with Universities that have e-sports teams will bring great exposure and a higher number of subscribers to the tournaments. When partnering with Universities, we could offer a lowers rate for students in exchange for promotion within the gaming community in the institutions. To select the Universities to partner, we have researched the TOP 5 cities in the United States (McCann A., 2020) with the most gamers and then selected the Universities in these cities that have an e-sport and a growing community of gamers. The top 5 Universities are: (NACE Sports, 2020) o University of California - San Diego, Ca., Plays: League of Legends, Overwatch, Dota, Starcraft o Canton State University, New York, NY., Plays: League of Legends, Overwatch, Hearthstone, Super Smash Bros, Rocket League o Full Sail University - Orlando, Fl. Plays: League of Legends, Overwatch, Hearthstone, Madden, SMITE, CS:GO, Rocket League, Super Smash Bros, Game: Other o Minnesota State University, Mankato & Minneapolis. Plays: NCAA Division II, Other, League of Legends, CS:GO, Rocket League, Super Smash Bros, Tekken, Call of Duty o Westcliff University - Irvine, Ca. Plays: NAIA, League of Legends, Hearthstone, Madden, FIFA, Fortnite, CS:GO, Rocket League, Super Smash Bros, Street Fighter, Call of Duty, DOTA 2 6.3 Influencers Middle-tier influencers will be great to start. It would be ideal focusing on influences/streamers that either stream on Twitch or YouTube and have great use of social media platforms. Using two streamers with a different audience to start would be ideal. League of Legends is the most played and streamed videogame for that, the recommendation of contacting the lead player of
  • 12. 12 this game based on streaming views on social media platforms. (LoL Rankings, 2020). It will be fundamental to have a win-win relationship with the influencer to create brand loyalty, authenticity, and long-term value. To incentivize the influencer for the active partnership with XTALENT, XTALENT can provide to the influencers: o A certain number of discounted Pre-sale tournament tickets that they could use on giveaway within their audience on the exchange of followers. o Discounted tickets for every tournament (Discount: CODE). o Exposure and recognition in marketing and promotional material
  • 13. 13 7.0 References Author, G. (2020, August 20). Top 10 Gaming Influencers on Instagram. Retrieved September 20, 2020, from https://influencerdb.com/blog/top-10-gaming-influencers-instagram/ Boykin, G. (2017, November 21). What Impact Does Culture Have on Market Strategy and Segmentation? Retrieved from https://yourbusiness.azcentral.com/impact-culture-market- strategy-segmentation-26371.html Chaffey, D., Wright, G., & Commentator, E. (2020, February 03). Understanding the impact of culture on marketing content. Retrieved from https://www.smartinsights.com/dig Chen, J. (2020, August 28). Important Instagram stats you need to know for 2020. Retrieved September 20, 2020, from https://sproutsocial.com/insights/instagram-stats/ ESPORTS RECREATION LEAGUE. (n.d.). Retrieved September 18, 2020, from https://recreation.ucsd.edu/competitive-sports/teams/esports/ Following. (n.d.). Retrieved September 19, 2020, from https://www.twitch.tv/p/partners/ McCann, A. (2020, June 10). Best Cities for Gamers. Retrieved September 19, 2020, from https://wallethub.com/edu/best-cities-for-gamers/36270/ Game TV. (2020). Play or Host Mobile Esports Tournaments Run by AI. Retrieved September 20, 2020, from https://www.game.tv/ Gough, C. (2020, August 28). Global eSports market revenue 2023. Retrieved September 19, 2020, from https://www.statista.com/statistics/490522/global-esports-market-revenue/ LoL Rankings. (n.d.). Retrieved September 19, 2020, from https://www.gosugamers.net/lol/rankings MOST POPULAR GAMES ON TWITCH. (2020, September 12). Retrieved September 19, 2020, from https://twitchtracker.com/games/time-watched (n.d.). Retrieved from https://omniglot.com/language/articles/engunilang.php How to overcome the language barrier in international business. (2019, July 01). Retrieved from https://www.1stopasia.com/how-to-overcome-the-language-barrier-in-international- business/ Newzoo. (2020, April 16). Newzoo Global Esports Market Report 2020: Light Version. Retrieved September 20, 2020, from https://newzoo.com/insights/trend-reports/newzoo-global- esports-market-report-2020-light-version/
  • 14. 14 ROG - Republic of Gamers|Global: The Choice of Champions. (n.d.). Retrieved September 20, 2020, from https://rog.asus.com/ SUNY Canton. (n.d.). Retrieved September 18, 2020, from https://www.canton.edu/esports/ Twitch Affiliate Partner Program. (2020, April 02). Retrieved September 19, 2020, from https://www.businessofapps.com/affiliate/twitch/ The esports technology. (2020). Retrieved September 20, 2020, from https://www.toornament.com/en_US/ Timberlake Membership Software, 7. (n.d.). Naylor Association Management Software. Retrieved September 20, 2020, from https://members.nacesports.org/AF_MemberDirectory.asp 25 Useful Twitch Stats for Influencer Marketing Managers [Infographic]. (2020, June 10). Retrieved September 20, 2020, from https://influencermarketinghub.com/twitch-stats/ YouTube by the Numbers: Stats, Demographics & Fun Facts. (2020, February 10). Retrieved September 19, 2020, from https://www.omnicoreagency.com/youtube-statistics/
  • 15. 15 8.0 Appendices Appendix A (Internal Checklist for Part-Time Staffs and Interns) DATE Missions Sunday Send an email to all group members indicating what has been accomplished in the previous week as well as what will need to be done in the upcoming week. The email will say “Thanks everyone for your efforts and all of you did an exceptionally good job last week. The attached please find our plans for this upcoming week. Should you have any questions about the Xtalent project, please do not hesitate to contact me either by email or by texts.” Monday Collect information about our project, read all the information available online and share the information with the group members by creating a new word document and sharing it with them. Tuesday Have a group meeting and react on each other’s comments and opinions in a positive and engaging way. The group meeting will be like ‘Thanks (student A) for sharing your opinions about Xtalent, and I think it is a great point, we can improve this by using a variety of data.” Everyone is participating actively and happily. Wednesday Post something on Instagram regarding our project. The post will be very interesting to read and very easy to comprehend. The post will be tightly connected to our project. The post will be like “What do you think about this?” Thursday Create a post regarding every person’s opinion about the project that he or she has had so far. People will have an opportunity to express their concerns. The post will be like “Please share your concerns or lingering questions so that your voice can be heard.” Friday Create a post that is tightly connected to our group project of the Xtalent by suggesting whoever sees the posts to make a comment. The post will be like “Please leave your valuable advice to make us become better.” The company’s data will be discussed Saturday Send an email indicating how much we have done and how impressive the work is. The email will read “Thanks so much for your hard efforts. Everyone will keep on finalizing the parts that they have been assigned. It has been a true honor to be part of this team.” Appendix B (Content Calendar)
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