SlideShare a Scribd company logo
MKT 556
Players
Anika Bobb
Christina Lee
Hanna Ma
Kapil Singal
Nicole Wong
The Future Of Nintendo
01. Background
Mid December 2016
launch
2.85 million
downloads on Apple
app store
March 23 2017
Android launch
Introduced younger
generation to brand
But low interest
compared to past
successors
Anticipated buzz for
Mario mobile game by
older Nintendo fans
2
50M Downloads
in 1st
Week
10M Downloads
in 1st
Week
25
50
75
100
100
Google Trends
Android
iOS
02. iOS and Android Launch
4
iOS Android
● Nintendo offered players to stop by their
local Apple store to try the game before it’s
released
● Nintendo leveraged on the 1 billion mark of
the iPhone sales
● Tie up with Apple for a promotion on iTunes
on the day of release
● Trailer was launched ahead of time on
social media and Youtube
● Excellent media coverage
● Pre-registration for a notification of Android
version
● Launched in 150 countries
● Social Media, blogs and press releases for
awareness
02. iOS and Android Launch (cont’d)
03. Issues From Initial Launch
Low Conversion
Rate
-Free to download and
$9.99 to unlock the whole
game, only 3% conversion
rate
-On App Store, most games
are either entirely free or
between $1-$3
-Challenges of premium
model are well-documented
by various apps
Change in Target
Audience
-Millennials are Super Mario
Run’s primary audience, who
are not nostalgic enough
compared to previous
generation
-Significant portion of female
target in the age group of
10-35 years
No ongoing revenue
-Most games in App Store or
Google Play are structured
around continuous buy-ins
which requires gamers to
spend real-world money
-Super Mario Run’s Users
pay one time fee of $9.99
only-no ongoing revenue
5
Negative Feedback
& Customer
Engagement
-Rated 2.12 stars on App
Store review
-Customer engagement for
Apple and Android users
limited
-Revisions in pricing and
game models can yield
positive customer
satisfaction and feedback
03. Issues From Initial Launch
Change in Target
Audience
-Millennials is Super Mario Run’s
primary audience, who are not
nostalgic enough compared to
previous generation
-Significant portion of female
target in the age group of 10-35
years
6
Females
Millennials
03. Issues From Initial Launch
Low Conversion
Rate
-Free to download and
$9.99 to unlock the whole
game, only 3% conversion
rate
-On App Store, most games
are either entirely free or
between $1-$3
-Challenges of premium
model are well-documented
by various apps
Change in Target
Audience
-Millennials are Super Mario
Run’s primary audience, who
are not nostalgic enough
compared to previous
generation
-Significant portion of female
target in the age group of
10-35 years
No ongoing revenue
-Most games in App Store or
Google Play are structured
around continuous buy-ins
which requires gamers to
spend real-world money
-Super Mario Run’s Users
pay one time fee of $9.99
only-no ongoing revenue
7
Negative Feedback
& Customer
Engagement
-Rated 2.12 stars on App
Store review
-Customer engagement for
Apple and Android users
limited
-Revisions in pricing and
game models can yield
positive customer
satisfaction and feedback
04. Strategies for “Low Conversion Rate”
8
PR on Premium
-Focus on experience than
price
-Super Mario Run campaign
Referral codes
-Generate word-of-mouth
-Acquire new users
-Reward for unlocking stages
Super Mario Run v2.0
-Issuing new/updated
versions of the app
-Create an app franchise
-Keep users interested
and motivated
-Attract loyalists
-More downloads/traffic
-Additional expenses
-No direct monetary
incentive to users
-Cannibalization
-Use of referral codes
-App downloads/installs
-CTR and Impressions
04. Strategies for “No Ongoing Revenue”
9
Offers
-Give users the ability to unlock the game
at a discounted rate
-Only give it during specialize/exclusive
and holidays offers
In-app purchases
-Buy virtual money
-Buy more lives, power-ups, and more
-Continuous flow of
revenue
-Easy to implement and
track
-Only short-term effects
-Initial costs
-Attract non-loyal, price
sensitive users
-Activated offers
-In-app purchases
04. Strategies for “Change in Target Audience”
10
Millennials Nintendo Gamers Females
-Social media
-App store optimization
-Nintendo Network
-Search engine optimization
-Forums/Online communities
-Market as gender neutral
on social media
-Character switch
-Microtargeting
-Attract long-term, loyal
users
-Time consuming
-Costly
-CTR and Impressions
-Search rankings
04. Strategies for “Customer Engagement”
11
Social Media & WOM
-Two types of customers: F2P & paying
-Social Media discussion forums and
microblogging for both customers
Personalize Your Game
-Profile landing page
-Updates & phases offer different game
settings
-Long-term relationships
-Personalization
-Sharing of information
-C2C interaction
-Developmental cost
-Managing relationship
-‘Right’ platform
-Tweets > Followers > Retweets
-Fans/Shares > Comments > Posts
-Reviews > Ratings > Users
Thank You!

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Super Mario Run - Digital Marketing

  • 1. MKT 556 Players Anika Bobb Christina Lee Hanna Ma Kapil Singal Nicole Wong The Future Of Nintendo
  • 2. 01. Background Mid December 2016 launch 2.85 million downloads on Apple app store March 23 2017 Android launch Introduced younger generation to brand But low interest compared to past successors Anticipated buzz for Mario mobile game by older Nintendo fans 2
  • 3. 50M Downloads in 1st Week 10M Downloads in 1st Week 25 50 75 100 100 Google Trends Android iOS 02. iOS and Android Launch
  • 4. 4 iOS Android ● Nintendo offered players to stop by their local Apple store to try the game before it’s released ● Nintendo leveraged on the 1 billion mark of the iPhone sales ● Tie up with Apple for a promotion on iTunes on the day of release ● Trailer was launched ahead of time on social media and Youtube ● Excellent media coverage ● Pre-registration for a notification of Android version ● Launched in 150 countries ● Social Media, blogs and press releases for awareness 02. iOS and Android Launch (cont’d)
  • 5. 03. Issues From Initial Launch Low Conversion Rate -Free to download and $9.99 to unlock the whole game, only 3% conversion rate -On App Store, most games are either entirely free or between $1-$3 -Challenges of premium model are well-documented by various apps Change in Target Audience -Millennials are Super Mario Run’s primary audience, who are not nostalgic enough compared to previous generation -Significant portion of female target in the age group of 10-35 years No ongoing revenue -Most games in App Store or Google Play are structured around continuous buy-ins which requires gamers to spend real-world money -Super Mario Run’s Users pay one time fee of $9.99 only-no ongoing revenue 5 Negative Feedback & Customer Engagement -Rated 2.12 stars on App Store review -Customer engagement for Apple and Android users limited -Revisions in pricing and game models can yield positive customer satisfaction and feedback
  • 6. 03. Issues From Initial Launch Change in Target Audience -Millennials is Super Mario Run’s primary audience, who are not nostalgic enough compared to previous generation -Significant portion of female target in the age group of 10-35 years 6 Females Millennials
  • 7. 03. Issues From Initial Launch Low Conversion Rate -Free to download and $9.99 to unlock the whole game, only 3% conversion rate -On App Store, most games are either entirely free or between $1-$3 -Challenges of premium model are well-documented by various apps Change in Target Audience -Millennials are Super Mario Run’s primary audience, who are not nostalgic enough compared to previous generation -Significant portion of female target in the age group of 10-35 years No ongoing revenue -Most games in App Store or Google Play are structured around continuous buy-ins which requires gamers to spend real-world money -Super Mario Run’s Users pay one time fee of $9.99 only-no ongoing revenue 7 Negative Feedback & Customer Engagement -Rated 2.12 stars on App Store review -Customer engagement for Apple and Android users limited -Revisions in pricing and game models can yield positive customer satisfaction and feedback
  • 8. 04. Strategies for “Low Conversion Rate” 8 PR on Premium -Focus on experience than price -Super Mario Run campaign Referral codes -Generate word-of-mouth -Acquire new users -Reward for unlocking stages Super Mario Run v2.0 -Issuing new/updated versions of the app -Create an app franchise -Keep users interested and motivated -Attract loyalists -More downloads/traffic -Additional expenses -No direct monetary incentive to users -Cannibalization -Use of referral codes -App downloads/installs -CTR and Impressions
  • 9. 04. Strategies for “No Ongoing Revenue” 9 Offers -Give users the ability to unlock the game at a discounted rate -Only give it during specialize/exclusive and holidays offers In-app purchases -Buy virtual money -Buy more lives, power-ups, and more -Continuous flow of revenue -Easy to implement and track -Only short-term effects -Initial costs -Attract non-loyal, price sensitive users -Activated offers -In-app purchases
  • 10. 04. Strategies for “Change in Target Audience” 10 Millennials Nintendo Gamers Females -Social media -App store optimization -Nintendo Network -Search engine optimization -Forums/Online communities -Market as gender neutral on social media -Character switch -Microtargeting -Attract long-term, loyal users -Time consuming -Costly -CTR and Impressions -Search rankings
  • 11. 04. Strategies for “Customer Engagement” 11 Social Media & WOM -Two types of customers: F2P & paying -Social Media discussion forums and microblogging for both customers Personalize Your Game -Profile landing page -Updates & phases offer different game settings -Long-term relationships -Personalization -Sharing of information -C2C interaction -Developmental cost -Managing relationship -‘Right’ platform -Tweets > Followers > Retweets -Fans/Shares > Comments > Posts -Reviews > Ratings > Users