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CanJam
Brian D’Arrigo
Brendan Egan
Michael Ilardi
Mark Vernazza
Gregory Wilks
Table of Contents
•Industry Analysis
•Consumer Behavior
•Target Market
•Marketing Strategy
Industry Analysis
• Outdoor Recreational Activity Games
• Outdoor games in the industry include:
– Horse shoes
– Bagg-O
– Bocce Ball
– Volleyball
– Badminton
Strengths/Weaknesses
• Games are price
efficient
• Good mobility and
simplicity
• Most people enjoy
recreation games
that take place
outdoors
• No age limit
• Word of Mouth
• Word of mouth
• Games require
certain skills
• Little to no publicity
• Not a mainstream
activity/sport
Opportunities/Threats
• No defined market
• No big
competitors
• Low barrier to
entry
• No usage barrier
• Established
leagues
• “NHPA” *
• Industry has a
wide variety of
products
* Horseshoepitching.com
Methodology
• 50 people
• One on one interviews
• Face to face
• Phone
• 33 Male interviews and 17 Female
interviews
• 18 - 25 years of age
Needs
• Social
• Level of Competitiveness
• Consumers A, D, and G said, “I want to
have fun but I do not want to sweat”
• Consumers B and F said, “I would like to
compete but in a socially friendly
environment”
• Consumers H and J both mentioned they
love the outdoors, especially when they
are with their friends
Involvement/Brand Loyalty
• Low Involvement
• Consumers willing to try
– Consumers F and G both agreed that they
would try a new game
• Variety Seekers
• People are more loyal to the industry
rather than a specific brand
– Consumer C and E said, “I would buy the
game if there was a price promotion”
Low Involvement Decision
Making
• We feel that this industry is made up of
low involved consumers
• If consumers see:
- Friends playing it
- A competitive atmosphere
- Winners and Losers identified
- Not physically exerting
Situation/Usage
• Outdoor activities
– Beach
– Tailgates
– BBQ
– Parties
• For example, when at a tailgate, Consumer H
said, “Barbeques are fun, and socializing with
friends is key, but I like to do something that
involves playing a game.”
CanJam
• Two teams of two
people
• Two goals
• One Frisbee
• Teammates stand
opposite one another
• Team A player 1,
throws Frisbee at
goal
• Team A player 2,
tries to deflect
Frisbee in goal
• After Team A goes
Team B has a turn
Ways to Score Points
• “Ace”
• Three points for an
assist into the goal
• Two points for an
assist that hits the
can
• One point for directly
throwing the Frisbee
and hitting the can
• Game is over when
desired number of
points is reached
Main Consumer Behavior
Problem
• How do we get consumers to
participate in an activity that is both
social and competitive but not
physically exhausting?
http://lh5.ggpht.com/_lEWog3iaZe4/SqcmTJpBUFI/AAAAAAAAC
Mw/uF3QMNVMA5I/watu+hunger+cleanup.jpg
Target Market
• Consumers ranging from 18 to 25 years of age
– Low to moderate income
– High Usage Rate
– Free time
– Needs - Emphasis on social gatherings
– “Information Seekers”
QuickTime™ and a
TIFF (Uncompressed) decompressor
are needed to see this picture.
QuickTime™ and a
TIFF (Uncompressed) decompre ssor
are neede d to see this picture.
www.facebook.com/markvernazza www.facebook.com/michaelilardi
Justification
• Our product is in-expensive
• Adaptable to different social
situations
• Compatible to outdoor activity
games
• Relies on word of mouth
Strategy
• Product
– Two three foot cans, one ultimate Frisbee
disc, and one rule book
• Price
– $29.95
• Placement
– Sporting Goods Stores
– College Book Stores
Strategy (cont.)
• Promotion
– Free product trials
– Discounts on additional Frisbees
– Active sales team, which will help promote
word of mouth advertising
– Percentage of sales will go towards local
charities such as Hunger Cleanup *
– Social MediaNetworks
• Facebook
• Twitter
*http://fairfield.edu/student/cmsj_hunger.html
Facebook Page
Canjam[1]dfadfasdfasdfasdfasdfasdf

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Canjam[1]dfadfasdfasdfasdfasdfasdf

  • 1. CanJam Brian D’Arrigo Brendan Egan Michael Ilardi Mark Vernazza Gregory Wilks
  • 2. Table of Contents •Industry Analysis •Consumer Behavior •Target Market •Marketing Strategy
  • 3. Industry Analysis • Outdoor Recreational Activity Games • Outdoor games in the industry include: – Horse shoes – Bagg-O – Bocce Ball – Volleyball – Badminton
  • 4. Strengths/Weaknesses • Games are price efficient • Good mobility and simplicity • Most people enjoy recreation games that take place outdoors • No age limit • Word of Mouth • Word of mouth • Games require certain skills • Little to no publicity • Not a mainstream activity/sport
  • 5. Opportunities/Threats • No defined market • No big competitors • Low barrier to entry • No usage barrier • Established leagues • “NHPA” * • Industry has a wide variety of products * Horseshoepitching.com
  • 6. Methodology • 50 people • One on one interviews • Face to face • Phone • 33 Male interviews and 17 Female interviews • 18 - 25 years of age
  • 7. Needs • Social • Level of Competitiveness • Consumers A, D, and G said, “I want to have fun but I do not want to sweat” • Consumers B and F said, “I would like to compete but in a socially friendly environment” • Consumers H and J both mentioned they love the outdoors, especially when they are with their friends
  • 8. Involvement/Brand Loyalty • Low Involvement • Consumers willing to try – Consumers F and G both agreed that they would try a new game • Variety Seekers • People are more loyal to the industry rather than a specific brand – Consumer C and E said, “I would buy the game if there was a price promotion”
  • 9. Low Involvement Decision Making • We feel that this industry is made up of low involved consumers • If consumers see: - Friends playing it - A competitive atmosphere - Winners and Losers identified - Not physically exerting
  • 10. Situation/Usage • Outdoor activities – Beach – Tailgates – BBQ – Parties • For example, when at a tailgate, Consumer H said, “Barbeques are fun, and socializing with friends is key, but I like to do something that involves playing a game.”
  • 11. CanJam • Two teams of two people • Two goals • One Frisbee • Teammates stand opposite one another • Team A player 1, throws Frisbee at goal • Team A player 2, tries to deflect Frisbee in goal • After Team A goes Team B has a turn
  • 12. Ways to Score Points • “Ace” • Three points for an assist into the goal • Two points for an assist that hits the can • One point for directly throwing the Frisbee and hitting the can • Game is over when desired number of points is reached
  • 13. Main Consumer Behavior Problem • How do we get consumers to participate in an activity that is both social and competitive but not physically exhausting? http://lh5.ggpht.com/_lEWog3iaZe4/SqcmTJpBUFI/AAAAAAAAC Mw/uF3QMNVMA5I/watu+hunger+cleanup.jpg
  • 14. Target Market • Consumers ranging from 18 to 25 years of age – Low to moderate income – High Usage Rate – Free time – Needs - Emphasis on social gatherings – “Information Seekers” QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompre ssor are neede d to see this picture. www.facebook.com/markvernazza www.facebook.com/michaelilardi
  • 15. Justification • Our product is in-expensive • Adaptable to different social situations • Compatible to outdoor activity games • Relies on word of mouth
  • 16. Strategy • Product – Two three foot cans, one ultimate Frisbee disc, and one rule book • Price – $29.95 • Placement – Sporting Goods Stores – College Book Stores
  • 17. Strategy (cont.) • Promotion – Free product trials – Discounts on additional Frisbees – Active sales team, which will help promote word of mouth advertising – Percentage of sales will go towards local charities such as Hunger Cleanup * – Social MediaNetworks • Facebook • Twitter *http://fairfield.edu/student/cmsj_hunger.html