PlayStation 4
Marketing Plan
Presentation
History of Sony
● Sony was established in 1946
● They were known for their cutting edge technology
● 1958 - changed name to Sony
○ Combination of latin word “Sonus” (sound) and sonny (“young boy”)
● Made a name for themselves with the transistor radio
● They are also credited for creating common items such as:
○ Floppy discs
○ Compact discs
○ Betamax
○ The Walkman
○ Blu Ray
“Our goal, rather than have the future dictated to
us is to try and be a pioneer, shaping the way it
goes. That's what we're trying to do with
PlayStation Now."
-Mark Cerny PS4 Architect
History of the PlayStation
● First venture with Nintendo in 1988
○ Created CD ROM drive for the (unreleased) SNES
○ Nintendo dissolved the contract in 1991 during the debut
● Sony created the PlayStation to directly compete with
Nintendo’s gaming consoles
● Original Playstation released in JP Dec. ‘94 & Globally in
Nov. ‘95
○ Immediately favored in market for low cost & superior
game library
● Playstation 2 released in 2000
○ 2 big hooks: Backwards compatibility & DVD Player
○ Best selling gaming console ever
● Playstation 3 released in 2006
● Playstation 4 released in 2013
○ Sold over 1 million consoles in 24 hours after release
○ Current market leader
PlayStation 1 PlayStation 4
SWOT Analysis
Strengths
● Brand Recognition
● Leader in game consoles
● Listens to customers
● Quality product design
Weaknesses
● High prices
● Innovation has slowed
● PlayStation is main product
Opportunities
● Can combine products into
‘all in one’
● Continue to gain “casual”
gamers
Threats
● High competitions
● Tech startups
● Companies lowering prices
● Security breaches
Porters 5 Forces
● Threat of New Entrants - Low (High barriers to entry)
● Buyer Power - Low (rise in online sales of consoles; Gamestop makes a lot
of money with selling consoles)
● Supplier Power - Medium (few other console options; there are however high
switching costs from Xbox to PS4)
● Threat of Substitutes - High (rise in smartphone gaming, board games,
physical activity as well as TVs that have the capability to stream Netflix and
Hulu)
● Competitive Intensity - High (always has been high since this all began as
well the recent increase in advertising expenses)
Competitors
● Playstation 4
○ Focus on hardcore gaming
○ Highest quality graphics
○ Playstation Plus
● Xbox One
○ Focus on “Full living room control”
○ Kinect sensor
○ Xbox Live
● Wii U
○ Nintendo’s slowest selling console ever
○ Focus on bringing back older titles
○ Nintendo Network
Core Competencies and Advantages
● Focus on high-tech hardware
● Miniaturization
● Cost advantage
○ Cost to make PS4: $381
○ Cost to make Xbox One: $471
● Differentiation Advantage
○ Playstation Vita
○ Faster processing
○ Large game selection
○ Exclusive content
○ Early Access to mainstream
games
○ Optimized to run with Sony
products
Segmentation
Primary Segment name: “Serious” Gamer
● Benefits Sought
○ Online gaming with friends
○ High quality / immersive gaming for single player
● Most important competitor
○ Xbox One
● Demographics / Psychographics
○ Male aged 28 on average
○ Has a history of playing on PS4 or PC
○ Does not mind spending money for top titles
Secondary Segment name: “Casual” Gamer
● Benefits Sought
○ Able to start and/or stop a game at any time
○ Mobile options
● Segment Size
○ 41 Million (Nielsen)
● Most important competitor
○ Mobile (Smart phones, Handheld gaming)
● Demographics / Psychographics
○ Majority Females, 25-54 Years old
○ Enjoys challenges but not penalties
○ Busy with work or other hobbies
3 Circles Analysis
Competitor’s Offerings
● Nintendo games are backwards
compatible
● Microsoft has their brand strength
Company Offerings
● Diverse Game Library
● Appeal to a Specific Market
● Sell their experience
Customer’s Needs
● Multimedia Features
● Play well-made games
● Online Social Experience
Customer Value
● High Quality Graphics
● Multimedia Features
● Family Entertainment
● Fast Processing Power
Marketing Goals
1. Be the first fully developed video game console consisting of purely virtual
reality.
2. Grow a unique game library.
3. Continue as the leader in the console industry
Marketing Objectives
1. Beta test VR console by 2019 and fully
developed by 2020
2. Spend more on advertising than competitors to
establish a foothold in the public eye
3. Obtain exclusive rights to at least 1 new indie
game developer per year
4. Develop 1 new flagship game per year
5. Develop DLC for exclusive titles
6. Recreate the PlayStation Now streaming
service
7. Create a marketing campaign to illustrate on the
superior determinant factors and maintain the 50%
of market share of console industry
Marketing Implementation
Three different stages
Before product launch
● Droga5
● Use Facebook, Youtube and other gaming
sites
● Game system reviews with beta of system
During launch
● 30 second Television ads showing the new
virtual reality functions
● “Greatness Awaits” “Fantasy Is Now Reality”
After launch
● Continue with ads both on television and
other medias
Positioning
● For gamers who want the highest quality gaming console, Playstation offers
an immersive gaming experience with life-like graphics while also offering a
wide variety of console-exclusive content
○ “Built by the players for the players”
Evaluation & Control
● Net Promoter Score
● Market Share
● Sales Growth
Questions & Comments

Playstation 4

  • 1.
  • 2.
    History of Sony ●Sony was established in 1946 ● They were known for their cutting edge technology ● 1958 - changed name to Sony ○ Combination of latin word “Sonus” (sound) and sonny (“young boy”) ● Made a name for themselves with the transistor radio ● They are also credited for creating common items such as: ○ Floppy discs ○ Compact discs ○ Betamax ○ The Walkman ○ Blu Ray
  • 4.
    “Our goal, ratherthan have the future dictated to us is to try and be a pioneer, shaping the way it goes. That's what we're trying to do with PlayStation Now." -Mark Cerny PS4 Architect
  • 5.
    History of thePlayStation ● First venture with Nintendo in 1988 ○ Created CD ROM drive for the (unreleased) SNES ○ Nintendo dissolved the contract in 1991 during the debut ● Sony created the PlayStation to directly compete with Nintendo’s gaming consoles ● Original Playstation released in JP Dec. ‘94 & Globally in Nov. ‘95 ○ Immediately favored in market for low cost & superior game library ● Playstation 2 released in 2000 ○ 2 big hooks: Backwards compatibility & DVD Player ○ Best selling gaming console ever ● Playstation 3 released in 2006 ● Playstation 4 released in 2013 ○ Sold over 1 million consoles in 24 hours after release ○ Current market leader
  • 6.
  • 7.
    SWOT Analysis Strengths ● BrandRecognition ● Leader in game consoles ● Listens to customers ● Quality product design Weaknesses ● High prices ● Innovation has slowed ● PlayStation is main product Opportunities ● Can combine products into ‘all in one’ ● Continue to gain “casual” gamers Threats ● High competitions ● Tech startups ● Companies lowering prices ● Security breaches
  • 8.
    Porters 5 Forces ●Threat of New Entrants - Low (High barriers to entry) ● Buyer Power - Low (rise in online sales of consoles; Gamestop makes a lot of money with selling consoles) ● Supplier Power - Medium (few other console options; there are however high switching costs from Xbox to PS4) ● Threat of Substitutes - High (rise in smartphone gaming, board games, physical activity as well as TVs that have the capability to stream Netflix and Hulu) ● Competitive Intensity - High (always has been high since this all began as well the recent increase in advertising expenses)
  • 9.
    Competitors ● Playstation 4 ○Focus on hardcore gaming ○ Highest quality graphics ○ Playstation Plus ● Xbox One ○ Focus on “Full living room control” ○ Kinect sensor ○ Xbox Live ● Wii U ○ Nintendo’s slowest selling console ever ○ Focus on bringing back older titles ○ Nintendo Network
  • 10.
    Core Competencies andAdvantages ● Focus on high-tech hardware ● Miniaturization ● Cost advantage ○ Cost to make PS4: $381 ○ Cost to make Xbox One: $471 ● Differentiation Advantage ○ Playstation Vita ○ Faster processing ○ Large game selection ○ Exclusive content ○ Early Access to mainstream games ○ Optimized to run with Sony products
  • 11.
    Segmentation Primary Segment name:“Serious” Gamer ● Benefits Sought ○ Online gaming with friends ○ High quality / immersive gaming for single player ● Most important competitor ○ Xbox One ● Demographics / Psychographics ○ Male aged 28 on average ○ Has a history of playing on PS4 or PC ○ Does not mind spending money for top titles Secondary Segment name: “Casual” Gamer ● Benefits Sought ○ Able to start and/or stop a game at any time ○ Mobile options ● Segment Size ○ 41 Million (Nielsen) ● Most important competitor ○ Mobile (Smart phones, Handheld gaming) ● Demographics / Psychographics ○ Majority Females, 25-54 Years old ○ Enjoys challenges but not penalties ○ Busy with work or other hobbies
  • 12.
    3 Circles Analysis Competitor’sOfferings ● Nintendo games are backwards compatible ● Microsoft has their brand strength Company Offerings ● Diverse Game Library ● Appeal to a Specific Market ● Sell their experience Customer’s Needs ● Multimedia Features ● Play well-made games ● Online Social Experience Customer Value ● High Quality Graphics ● Multimedia Features ● Family Entertainment ● Fast Processing Power
  • 13.
    Marketing Goals 1. Bethe first fully developed video game console consisting of purely virtual reality. 2. Grow a unique game library. 3. Continue as the leader in the console industry
  • 14.
    Marketing Objectives 1. Betatest VR console by 2019 and fully developed by 2020 2. Spend more on advertising than competitors to establish a foothold in the public eye 3. Obtain exclusive rights to at least 1 new indie game developer per year 4. Develop 1 new flagship game per year 5. Develop DLC for exclusive titles 6. Recreate the PlayStation Now streaming service 7. Create a marketing campaign to illustrate on the superior determinant factors and maintain the 50% of market share of console industry
  • 15.
    Marketing Implementation Three differentstages Before product launch ● Droga5 ● Use Facebook, Youtube and other gaming sites ● Game system reviews with beta of system During launch ● 30 second Television ads showing the new virtual reality functions ● “Greatness Awaits” “Fantasy Is Now Reality” After launch ● Continue with ads both on television and other medias
  • 16.
    Positioning ● For gamerswho want the highest quality gaming console, Playstation offers an immersive gaming experience with life-like graphics while also offering a wide variety of console-exclusive content ○ “Built by the players for the players”
  • 17.
    Evaluation & Control ●Net Promoter Score ● Market Share ● Sales Growth
  • 18.