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?
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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”
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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