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Brand Creation Practicum
The Birth a of a New Brand – Part 1

         Melanie Zandona & Andri Hinnen
               October 20th 2009




                       1
Obtaining Information

I.     Product and Company
II.    Competition
III.   Key Users
IV.    The Brand




               2
1Product & Company




         3
What is the product?
                              A new Video Game Console!




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                              4
What is the product?
                              A new Video Game Console!




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                              4
What is the product?
                              A new Video Game Console!




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                              4
What is the product?
                              A new Video Game Console!


                                                     Virtual
                                                     Reality




                                                  Augmented
                                                    Reality




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                               4
What is the product?
                              A new Video Game Console!


                                                     Virtual
                                                     Reality




                                                  Augmented
                                                    Reality




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                               4
What is the product?
                              A new Video Game Console!


                                                     Virtual
                                                     Reality




                                                  Augmented
                                                    Reality




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                               4
What is the product?
                              A new Video Game Console!


                                                     Virtual
                                                     Reality




                                                  Augmented
                                                    Reality




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                               4
What is the product?
                              A new Video Game Console!


                                                     Virtual
                                                     Reality




                                                  Augmented
                                                    Reality




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                               4
What is the product?
                              A new Video Game Console!




                                                  Social Interaction




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                              4
What is the product?
                              A new Video Game Console!




http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602
                                                              4
What is the product?
A new Video Game Console!


                  Definition

     “It is a highly technologically advanced
    video game console that allows both full
  virtual reality and augmented reality gaming
              in a social environment“



   It brings Nintendo‘s “Virtua Boy“ back to
                   the future.
                        .




                        5
What is the product?
  A new Video Game Console!


                     Definition

        “It is a highly technologically advanced
       video game console that allows both full
     virtual reality and augmented reality gaming
                 in a social environment“



      It brings Nintendo‘s “Virtua Boy“ back to
                      the future.
                           .


...and that is what the brand is for!
                           5
This is not an Entrepreneurship Course – But...

    - technologically feasable
    - launch the product in an
        independent start-up company
    -   focus on alliances with software
        developers such as Rare, Atari,
        Sega, Crytek
    -   collaborations with educational
        institutions and high tech
        companies
    -   establish the company in video
        game clusters of Poland
        (Cracow) or Germany
        (Frankfurt)*…
    -   …and sell globally!

* http://www.warsawvoice.pl/view/18848
                                           6
This is not an Entrepreneurship Course – But...


   Some Market and Industry Statistics 2008

   - Revenue Growth 12.2 %
   - Industry Revenue 39,314.9 US$Mil
   - Industry Gross Product 13,209.7


   - Sixty-eight percent of American households play computer or video games
   - The number of households playing games increased three percent over 2008, illustrating
     the expanding use of entertainment software across all demographics
   - 42% of American homes have a video game console
   - Adult gamers have been playing for 12 years on average, a decrease from 2008, an
     indication that more Americans are picking up video game controllers for the first time
   - The average game player is 35 years old

http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1
http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852
http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=
http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852


                                                         7
Objectives and Subsequent Activities




                 8
Short Term            Objectives and Subsequent Activities



             - establish an intriguing brand
             - attract a lot of publicity
             - position as a high quality product (skimming)
             - get a foothold in crucial segments
             - attract key software complementors




                                                        8
Short Term            Objectives and Subsequent Activities



             - establish an intriguing brand
             - attract a lot of publicity
             - position as a high quality product (skimming)
             - get a foothold in crucial segments
             - attract key software complementors
Long Term




             - gain Market Share (~20%)...
             - ...and increase the size of the “cake“: attract new users
             - be recognised as the most innovative player in the market
             - extend product to new application forms




                                                        8
Short Term        Objectives and Subsequent Activities



             Activities

             - create a technologically advanced and
               entertaining product
             - create a buzz of up-coming launch
             - employ key celebrities to create publicity and
               establish initial image of console
Long Term




             - establish reliable alliances with key suppliers
             - secure distribution channels




                                                   9
2 Competition



      10
Competition
                                       Direct Competitors: Overview

                                   Slogan              Identity and Brand System              Personal Associations




*http://www.brandchannel.com/features_profile.asp?pr_id=327
**http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html
***http://en.wikipedia.org/wiki/PlayStation_3                   11
Competition
                                       Direct Competitors: Overview

                                   Slogan              Identity and Brand System              Personal Associations

                                                           “It's friendly. It's tech-            happy, fun, simple,
                              “Wii Move You“            forward. It's cute. It's very          innovative, Japanese,
                                                         Japanese. And, oh yes, it's           frugal, social, original,
                                                                     fun.“*                             future




*http://www.brandchannel.com/features_profile.asp?pr_id=327
**http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html
***http://en.wikipedia.org/wiki/PlayStation_3                   11
Competition
                                       Direct Competitors: Overview

                                   Slogan              Identity and Brand System              Personal Associations

                                                           “It's friendly. It's tech-            happy, fun, simple,
                              “Wii Move You“            forward. It's cute. It's very          innovative, Japanese,
                                                         Japanese. And, oh yes, it's           frugal, social, original,
                                                                     fun.“*                             future


                                                        "We're evolving from our              high tech, future, online
                                „It‘s good to            initial focus on graphics,            gaming, complicated,
                               play together“          power an great games that                 colourful, endless
                                                            appeal to hardcore                 possibilities, graphics,
                                                                  gamers“**                             cool




*http://www.brandchannel.com/features_profile.asp?pr_id=327
**http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html
***http://en.wikipedia.org/wiki/PlayStation_3                   11
Competition
                                       Direct Competitors: Overview

                                   Slogan              Identity and Brand System              Personal Associations

                                                           “It's friendly. It's tech-            happy, fun, simple,
                              “Wii Move You“            forward. It's cute. It's very          innovative, Japanese,
                                                         Japanese. And, oh yes, it's           frugal, social, original,
                                                                     fun.“*                             future


                                                        "We're evolving from our              high tech, future, online
                                „It‘s good to            initial focus on graphics,            gaming, complicated,
                               play together“          power an great games that                 colourful, endless
                                                            appeal to hardcore                 possibilities, graphics,
                                                                  gamers“**                             cool


                               ”This is living“                                                    corporate evil,
                                                          "Late, Expensive, and
                                ”It only does                                                     expensive, dark,
                                                            Incompatible"***
                                 everything“                                                     complex, high end

*http://www.brandchannel.com/features_profile.asp?pr_id=327
**http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html
***http://en.wikipedia.org/wiki/PlayStation_3                   11
Competition
             Direct Competitors: Positioning
Technology




                                                  Social
                                               Interaction
                            12
Competition
              Direct Competitors: Positioning
Technology


         PC




                                                   Social
                                                Interaction
                             12
Competition
          Competitors: Branding

               innovative




complex                           simple




               traditional
                     13
Competition
                  Competitors: Branding

      Consoles         innovative
         &
      Handhelds


complex                                   simple




                       traditional
                             13
Competition
                    Competitors: Branding

                         innovative
  Game Developers



complex                                     simple




                         traditional
                               13
3 Key Users



      14
Key Users
                                              Sinus Milieus


        Upper
       Income
         Class

        Middle
       Income
         Class

        Lower
       Income
         Class


                         Traditional Values       Modernisation   New Orientation


http://www.sociovision.de/
                                                    15
Key Users
                                                 Sinus Milieus


        Upper
       Income                                    The Long-established           Mode
                                                                                    r   n Per
         Class                                                                                  form
                                                                                                     er s

        Middle                                   Status Oriented
                                                                                                    tali    sts
       Income                                                                            E xperimen
                        Traditional Middle Class                              C lass
         Class
                                                                   lM iddle
                                                              Civi
        Lower                                        n alist
                                                             s
                                                                                              sca pists
                                            ra ditio                  io n oriente
                                                                                  d       E
       Income
                                  Fr u gal T                C  onsumpt r s
         Class                                                      wor ke


                         Traditional Values              Modernisation                  New Orientation


http://www.sociovision.de/
                                                            15
Key Users
                                                 Sinus Milieus


        Upper
       Income                                    The Long-established           Mode
                                                                                    r   n Per
         Class                                                                                  form
                                                                                                     er s

        Middle                                   Status Oriented
                                                                                                    tali    sts
       Income                                                                            E xperimen
                        Traditional Middle Class                              C lass
         Class
                                                                   lM iddle
                                                              Civi
        Lower                                        n alist
                                                             s
                                                                                              sca pists
                                            ra ditio                  io n oriente
                                                                                  d       E
       Income
                                  Fr u gal T                C  onsumpt r s
         Class                                                      wor ke


                         Traditional Values              Modernisation                  New Orientation


http://www.sociovision.de/
                                                            15
Key Users
                                                 Sinus Milieus


        Upper
       Income                                    The Long-established           Mode
                                                                                    r   n Per
         Class                                                                                  form
                                                                                                     er s

        Middle                                   Status Oriented
                                                                                                    tali    sts
       Income                                                                            E xperimen
                        Traditional Middle Class                              C lass
         Class
                                                                   lM iddle
                                                              Civi
        Lower                                        n alist
                                                             s
                                                                                              sca pists
                                            ra ditio                  io n oriente
                                                                                  d       E
       Income
                                  Fr u gal T                C  onsumpt r s
         Class                                                      wor ke


                         Traditional Values              Modernisation                  New Orientation


http://www.sociovision.de/
                                                            15
Key Users




In other words...




       16
Key Users
                                       KEY USERS




                                                               en
                                                                  ter
                                                        bu



                                                                    pla


                                                                      tai
                                                           y



                                                                        ys
                            r




                                                         s6




                                                                          nm
                                      r
                        yea


                                        e




                                                                           1-
                                    gam




                                                                            ea /yea




                                                                             en
                                                           ga
          eek


                       es/




                                                                               5h
                                                                               r ly
                                                               me




                                                                                te
     r s/w



                    gam


                                 e“




                                                                                    nth
                                                                                    r s/
                                                                                    ad
                                                                                    s
                                cor




                                                                                         we
                                                                                         op




                                                                                         us
   0h


                  18




                                                                                           r
                                                                                            ter




                                                                                            ias
                                                                                            ek
                             rd
   ys 2




                                                                                                t
                    s

                          „ha
                buy
pla




                                                +
                                  In other words...
                         First the Geeks and the Hipsters
 THE GEEKS AGAINST THE HIPSTERS


                                                16
Key Users
                                       KEY USERS




                                                               en
                                                                  ter
                                                        bu



                                                                    pla


                                                                      tai
                                                           y



                                                                        ys
                            r




                                                         s6




                                                                          nm
                                      r
                        yea


                                        e




                                                                           1-
                                    gam




                                                                            ea /yea




                                                                             en
                                                           ga
          eek


                       es/




                                                                               5h
                                                                               r ly
                                                               me




                                                                                te
     r s/w



                    gam


                                 e“




                                                                                    nth
                                                                                    r s/
                                                                                    ad
                                                                                    s
                                cor




                                                                                         we
                                                                                         op




                                                                                         us
   0h


                  18




                                                                                           r
                                                                                            ter




                                                                                            ias
                                                                                            ek
                             rd
   ys 2




                                                                                                t
                    s

                          „ha
                buy
pla




                                                +
                                  In other words...
                         First the Geeks and the Hipsters
 THE GEEKSand then everybody else
         – AGAINST THE HIPSTERS


                                                16
Key Users
                                                  Main Needs




                              Self-
                          Actualisation

                              Esteem

                 Love and Belongingness

                               Safety

                          Physiological


http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html
A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96.
                                                                 17
Key Users
                                                  Main Needs

                                        Experience New Worlds
                                                              Play Fun
                                                      Curiosity           Discover Yourself
                                                                    Satisfaction Inspiration
                              Self-
                          Actualisation                  Become a Hero
                                                     Be Someone Else
                              Esteem
                                                           Participation
                 Love and Belongingness

                               Safety

                          Physiological


http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html
A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96.
                                                                 17
Key Users
                                                  Main Needs

                                        Experience New Worlds
                                                              Play Fun
                                                      Curiosity           Discover Yourself
                                                                    Satisfaction Inspiration
                              Self-
                          Actualisation                  Become a Hero
                                                     Be Someone Else
                              Esteem
                                                                                     Achievement
                                                           Participation
                 Love and Belongingness
                                                                          Social Connectedness
                               Safety                                                    Power
                                                                          Freedom
                          Physiological


http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html
A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96.
                                                                 17
4 The Brand



      18
What is the brand? And what not?




           it is...                                   but it is not...
-   a video game console…                    -   just another video game console
-   …and the associated software             -   a computer
-   a window for new worlds                  -   a fad
-   a new way of experiencing stories        -   a geek instrument
-   a social decision                        -   a child‘s toy
-   a life style                             -   something freaky
                                             -   something you connect to the TV




                                        19
The Main Elements to Communicate


                 It is…
          new, fresh, innovative
            smart and simple
        a window to new worlds
         a guide to a new reality
               a storyteller
                a liberator
            a social connector
                     fun
                    sexy



                   20
The Brand‘s Character


         It is…
  new, fresh, innovative
    smart and simple
a window to new worlds
 a guide to a new reality         Who is all this?
       a storyteller
        a liberator
    a social connector
             fun
            sexy




                             21
The Brand‘s Character


         It is…
  new, fresh, innovative
    smart and simple
a window to new worlds
 a guide to a new reality
       a storyteller
        a liberator
    a social connector
             fun
            sexy




                             22
The Brand‘s Character


         It is…
  new, fresh, innovative
    smart and simple
a window to new worlds
 a guide to a new reality         Who is all this?
       a storyteller
        a liberator
    a social connector
             fun
            sexy




                             23
The Brand‘s Character


         It is…
  new, fresh, innovative
    smart and simple
a window to new worlds
 a guide to a new reality         Who is all this?
       a storyteller
        a liberator
    a social connector
             fun
            sexy




                             24
The Brand‘s Character


         It is…
  new, fresh, innovative
    smart and simple
a window to new worlds
 a guide to a new reality         Who is all this?
       a storyteller
        a liberator
    a social connector
             fun
            sexy




                             25
The Brand‘s Character


         It is…
  new, fresh, innovative
                                             as a
    smart and simple
a window to new worlds                     person…
 a guide to a new reality
       a storyteller
        a liberator
    a social connector
             fun
            sexy


               as an element…
                             26
Primary Elements


            Fun
            Play
           Story
         Simplicity
        Innovation
       Technology
       Easy to Use
       Participative
      Virtual Reality
     Full of Potential
     New Experience
    Augmented Reality
   (back to the) Future




           27
Primary Elements                Secondary Elements


          Fun
          Play
         Story                    Sense of Freedom and Power
       Simplicity                    Inspiring AND Fulfilling
      Innovation                        Intensely Engaging
     Technology         Usage              Mindblowing
     Easy to Use                           Virtual Drug
     Participative                         Community
    Virtual Reality                         Enthralling
   Full of Potential                           Thrill
   New Experience
  Augmented Reality
 (back to the) Future




                          28
In One “Word“...




        29
In One “Word“...

                 Experience
               the impossible!




        29
Analysing Information
     The Brand ctd.




           30
Image Process Objective




Technology

        PC




                         Social




                             31
Image Process Objective




Technology                        To be seen as:
                                  - the most innovative player
        PC                          in the market
                                  - we shake up the industry
                                  - a fun, hip and sexy product
                                  - the only product that
                                    enables full virtual reality
                                  - a window opener to new
                                    worlds

                         Social




                             31
Communication Attributes
     To be seen as:
     - the most innovative player
       on the market
     - we shake up the industry
     - a fun, hip and sexy product
     - the only product that
       enables full virtual reality
     - a window opener to new
       worlds




                     32
Communication Attributes
                                To be seen as:
                                - the most innovative player
                                  on the market
                                - we shake up the industry
                                - a fun, hip and sexy product
                                - the only product that
                                  enables full virtual reality
                                - a window opener to new
                                  worlds



Values that differentiate

We never give up innovating!
Be both fun and technologically
advanced
Guide the customer into new worlds




                                                32
Communication Attributes
                                To be seen as:
                                - the most innovative player
                                  on the market
                                - we shake up the industry
                                - a fun, hip and sexy product
                                - the only product that
                                  enables full virtual reality
                                - a window opener to new
                                  worlds



Values that differentiate

We never give up innovating!
Be both fun and technologically    Direct benefits to pass on
advanced
Guide the customer into new worlds Full Virtual Reality
                                   Be part of the community
                                   Experience the impossible


                                                 32
Communication Attributes
                                To be seen as:
                                - the most innovative player
                                  on the market
                                - we shake up the industry
                                - a fun, hip and sexy product
                                - the only product that
                                  enables full virtual reality
                                - a window opener to new
                                  worlds



Values that differentiate                                        Elements to satisfy consumer needs

We never give up innovating!                                     Empowerment
Be both fun and technologically    Direct benefits to pass on     Play
advanced                                                         Freedom
Guide the customer into new worlds Full Virtual Reality          Inspiration
                                   Be part of the community      Experience new worlds
                                   Experience the impossible


                                                 32
Communication Attributes




              33
Communication Attributes
       Maintain


   High technology
    Good software
          Fun
      Innovative
      Easy to use
 Broad customer base
Social connectivity (one
  way or the other)
Good hardware quality




                                     33
Communication Attributes
       Maintain                       Avoid


   High technology               High complexity
    Good software                 Low technical
                              (graphical) capabilities
          Fun
                                Focus on narrow
      Innovative
                                    segment
      Easy to use
                                Long loading (or
 Broad customer base             waiting) times
Social connectivity (one       Low compatibility
  way or the other)            with older formats
Good hardware quality         Negative correlation
                              betw. high technology
                              and social interaction



                                              33
Communication Attributes
       Maintain                       Avoid                       Include


   High technology               High complexity            True virtual reality
    Good software                 Low technical              Full freedom and
                              (graphical) capabilities        empowerment
          Fun
                                Focus on narrow          Independency (no other
      Innovative
                                    segment                technical equipment
      Easy to use                                                needed)
                                Long loading (or
 Broad customer base             waiting) times          Social interaction on high
                                                            technological level
Social connectivity (one       Low compatibility
  way or the other)            with older formats          Both satisfaction and
                                                                inspiration
Good hardware quality         Negative correlation
                              betw. high technology       Complete and highly-
                                                          involving participative
                              and social interaction           experience


                                              33
Communication Platform




           34
Communication Platform
                       Virtual and
                       Augmented
                         Reality




 Freedom and                               Social
Empowerment                             Interaction




                       Unique High
                           End
                       Technology

                           34
Communication Platform
                                  Virtual and
                                  Augmented
                                    Reality

       Enhance your reality or                  Experience new
       escape into new worlds                   worlds together



 Freedom and                                                         Social
Empowerment                                                       Interaction



       experience full mobility                   Employing
        without giving up high                  technology to
       technological standards                  enhance social
                                                  interaction
                                  Unique High
                                      End
                                  Technology

                                      34
Communication Platform
                                      Virtual and
                                      Augmented
                                        Reality

       Enhance your reality or                            Experience new
       escape into new worlds                             worlds together

                                      Discover full
                                  physical and creative
 Freedom and                                                                   Social
                                   freedom and meet
Empowerment                                                                 Interaction
                                  your friends in new
                                         worlds

       experience full mobility                             Employing
        without giving up high                            technology to
       technological standards                            enhance social
                                                            interaction
                                      Unique High
                                          End
                                      Technology

                                           34
Positioning Statement




       It is our goal to provide gaming and
    technology enthusiasts – and later on a
   broader segment – with a temporary yet
 highly intense and uninhibited escape to new
     realities. Our product is using leading
software, virtual and wireless technologies and
enables gamers to explore alternate worlds in
the company of their friends and in whichever
  location they desire, fulfilling their need for
social interaction and connectedness. By doing
  so, it will satisfy their sense of curiosity and
 pursuit of total freedom beyond the confines
               of a television screen.


                                               35
Positioning Statement




       It is our goal to provide gaming and
    technology enthusiasts – and later on a          Goal market
   broader segment – with a temporary yet
 highly intense and uninhibited escape to new
     realities. Our product is using leading         Main proposal or promise
software, virtual and wireless technologies and
enables gamers to explore alternate worlds in
the company of their friends and in whichever
                                                     Character (rational)
  location they desire, fulfilling their need for
social interaction and connectedness. By doing
  so, it will satisfy their sense of curiosity and
                                                     Personality (emotional)
 pursuit of total freedom beyond the confines
               of a television screen.


                                               36
Name Selection Criteria

        To Use
        - Global relevance – meaning and pronunciation
        - Phonetically simplistic
        - Air of sophistication and (technological)
          advancement
        - Lively/vivacious
        - Sense of adventure, liberation and empowerment
        - Association with un-“real” situations
        - Sense of community/interaction – particles that
          communicate joint, togetherness, sharing

        To Avoid
        - Any common sounds, syllables or alphanumeric
          symbols with key competitors – eg. “X”, “station”, “-
          ony”, “3”
        - Complicated
        - Typical and commonly used “hi-tech” terminology


              37
Any Questions?
Sources
                                                      http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1

http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852

                                                       http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=

http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852

                                                                               http://www.warsawvoice.pl/view/18848

                                   http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602

                                 http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html
                                     A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96.
                                                                                            http://www.sociovision.de/

                                                          http://www.brandchannel.com/features_profile.asp?pr_id=327

                           http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html

                                                                              http://en.wikipedia.org/wiki/PlayStation_3




                                                     39
Sources
                                                      http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1

http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852

                                                       http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=

http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852

                                                                               http://www.warsawvoice.pl/view/18848

                                   http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602

                                 http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html
                                     A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96.
                                                                                            http://www.sociovision.de/

                                                          http://www.brandchannel.com/features_profile.asp?pr_id=327

                           http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html

                                                                              http://en.wikipedia.org/wiki/PlayStation_3




                                                     39

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Convirtio No1

  • 1. Brand Creation Practicum The Birth a of a New Brand – Part 1 Melanie Zandona & Andri Hinnen October 20th 2009 1
  • 2. Obtaining Information I. Product and Company II. Competition III. Key Users IV. The Brand 2
  • 4. What is the product? A new Video Game Console! http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 5. What is the product? A new Video Game Console! http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 6. What is the product? A new Video Game Console! http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 7. What is the product? A new Video Game Console! Virtual Reality Augmented Reality http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 8. What is the product? A new Video Game Console! Virtual Reality Augmented Reality http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 9. What is the product? A new Video Game Console! Virtual Reality Augmented Reality http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 10. What is the product? A new Video Game Console! Virtual Reality Augmented Reality http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 11. What is the product? A new Video Game Console! Virtual Reality Augmented Reality http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 12. What is the product? A new Video Game Console! Social Interaction http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 13. What is the product? A new Video Game Console! http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 4
  • 14. What is the product? A new Video Game Console! Definition “It is a highly technologically advanced video game console that allows both full virtual reality and augmented reality gaming in a social environment“ It brings Nintendo‘s “Virtua Boy“ back to the future. . 5
  • 15. What is the product? A new Video Game Console! Definition “It is a highly technologically advanced video game console that allows both full virtual reality and augmented reality gaming in a social environment“ It brings Nintendo‘s “Virtua Boy“ back to the future. . ...and that is what the brand is for! 5
  • 16. This is not an Entrepreneurship Course – But... - technologically feasable - launch the product in an independent start-up company - focus on alliances with software developers such as Rare, Atari, Sega, Crytek - collaborations with educational institutions and high tech companies - establish the company in video game clusters of Poland (Cracow) or Germany (Frankfurt)*… - …and sell globally! * http://www.warsawvoice.pl/view/18848 6
  • 17. This is not an Entrepreneurship Course – But... Some Market and Industry Statistics 2008 - Revenue Growth 12.2 % - Industry Revenue 39,314.9 US$Mil - Industry Gross Product 13,209.7 - Sixty-eight percent of American households play computer or video games - The number of households playing games increased three percent over 2008, illustrating the expanding use of entertainment software across all demographics - 42% of American homes have a video game console - Adult gamers have been playing for 12 years on average, a decrease from 2008, an indication that more Americans are picking up video game controllers for the first time - The average game player is 35 years old http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid= http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 7
  • 19. Short Term Objectives and Subsequent Activities - establish an intriguing brand - attract a lot of publicity - position as a high quality product (skimming) - get a foothold in crucial segments - attract key software complementors 8
  • 20. Short Term Objectives and Subsequent Activities - establish an intriguing brand - attract a lot of publicity - position as a high quality product (skimming) - get a foothold in crucial segments - attract key software complementors Long Term - gain Market Share (~20%)... - ...and increase the size of the “cake“: attract new users - be recognised as the most innovative player in the market - extend product to new application forms 8
  • 21. Short Term Objectives and Subsequent Activities Activities - create a technologically advanced and entertaining product - create a buzz of up-coming launch - employ key celebrities to create publicity and establish initial image of console Long Term - establish reliable alliances with key suppliers - secure distribution channels 9
  • 23. Competition Direct Competitors: Overview Slogan Identity and Brand System Personal Associations *http://www.brandchannel.com/features_profile.asp?pr_id=327 **http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html ***http://en.wikipedia.org/wiki/PlayStation_3 11
  • 24. Competition Direct Competitors: Overview Slogan Identity and Brand System Personal Associations “It's friendly. It's tech- happy, fun, simple, “Wii Move You“ forward. It's cute. It's very innovative, Japanese, Japanese. And, oh yes, it's frugal, social, original, fun.“* future *http://www.brandchannel.com/features_profile.asp?pr_id=327 **http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html ***http://en.wikipedia.org/wiki/PlayStation_3 11
  • 25. Competition Direct Competitors: Overview Slogan Identity and Brand System Personal Associations “It's friendly. It's tech- happy, fun, simple, “Wii Move You“ forward. It's cute. It's very innovative, Japanese, Japanese. And, oh yes, it's frugal, social, original, fun.“* future "We're evolving from our high tech, future, online „It‘s good to initial focus on graphics, gaming, complicated, play together“ power an great games that colourful, endless appeal to hardcore possibilities, graphics, gamers“** cool *http://www.brandchannel.com/features_profile.asp?pr_id=327 **http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html ***http://en.wikipedia.org/wiki/PlayStation_3 11
  • 26. Competition Direct Competitors: Overview Slogan Identity and Brand System Personal Associations “It's friendly. It's tech- happy, fun, simple, “Wii Move You“ forward. It's cute. It's very innovative, Japanese, Japanese. And, oh yes, it's frugal, social, original, fun.“* future "We're evolving from our high tech, future, online „It‘s good to initial focus on graphics, gaming, complicated, play together“ power an great games that colourful, endless appeal to hardcore possibilities, graphics, gamers“** cool ”This is living“ corporate evil, "Late, Expensive, and ”It only does expensive, dark, Incompatible"*** everything“ complex, high end *http://www.brandchannel.com/features_profile.asp?pr_id=327 **http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html ***http://en.wikipedia.org/wiki/PlayStation_3 11
  • 27. Competition Direct Competitors: Positioning Technology Social Interaction 12
  • 28. Competition Direct Competitors: Positioning Technology PC Social Interaction 12
  • 29. Competition Competitors: Branding innovative complex simple traditional 13
  • 30. Competition Competitors: Branding Consoles innovative & Handhelds complex simple traditional 13
  • 31. Competition Competitors: Branding innovative Game Developers complex simple traditional 13
  • 33. Key Users Sinus Milieus Upper Income Class Middle Income Class Lower Income Class Traditional Values Modernisation New Orientation http://www.sociovision.de/ 15
  • 34. Key Users Sinus Milieus Upper Income The Long-established Mode r n Per Class form er s Middle Status Oriented tali sts Income E xperimen Traditional Middle Class C lass Class lM iddle Civi Lower n alist s sca pists ra ditio io n oriente d E Income Fr u gal T C onsumpt r s Class wor ke Traditional Values Modernisation New Orientation http://www.sociovision.de/ 15
  • 35. Key Users Sinus Milieus Upper Income The Long-established Mode r n Per Class form er s Middle Status Oriented tali sts Income E xperimen Traditional Middle Class C lass Class lM iddle Civi Lower n alist s sca pists ra ditio io n oriente d E Income Fr u gal T C onsumpt r s Class wor ke Traditional Values Modernisation New Orientation http://www.sociovision.de/ 15
  • 36. Key Users Sinus Milieus Upper Income The Long-established Mode r n Per Class form er s Middle Status Oriented tali sts Income E xperimen Traditional Middle Class C lass Class lM iddle Civi Lower n alist s sca pists ra ditio io n oriente d E Income Fr u gal T C onsumpt r s Class wor ke Traditional Values Modernisation New Orientation http://www.sociovision.de/ 15
  • 37. Key Users In other words... 16
  • 38. Key Users KEY USERS en ter bu pla tai y ys r s6 nm r yea e 1- gam ea /yea en ga eek es/ 5h r ly me te r s/w gam e“ nth r s/ ad s cor we op us 0h 18 r ter ias ek rd ys 2 t s „ha buy pla + In other words... First the Geeks and the Hipsters THE GEEKS AGAINST THE HIPSTERS 16
  • 39. Key Users KEY USERS en ter bu pla tai y ys r s6 nm r yea e 1- gam ea /yea en ga eek es/ 5h r ly me te r s/w gam e“ nth r s/ ad s cor we op us 0h 18 r ter ias ek rd ys 2 t s „ha buy pla + In other words... First the Geeks and the Hipsters THE GEEKSand then everybody else – AGAINST THE HIPSTERS 16
  • 40. Key Users Main Needs Self- Actualisation Esteem Love and Belongingness Safety Physiological http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96. 17
  • 41. Key Users Main Needs Experience New Worlds Play Fun Curiosity Discover Yourself Satisfaction Inspiration Self- Actualisation Become a Hero Be Someone Else Esteem Participation Love and Belongingness Safety Physiological http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96. 17
  • 42. Key Users Main Needs Experience New Worlds Play Fun Curiosity Discover Yourself Satisfaction Inspiration Self- Actualisation Become a Hero Be Someone Else Esteem Achievement Participation Love and Belongingness Social Connectedness Safety Power Freedom Physiological http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96. 17
  • 44. What is the brand? And what not? it is... but it is not... - a video game console… - just another video game console - …and the associated software - a computer - a window for new worlds - a fad - a new way of experiencing stories - a geek instrument - a social decision - a child‘s toy - a life style - something freaky - something you connect to the TV 19
  • 45. The Main Elements to Communicate It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality a storyteller a liberator a social connector fun sexy 20
  • 46. The Brand‘s Character It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality Who is all this? a storyteller a liberator a social connector fun sexy 21
  • 47. The Brand‘s Character It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality a storyteller a liberator a social connector fun sexy 22
  • 48. The Brand‘s Character It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality Who is all this? a storyteller a liberator a social connector fun sexy 23
  • 49. The Brand‘s Character It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality Who is all this? a storyteller a liberator a social connector fun sexy 24
  • 50. The Brand‘s Character It is… new, fresh, innovative smart and simple a window to new worlds a guide to a new reality Who is all this? a storyteller a liberator a social connector fun sexy 25
  • 51. The Brand‘s Character It is… new, fresh, innovative as a smart and simple a window to new worlds person… a guide to a new reality a storyteller a liberator a social connector fun sexy as an element… 26
  • 52. Primary Elements Fun Play Story Simplicity Innovation Technology Easy to Use Participative Virtual Reality Full of Potential New Experience Augmented Reality (back to the) Future 27
  • 53. Primary Elements Secondary Elements Fun Play Story Sense of Freedom and Power Simplicity Inspiring AND Fulfilling Innovation Intensely Engaging Technology Usage Mindblowing Easy to Use Virtual Drug Participative Community Virtual Reality Enthralling Full of Potential Thrill New Experience Augmented Reality (back to the) Future 28
  • 55. In One “Word“... Experience the impossible! 29
  • 56. Analysing Information The Brand ctd. 30
  • 58. Image Process Objective Technology To be seen as: - the most innovative player PC in the market - we shake up the industry - a fun, hip and sexy product - the only product that enables full virtual reality - a window opener to new worlds Social 31
  • 59. Communication Attributes To be seen as: - the most innovative player on the market - we shake up the industry - a fun, hip and sexy product - the only product that enables full virtual reality - a window opener to new worlds 32
  • 60. Communication Attributes To be seen as: - the most innovative player on the market - we shake up the industry - a fun, hip and sexy product - the only product that enables full virtual reality - a window opener to new worlds Values that differentiate We never give up innovating! Be both fun and technologically advanced Guide the customer into new worlds 32
  • 61. Communication Attributes To be seen as: - the most innovative player on the market - we shake up the industry - a fun, hip and sexy product - the only product that enables full virtual reality - a window opener to new worlds Values that differentiate We never give up innovating! Be both fun and technologically Direct benefits to pass on advanced Guide the customer into new worlds Full Virtual Reality Be part of the community Experience the impossible 32
  • 62. Communication Attributes To be seen as: - the most innovative player on the market - we shake up the industry - a fun, hip and sexy product - the only product that enables full virtual reality - a window opener to new worlds Values that differentiate Elements to satisfy consumer needs We never give up innovating! Empowerment Be both fun and technologically Direct benefits to pass on Play advanced Freedom Guide the customer into new worlds Full Virtual Reality Inspiration Be part of the community Experience new worlds Experience the impossible 32
  • 64. Communication Attributes Maintain High technology Good software Fun Innovative Easy to use Broad customer base Social connectivity (one way or the other) Good hardware quality 33
  • 65. Communication Attributes Maintain Avoid High technology High complexity Good software Low technical (graphical) capabilities Fun Focus on narrow Innovative segment Easy to use Long loading (or Broad customer base waiting) times Social connectivity (one Low compatibility way or the other) with older formats Good hardware quality Negative correlation betw. high technology and social interaction 33
  • 66. Communication Attributes Maintain Avoid Include High technology High complexity True virtual reality Good software Low technical Full freedom and (graphical) capabilities empowerment Fun Focus on narrow Independency (no other Innovative segment technical equipment Easy to use needed) Long loading (or Broad customer base waiting) times Social interaction on high technological level Social connectivity (one Low compatibility way or the other) with older formats Both satisfaction and inspiration Good hardware quality Negative correlation betw. high technology Complete and highly- involving participative and social interaction experience 33
  • 68. Communication Platform Virtual and Augmented Reality Freedom and Social Empowerment Interaction Unique High End Technology 34
  • 69. Communication Platform Virtual and Augmented Reality Enhance your reality or Experience new escape into new worlds worlds together Freedom and Social Empowerment Interaction experience full mobility Employing without giving up high technology to technological standards enhance social interaction Unique High End Technology 34
  • 70. Communication Platform Virtual and Augmented Reality Enhance your reality or Experience new escape into new worlds worlds together Discover full physical and creative Freedom and Social freedom and meet Empowerment Interaction your friends in new worlds experience full mobility Employing without giving up high technology to technological standards enhance social interaction Unique High End Technology 34
  • 71. Positioning Statement It is our goal to provide gaming and technology enthusiasts – and later on a broader segment – with a temporary yet highly intense and uninhibited escape to new realities. Our product is using leading software, virtual and wireless technologies and enables gamers to explore alternate worlds in the company of their friends and in whichever location they desire, fulfilling their need for social interaction and connectedness. By doing so, it will satisfy their sense of curiosity and pursuit of total freedom beyond the confines of a television screen. 35
  • 72. Positioning Statement It is our goal to provide gaming and technology enthusiasts – and later on a Goal market broader segment – with a temporary yet highly intense and uninhibited escape to new realities. Our product is using leading Main proposal or promise software, virtual and wireless technologies and enables gamers to explore alternate worlds in the company of their friends and in whichever Character (rational) location they desire, fulfilling their need for social interaction and connectedness. By doing so, it will satisfy their sense of curiosity and Personality (emotional) pursuit of total freedom beyond the confines of a television screen. 36
  • 73. Name Selection Criteria To Use - Global relevance – meaning and pronunciation - Phonetically simplistic - Air of sophistication and (technological) advancement - Lively/vivacious - Sense of adventure, liberation and empowerment - Association with un-“real” situations - Sense of community/interaction – particles that communicate joint, togetherness, sharing To Avoid - Any common sounds, syllables or alphanumeric symbols with key competitors – eg. “X”, “station”, “- ony”, “3” - Complicated - Typical and commonly used “hi-tech” terminology 37
  • 75. Sources http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid= http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 http://www.warsawvoice.pl/view/18848 http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96. http://www.sociovision.de/ http://www.brandchannel.com/features_profile.asp?pr_id=327 http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html http://en.wikipedia.org/wiki/PlayStation_3 39
  • 76. Sources http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid=1 http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 http://www.ibisworld.com/industry/retail.aspx?indid=2003&chid= http://www.thefreelibrary.com/Sixty-Eight+Percent+of+U.S.+Households+Play+Computer+or+Video+Games.-a0201028852 http://www.warsawvoice.pl/view/18848 http://www.economist.com/sciencetechnology/tq/displaystory.cfm?story_id=14299602 http://www.cbc.ca/technology/story/2006/12/27/tech-videogamesaddictive-061227.html A.H. Maslow, A Theory of Human Motivation, Psychological Review 50 (1943):370-96. http://www.sociovision.de/ http://www.brandchannel.com/features_profile.asp?pr_id=327 http://www.allbusiness.com/marketing-advertising/branding-brand-development/617791-1.html http://en.wikipedia.org/wiki/PlayStation_3 39

Editor's Notes