ea female gaming presentation

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Consumer Culture and Behaviour assignment presentation.

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Page 1: EA Female Gaming presentation

Welcome

Wildfire Marketing

Page 2: EA Female Gaming presentation

Objectives

Analyse EA’s target markets To carry out primary research into the female

gaming market To gain insight on the female gamers

segment to enable EA to target them more efficiently

Provide advertising and marketing strategies suited to targeting this segment

To strengthen the belief that mobile gaming for women is convenient and a good use of time.

Page 3: EA Female Gaming presentation

Electronic Arts

EA is a major developer, marketer and publisher

No.1 publisher in western markets with 16% segment share

The only console game that EA offers that women think could target them is The Sims

Second-largest social games company on Facebook

http://www.youtube.com/watch?v=vJ7xkDAqklw

Page 4: EA Female Gaming presentation
Page 5: EA Female Gaming presentation

Consumer Profile

Arnould, Price and Zinkhan (2004) Profile of the target audience-

demographic/psyschographic Day in the life to reflect this

Page 6: EA Female Gaming presentation

Consumer profile

Women Age 18 – 25 Busy student life, with little time and

money Sociable Live away from home

Page 7: EA Female Gaming presentation

Day in the life

Woke up to alarm at 7am Snooze, snooze, snooze Oh no! It’s 8am, 20 minutes to get

ready! Shower, put face on, print off essay Hair got priority over breakfast! Just made the bus, had to stand up.

Sore legs, frizzy hair, empty tummy!

Page 8: EA Female Gaming presentation

Five hours of boring lectures zzzzzzzz! Travel back on bus, check Facebook

and play a quick game of Angry Birds! Back at the flat at 5pm and make some

food Now it’s time to relax!

Page 9: EA Female Gaming presentation

The meaning of things

Csikszentmihalyi & Rochberg-Halton, 1981

An insight into consumers by analysing the possessions that have high emotional value to them

People invest emotional value into objects, which often relates to memories or values which are specific to the individual

Page 10: EA Female Gaming presentation

The meaning of things

Favourite room- bedroom Atmosphere- cosy and warm Objects- teddy, photos, food, phone Memories, people, comfort, security Focus on themselves and the present

Page 11: EA Female Gaming presentation

Motivational Research Ernest Dichter Research to understand the underlining

meanings behind behavior and product use.

This enables us to structure our marketing, tailored for the specific target segment.

Questionnaire regarding the female gamers.

Page 12: EA Female Gaming presentation

Motivational Research

Memories- Spyro, Mario, Sonic, Crash Bandicoot, Rayman

Play games for enjoyment Multiple use devices-phones and

laptops

Page 13: EA Female Gaming presentation

ZMET Zaltman Metaphor Elicitation Technique Gerald Zaltman & Joseph C. Wilson To develop creative strategic solutions to

marketing problems managers need guided by effective models and theories

Includes using visual images gathered by consumers to create metaphors which represent consumers’ feelings and emotions towards a subject

Page 14: EA Female Gaming presentation

ZMET

Page 15: EA Female Gaming presentation

TRA Theory of Reasoned Action Martin Fishbein and Icek Ajzen Predictions of behaviors and intentions Suggests that a person's behavioural

intention depends on their attitude about the behaviour and subjective norms

Measures a person's relative strength of intention to perform a behaviour

Page 16: EA Female Gaming presentation

TRA results- Salient beliefs Salient BeliefsPlay video games …

Belief strength (bi) Evaluation score (ei)

Product (biei)

is expensive 6 4 24

is a sociable activity

5 6 30

is competitive 5 5 25

helps me feel a sense of achievement

4 6 24

provides an escape from daily life

5 5 25

is a good use of time

2 6 12

on the go is useful 5 6 30

Page 17: EA Female Gaming presentation

Salient Referents

Salient Referents Belief strength (bi) Motivation to comply (mi)

Product (bimi)

Boyfriend 4 3 12

Mother 4 3 12

Father 4 3 12

Brother 4 1 4

Sister 3 2 6

Friends 4 3 12

Flatmates 5 3 15

Page 18: EA Female Gaming presentation

Data to insight Data- students are lazy, stressed and

have low disposable income Theme- want games as escapism but

won’t buy a console Insight- games are a cheap way to

escape from daily stresses

Page 19: EA Female Gaming presentation

ELM

Elaboration likelihood model Model of how attitudes are formed and

changed The ELM distinguishes between two

routes to persuasion: the "central route” and the "peripheral route"

Page 20: EA Female Gaming presentation

Central messages Strong messages:Poster: Woman trying to fit an x-box into handbag and failing, sees

another woman putting her phone into her bag. Smart phones are just as powerful as computers nowadays.

TV advert: Its been scientifically proven that gaming helps de-stress, help

remove the memory of trauma and increase brain power (expert from oxford university research study). Less stress = Less wrinkles.

Billboard: Gender role reversal. Man with face pack and woman really

into a game. Fact- 38% of all game players are women

Page 21: EA Female Gaming presentation

53% of all mobile gamers are now women

Don’t get left behind…

Page 22: EA Female Gaming presentation

Peripheral Messages

Weak messagesTV adverts: Montage of Rihanna during her busy day, playing on

her phone at any chance she can get.

Young woman gets home from uni and starts playing on her phone in the living room, walls collapse and room turns into a tropical paradise

Magazine advert: The cheaper way to escape- shows prices of holidays

and then price of game app laid out like a holiday ad

Page 23: EA Female Gaming presentation

7 day trip to the Caribbean?

£1,500

Page 24: EA Female Gaming presentation

Spa day?

£150

Page 25: EA Female Gaming presentation

An escape to a virtual world?

£1.99

Page 26: EA Female Gaming presentation

Facts on mobile gaming – why will this work?

Mobile entertainment industry was worth $33 billion in 2010.

By 2015, this industry is expected to be worth $54 billion!

53% of mobile gamers are now female 84% of tablet owners play games – 68% of these play

at least one hour a day 58% of most popular developers are making multiple

platform apps. A new survey shows a third of all mobile phone users

in the UK and USA have played a game in the past month.

sourced by: www.redmondpie.com

Page 27: EA Female Gaming presentation

Conclusions

We want to strengthen the belief that gaming can be used as escapism, rather than out of boredom or to be social

EA needs to increase games for phones and laptops, along with marketing

Create new replicas of old games to play on phones and laptops to create nostalgia