microsoft kinect marketing communication plan
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Integrated Marketing Communications PlanMARKETING COMMUNICATION MKF3461 SEMESTER 1, 2012Ryan Bourke 22588671 Executive SummaryThe following report investigates an integrated and optimised marketing communication plan for Microsoft Kinect. It aims to create a communications plan for Kinect that will see a rise in brand awareness, and in turn increase sales and market share.The Kinect was the first in its product category of „full body gaminTRANSCRIPT
Integrated MarketingCommunications Plan
MARKETING COMMUNICATION MKF3461SEMESTER 1, 2012
Ryan Bourke 22588671Rebecca Schaefer 2339489
Giangthy Tran 2207550
Executive Summary
The following report investigates an integrated and optimised marketing communication plan
for Microsoft Kinect. It aims to create a communications plan for Kinect that will see a rise in
brand awareness, and in turn increase sales and market share.
The Kinect was the first in its product category of ‘full body gaming’ and offers a unique
experience to users. The Application of the Kinect within the health and fitness industry will
see the device being targeted towards women seeking to lose weight. The ability to use the
Kinect within the home, its interactive nature and portability/convenience will be positively
positioned within the targets’ mind. Secondly children in sport will be targeted and the Kinect
will be communicated as a fun way to do physical activity.
A strategic promotion will be undertaken for 6 months starting January 2013 in order to
achieve our first marketing objectives of selling 100 000 Kinect bundles during the 2013
financial year. Digital interaction exercise is a growing market and our second objective is to
capture 40% of the digital weight loss market.
.
Our message strategy to assist in obtaining our objectives aims to create strong brand
awareness through capturing a positive cognitive response from consumers. A major part of
our promotion is through testing promotions. We aim to have 20% of the targeted market trial
the Kinect product before purchase to decrease post purchase dissonance and encourage
impulse purchasing. Through in-store promotions Kinect will be evoking positive
associations of the brand and also positive memory association due to ‘try before you buy’.
The use of ambassadors at these promotions will also satisfy these associations and ensure the
legitimacy of the product.
A magazine media communication will put the Kinect application forward and discuss the
attributes associated with purchasing the Kinect bundle. With the use of Michelle Bridges as
an ambassador this will create positive associations of the Kinect and will ensure targets feel
the Kinect will benefit them. Our Positioning is used to strategically situate the service within
the mind of our consumer and we have created messages which will appeal to the younger
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audience and will position positive associations of attributes of the Kinect in their minds.
Through television communications we will reach our targets on an emotional level and it
will leave a lasting impression of the Kinect.
The cost of the Marketing communication plan is estimated at approximately $1,246,400.
Kinect’s consumers will need to be monitored in order to ensure that the service has
maintained its position as an interactive and entertaining product.
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Table of Contents
1.0 Situation Analysis................................................................................................................51.1 External analysis..................................................................................................................51.2 Internal analysis...................................................................................................................61.3 Buyer behaviour...................................................................................................................81.4 Information Gaps.................................................................................................................91.5 Brand Identity.....................................................................................................................111.6 SWOT analysis...................................................................................................................132.0 Marketing Objectives.........................................................................................................13 3.0 Market segmentation..........................................................................................................154.0 Communication Objectives................................................................................................165.0 IMC Strategy......................................................................................................................175.1 IMC elements for cognitive objectives..............................................................................175.2 IMC elements for affective objectives...............................................................................185.3 IMC elements for conative objectives................................................................................186.0 Creative Message Strategy.................................................................................................196.1 Positioning Statement.........................................................................................................196.2 Message Strategy................................................................................................................207.0 Media Strategy...................................................................................................................218.0 Media Schedule..................................................................................................................238.1 Media Schedule..................................................................................................................239.0 Budget................................................................................................................................2410.0 Monitoring and Evaluation..............................................................................................25Appendix..................................................................................................................................27Appendix A: Media Schedule..................................................................................................27References................................................................................................................................28
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1.0 Situation Analysis
1.1 External Analysis (PESTN)
Political
Australia is a democratic country and the Government can be considered stable. There is no
factual evidence to suggest otherwise for Microsoft. The government does have trade policies
in which monopolistic behaviour is in violation. Microsoft is in a highly competitive market
and does not defy these regulations. The gaming industry has a strict pre-defined set of rules
they must obey before releasing consoles to the public. The Kinect and Xbox 360 consoles
abide by this policy which ensures their protection in the market. The current corporate Tax
rate for the Microsoft brand is 30%. Growth of the Kinect brand is important to Microsoft to
ensure profits for the organisation as a whole.
Economic
The 2011 GDP in Australia was US$925 Billion and showed an annual growth rate of 2.3%
between 2011-2012. Australia has experienced fluctuations during the GFC with a negative
growth of -0.3% during the 2nd quarter of 2011. However things are beginning to show
steady growth again. Personal Income per Capita in 2011 was US$39 407 which
demonstrates strong purchasing power of the population. Accompanying this is the low
interest rates currently at 3.75% and has been hovering around this rate since 2009 (Trading
Economics 2012). The Currency has fluctuated but remained strong since the GFC and is
currently worth $1.03USD (World Offshore Banks 2012). Although it may appear strong, the
Australian Economic environment is currently quite fragile which suggests consumers having
little money to spend on leisure items.
Socio-Cultural
The Australian culture is westernised and is very technologically advanced and accepting of
new electronic goods. There has been a shift in perception of video games and their
applications and what was once a hobby only for young children, it is now an activity for all
types of demographics. This is very promising for Kinect and their positioning in the market.
The gaming industry has changed from an individual experience to a more community and
lifestyle targeted market. The applications of the Kinect ensure consumers are engaged in a
social environment through value experienced. Australians place a high priority on reaping
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the rewards of their labour and they have a high priority on their leisure time were video
consoles and TV rates highly. The use of technology such as the Kinect as a means of
education is becoming widely accepted. Electronic gaming devices are now used to help in
children’s development through school and as a means of exercise.
Technological
The government focus a lot on technological efforts and could possibly integrate the Kinect
console within its expenditure to improve the nation’s obesity crisis. New technology is the
lifeblood of the industry. New concepts and products are what drive the industry and make
consumers excited for new products. Technology develops so quickly that products give the
appearance of being obsolete very quickly. The Kinect development and promotions must be
launched at strategic points in time to ensure its lifecycle. Consumers are highly dependent
on the internet and the Kinect applications accompany and ensure this trend strengthens
Natural
Current weather patterns have been unpredictable and dangerous of late. Natural environment
plays a vital role in our behavioural patterns. With cold and harsh weather conditions
consumer’s leisure activities can be hindered and physical activity limited. This is apparent
throughout Australia due to excessive heat, floods and storms; this is where the Kinect
Application will be of great use.
Competitor Analysis
Microsoft Kinect has both direct and indirect competitors. In terms of physical activity,
Kinect’s indirect competitors are gyms and fitness clubs which are often fairly accessible for
individuals wishing to partake in exercise. However, Kinect does have some very similar
direct competitors. Within the motion-sensor gaming industry, there are two competitors: the
Nintendo Wii and Sony’s PlayStation 3 Move.
The Nintendo Wii was the first motion-sensing system to be released, which has created a
strong brand since its establishment. However, Wii does not display high definition (HD)
content; therefore its technology is behind Microsoft’s and Sony’s (Greenwald, 2010). The
large selection of games aimed at all age groups, has seen the number of female users
outnumber males (Mathur, 2010), while also appealing to price-constrained individuals being
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the cheapest gaming system on the market (Armstrong, 2006). A large promotion campaign
with the tagline ‘Anyone Can Play’ consisted mainly of television advertisements attracting
casual gamers to purchase the console, creating a whole new segment for the Wii.
In contrast, the PlayStation Move has targeted the hard-core gamers of the world which are
less price sensitive than casual gamers (Mather, 2010). Joining forces with Coca-Cola and
Subway, PlayStation Move has gained exposure through multiple media outlets, such as
television, in-store signage and online promotions. Dissimilar to the Wii, the Move’s
selection of games is predominantly M rated games, for individuals 15 and over, which limits
the audience of the gaming console. There is a disadvantage to using the PlayStation Move,
in that a large amount of room (between five and nine feet) is needed to participate in most
games, while even two wands are also necessary in some games.
Relative to these two direct competitors, Microsoft Kinect is suitable for both casual and
hard-core gamers, with a range of games suitable for all age groups. Kinect is used in
conjunction with the Xbox 360, allowing customers to trust the established Xbox brand for
reassurance that the product is reliable and valuable. Kinect is a very new product, but the
motion-sensing console that does not require a remote like the Wii and Move, and has
pioneering technology that is revolutionising the gaming industry. This new technology is
appealing to many existing gamers while also attracting new customers to their products.
1.2 Internal Analysis
Strong Brand
Microsoft’s Kinect has been considered as a technological sensation. After selling a total of 8
million units in its first 60 days, Kinect holds the Guinness World Record of being the “
fastest selling consumer electronic devices”(Alexander, 2011) and won the 2011 MacRobert
Award for engineering innovation (Professional Engineering, 2011). These awards create
consumers belief in the brand image of Microsoft’s Kinect; as a result it can be leveraged as a
competitive marketing tool, enabling Kinect to have a significant impact on the way
Microsoft advertise and promote their products.
Innovation
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Even though Microsoft’s Kinect has been an undeniable sales success. The unique and
advanced voice motion as well as gesture recognition technology operated in the Kinect’s
sensor make it become an instant hit with gamers all over the world. In addition, this
innovative device has since risen above its use as a “controllerless” game controller and
inspired revolution in many other industry, perhaps most notably in Healthcare (Chiappetta,
2011).
Product Usage
The application of the Kinect encourages an active and healthy lifestyle. Due to the
interaction the user is controlled in an external environment in which it is used, the device is a
unique product. Kinect is portable and can be used as a multiplayer so families and friends
can exercise together whilst socialising. Through the use of the internet users can contend
against one another which adds value to the overall experience.
1.3 Buyer Behaviour
The purchasing process begins long before consumer uses the application and continues after
the consumer finish playing their game. Hence to deliver and meet its core values of
exceptional brand, a model such as buyer decision process can be applied in order to gain
insight to the needs and influence of Microsoft Kinect consumers (Kotler, 2007)
The Problem recognition stage occurs when buyer senses the difference between their actual
state and desired state (Kotler, 2007). In this case the consumer recognises their need to lose
weight and develop a healthy habit whether that is for personal interests or self-motivation.
The second stage then leads the consumers to search for information needed. Therefore a
consumer may seek opinions from a variety of sources, including personal reference groups
(family, colleagues or friends) commercial or public sourcing. As for commercial sources,
there are many varieties for consumer to choose from such as Microsoft Kinect website
which inform buyers the benefit of using their product and personal sources support the
decision. For example, a friend may say they love using Kinect to play games because of its
unique experience, not using the controllers.
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Evaluation of alternatives follows, when a consumer will compare Kinect brand with its
competitor (Playstation, Wii, etc.). This is a high involvement purchase; Kinect must
distinguish itself as being the brand with the highest perceived value by feeding sufficient
information to their target customers about the distinctive features and benefits of using
Kinect.
The fourth stage is the actual Purchase. Even though it is a high- involvement purchase, it is
crucial to recognise these steps do not occur in order when one decides to make a purchase.
As a loyal customer of Microsoft’s Kinect, they may skip the prior information search
evaluation or alternatives to make the purchase immediately. Nevertheless, this is a desirable
state since it is important for Kinect to maintain and develop its product performance to strive
towards customer loyalty.
The final stage is Post-purchase behaviour; this is based on the level of satisfaction and
dissatisfaction of the consumer. This is an essential stage to maintain customer loyalty and to
ensure Microsoft’s Kinect is meeting and exceeding its core service values. Assessing their
experience, particularly aiming at a positive and quality
1.4 Information Gaps
No annual reports so it is difficult to find viable financial information and future objectives.
Kinect also has no estimated market share due to the uniqueness of its industry. This may
pose threats in measuring the marketing objective.
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1.5 Brand Identity
Brand names communicate qualities and meaning, and Kinect depicts a brand that consumers
can connect with, firstly by using their bodies to navigate the gaming console, portraying the
benefits of the name, while also finding a system they can just ‘click’ with. The Kinect logo
is distinctive in colour and font, a simple yet bold statement of what the brand represents: a
simple gaming console that makes a big statement and has numerous abilities. (Belch. G.,
Belch. M., Kerr. G., & Powell. I., 2009).
When consumers think of the Kinect brand, they consider an advanced gaming console
connected with Xbox 360, however, as the brand has developed, it is now also associated
with education, health, physical activity and medical treatment, known as the Kinect Effect
(Microsoft, 2012). Two established brands that are associated with Kinect include Coca-Cola
and Subway, having had integrated marketing communication activities conducted previously
(Severino, 2010). Both being very popular brands, this has assisted Kinect in establishing
strong brand identity and exposure.
Physique
Physique is the facet of the brand identity prism known as the backbone of the brand, or the
first thing that comes to mind when a brand is stated. The backbone of Microsoft Kinect is
therefore the Xbox 360. These physiques are interchangeable, as the Xbox 360’s success was
helped by Kinect as well. Initially, Kinect relied only on Xbox to operate and sales of both
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products soared when Kinect was released, meaning Kinect relied on Xbox not only for
operation, but also for sales due to the strong brand already established by Microsoft’s Xbox
(Kinect for Microsoft, 2012). However, six months later, enthusiasts started using Kinect for
other reasons such as in education, healthcare, sport and retail, which was then adapted by
Microsoft, forming another backbone for Kinect in Windows PC (Kinect for Microsoft,
2012).
Personality
A brand’s personality, or brand identity faced, declares what kind of person it would be like if
it were a human and is very important in the brand’s advertising (Kinect for Microsoft, 2012).
As Kinect is a very modern and complex yet fun product, the person that would be depicted if
the Kinect brand were a person would be an extremely intelligent, contemporary and capable
individual, with healthy, fun, helpful and social values and beliefs. This reiterates everything
that Kinect stands for, and how it would be portrayed given it was actually a person.
Advertisements for Kinect and its games have also featured music and an image of Michael
Jackson (Michael Jackson The Experience Kinect Commercial, 2011) and video of players
from the American soccer team Seattle Sounders (Kasey Keller Kinect Commercial, 2011),
which assists Kinect in creating a personality as people can associate the brand with the
person or team.
Culture
The culture is a set of values that drives the brand and its product and is the source of
inspiration (Kapferer, 2008). The country of origin is also important in a brand’s culture, and
for Microsoft Kinect, Redmond, USA is where the idea all began (Kinect for Microsoft,
2012). Microsoft didn’t expect that the release of Kinect would set Guinness World Records
nor adapt into the product it has today, but the constant release of new and innovative
features has established a culture for Kinect, revolutionising many fields not only in gaming,
but also education, aged care, hospitals, learning, physical education and much more.
Through Kinect, Microsoft’s culture has also been altered, as the contemporary, fun Kinect
has put Microsoft in a similar light, exposing them as a modern, pioneering organisation.
Customer Reflection
Customer reflection is how the customer is reflected by using the brand, or the perceived
customer type (Kapferer, 2008). A brand can be used to reflect how a customer wants their
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identity to appear, with the reflection being an outward mirror, allowing others to associate
users of the brand with how they wish to be seen, for example “they are…” (Kapferer, 2008).
In terms of Kinect, users of the brand wish to be seen as energetic, proactive, fun and
interactive. They also wish to be perceived as modern and up-to-date, while also being
intelligent because they are using such a pioneering product.
Relationship
When an individual purchases a product or service, they also encounter a relationship. The
relationship is what the customer is purchasing, and is the heart of the transaction (Kapferer,
2008). Microsoft’s Kinect conveys entertainment and fun, and since the development of use
on PC, it also symbolises simplicity, simplifying many processes that were extremely
complex into a much easier procedure. For example, Kinect has revolutionised aged care and
hospitals, while doctors have also been able to use Kinect as a tool to help with surgery and
accessing medical information.
Self-Image
Self-image is the customer’s internal mirror, with thoughts of ‘I am’ or ‘I feel’ (Kapferer,
2008). Through use of a particular brand, we develop attitudes or relationships with the
brand, based on how they make us feel or think of ourselves (Kapferer, 2008). Kinect has the
ability to rejuvenate how a person feels about themselves. Relating to the personality and
reflection of the brand, Kinect can make an individual feel ‘I am healthy’, ‘I benefit from
Kinect’, ‘I feel active’ and ‘I feel up to date’. These self-images are very positive and open,
permitting customers to feel great about themselves and form an encouraging relationship
with the brand.
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1.6 SWOT Analysis
STRENGTHS WEAKNESSES
Shifts in values and culture have welcomed the use of
technology for educational and personal health goals
The targeted consumers are time-short and need flexibility
in when they can exercise and the Kinect satisfies this
Kinect development is in its early growth stage of the life
cycle
Encourage family interaction
The integration of the internet will enable the consumers to
better interact.
High price tag associated with the
hardware to use the system (TV, Xbox)
Kinect has the lack of “real feeling” due
to not holding equipment Hard to
operate for those not technologically
savvy
Usage is designed for indoors only
OPPORTUNITIES
Shifts in values and culture have welcomed the use of
technology for educational and personal health goals
The targeted consumers are time-short and need flexibility
in when they can exercise and the Kinect satisfies this
Kinect development is in its early growth stage of the life
cycle
Encourage family interaction
The integration of the internet will enable the consumers to
better interact.
Similarity of the size and power of
competitors such as Apple and Sony.
New products created by competitors
will imitate the Kinect’s features taking
away its uniqueness
Gyms and personal trainers condemning
the Kinect’s application
The unstable economic environment
leaves consumer buying power
vulnerable
2.0 Marketing Objective
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In order for Microsoft to get Kinect into homes across the country, it will initially be offered
as a bundle with the Xbox Slim and a Health and fitness application. Consumers are more
likely to see the value of Kinect and therefore use it, if it becomes bundled with the console
and application rather than just on its own. The initial focus will be on increasing market
share through a strategic pricing strategy. Our main marketing objective is to therefore to
successfully sell 100 000 Kinect bundles during the 2013 financial year.
Through its Health and fitness application and users can exercise in the comfort of their own
home and at the time they wish. This digital interaction exercise is a growing market and our
second objective is to capture 30% of the digital weight loss market.
3.0 Market Segmentation
Target 1 Target 2
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Demographic Weight loss enthusiasts Children in sport
Age 18-45 years 8-18 years
Gender Female Male and female
Location Australia Australia
Occupation White collar and professional worker Student
Psychological
Needs-
Motivation
Social, self-esteem and confidence Social, stimulation, education
Personality Ambitious, Efficient, Hard-working Enthusiastic, adventurous
Interests Sports, Movies, Travelling, Music Sports, Video games, technology
Activities Working, Exercise, Socialising, family Exercise, studies, socialising
Behavioural
Brand Loyalty Some Light
Benefits Sought Time efficient and effective, medium
price tag, superior product
Interactive and exciting
Usage status Medium - heavy user Light - medium user
User-situation
Time Leisure Leisure time, sporting activities
Family Life-cycle Single or parenthood with children
living at home
Children living at home with their parents
4.0 Communication Objectives
4.1 Cognitive Component
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Cognitions are the thoughts or beliefs that we have in response to the exposure from a
particular piece of communication (Hoyer & McInnes, 2007). The cognitive strategy is to
position ourselves favourably in consumers’ minds and influence customer’s perceived
values using the Kinect as a means of exercise. The aim is to create awareness of the brand
amongst 85% of the target market. Therefore, Kinect will be able to reduce the consumers
negative perceptions of the brand for those who believe purchasing Kinect is not worth the
price and the lack of “real feeling” due to not be able to hold the controller.
4.2 Affective Component:
The affective component of communication objectives involves the feelings or emotions
experienced by a consumer when they are exposed to advertising stimulus, or the product
itself (Hoyer & MacInnis, 2008). These feelings can eventually lead to the formation of
attitudes, assisting in purchase behaviour (Hoyer & MacInnis, 2008). Therefore, to achieve
the affective objective, individuals need to feel involved or somehow connected to the brand.
The goal is to create interest in the Kinect brand amongst 70% of both the target audiences,
while communicating information about the brand and its features. In order to do so,
competitions and advertisements, along with testing of the new product would allow
consumers to form opinions and preference for Kinect over competing brands.
4.3 Conative component
The conative communication reflects the consumer’s tendency to behave in a certain way
(Schiffman, 2005). Through the promotions and Kinect exposure, the aim is to have 20% of
the targeted market trial the Kinect product before purchase to decrease post purchase
dissonance. Through experiencing the value in what the Kinect offers, Microsoft is confident
this will persuade these consumers to purchase the Kinect bundle.
5.0 IMC Strategy
5.1 IMC strategies for cognitive objectives
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Advertising
Television: Advertisements will run across the whole of Australia in popular and appropriate
time slots in order to reach a large amount of people, increasing brand awareness. Through
this form of media, potential consumers are able to see what the product does and the Prime
Sense software used, allowing them to think of the benefits they will receive by purchasing
the Kinect bundle.
Internet: Over the last decade, the internet has become increasingly popular, and in recent
years has become an imperative marketing tool. Therefore, using social media site Facebook
for both target markets, and LinkedIn for the ‘weight loss enthusiasts’ a Kinect advertisement
will reach a very large audience, exposing the brand and the product itself. The ability to
incorporate information and benefits of Kinect gets potential clients using a cognitive process
to evaluate the product.
5.2 IMC strategies for affective objectives
Advertising
Television: Incorporating some mystery in some short television advertisements leaves
potential consumers wanting to know more about the product and brand. Individuals will then
stay tuned or research the product, creating interest and allowing them to feel involved.
Advertisements incorporating children or adults playing portray a lifestyle or experience that
the Kinect will bring, forcing feelings of emotion to be triggered, making the Kinect look
desirable.
Competition
Facebook Competition: Through the use of a competition on Facebook, the brand will be
exposed on the individual’s ‘timeline’, creating interest amongst their friends on the website.
Participating in a competition gets the individual involved, while also gets them thinking of
Kinect in contrast to its competitors, and what benefits the Kinect bundle has in comparison.
Product Trials
In-store Trials: In store trials are an effective way to generate interest in the product, while
allowing interested consumers to form opinions or feelings about the product. These feelings
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or emotions can then lead to certain behaviour, such as purchase, however these feelings need
to be initiated first.
5.3 IMC strategies for conative objectives
Product Trials:
In-store Trials: To encourage first time users to purchase the Kinect Microsoft will ensure the
promotion must provide a quality experience. This will be achieved through presenting how
the product works and showcasing the features such as voice control, facial recognition and
how these features engage the customers whilst exercising. This will be undertaken at JB Hifi
and EB games in order to target the younger segment.
Promotion
In-store promotion with ambassadors: Advertisement and promotion will be conducted in-
store at shopping centres throughout capital cities such as Melbourne, Sydney and Brisbane
in order to persuade consumers to purchase the Kinect bundle. The campaign will focus on
larger retailers such as JB-HiFi, and Big W were the target markets can be accessed.
Ambassadors from the TV series Biggest Loser will be used for marketing this strategy.
Advertising
Magazines: A two page advertisement will be placed in Shape Magazine which will outline
the benefits associated with the Kinect. This will also have the endorsement of a notable
figure in the fitness industry (Michelle Bridges-Biggest Loser) to create a persuasive
message. A QR code will be within the advertisement which will offer the consumer a
discount code when they purchase the bundle from a participating store.
6.0 Creative Message Strategy
6.1 Positioning statement
The Kinect bundle and application will be positioned within the digital exercise industry. The
ability to use the Kinect within the home, its interactive nature and portability/convenience
will be positively positioned within the segments minds. These attributes and benefits create a
unique and fun experience for consumers whilst exercising.
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6.2 Perceptual map
6.3 Message strategy
Pre Emptive
Pre emptive is all about being first. If our competitors try to imitate this they will put
themselves in a weakened position (Belch et al, 2009). A picture of the Kinect and a
Microsoft Xbox logo will be present in a printed advertisement which makes the consumers
aware brand equity. The slogan ‘you are the controller’ will be below this and this is a
creative position Kinect will create for itself. Competitors could copy this creative position if
they were to bring a similar product to the market however this would draw value away from
their brand due to them copying Kinect.
Unique selling Proposition (USP) Strategy
The advertisement must offer a unique proposition to the consumer in which the competitors
either cannot offer or does not match (Belch et al, 2009). An online competition will be run
through Facebook with winners obtaining a Kinect bundle. In 20 words or less the consumer
must explain “why Kinect is the best full body gaming device”. This will allow customers to
create their own USP within their minds. This will be unique to Kinect and will allow
younger consumers to be creative on our behalf
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Resonance Strategy
Resonance is used in order to elicit particular feelings from the consumer and develop a
positive relationship with them in the long run (Belch et al, 2009). Through the in-store
promotion Kinect will be evoking positive associations of the brand and also positive
memory association due to ‘try before you buy’. The use of ambassadors at these promotions
will also satisfy these associations and ensure the legitimacy of the product.
The magazine advertisement will put the Kinect application forward and discuss the attributes
associated with purchasing the Kinect bundle. With the use of Michelle Bridges as an
ambassador this will create positive associations of the Kinect and will ensure targets feel
strongly the Kinect will benefit them.
Positioning Strategy
Positioning is used to strategically situate the service within the mind of the consumer (Belch
et al 2009). The message will begin with slogan “jump in” a boy walks in and the Kinect
reacts and says “All you have to do is be you” as the person walks in front of the device. The
message will appeal to the younger audience and will position these positive usages of the
Kinect in their minds
Affective Strategy
Affective strategy is used to connect with consumers on an emotional level and may cause
them to laugh, become guilty or shameful (Belch et al, 2009). The television advertisement
will have a woman who is overweight outside in the rain looking inside at another woman
who looks fit and healthy; exercising with their Kinect application. This will reach our targets
on an emotional level and it will leave a lasting impression. The message being created will
influence the target audience to feel they are the person looking in
7.0 Media Strategy
Since Microsoft’s Kinect aims at the weight loss enthusiasts as well as children in sport, it is
important to take into peak season: everyone wants to get fit and fast, during the six-month
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media strategy. Each campaign will run from three to four months. The online media and
broadcast media are used to promote brand image and customers awareness, merely giving
consumers a surface message that suggests positive, innovative and fun. Online media will be
utilized to provide sufficient information.
Promotion will run through January to midyear of June 2013 targeting at adult females who
are weight loss enthusiasts and children from the age of five to eighteen within Australia
(Victoria, NSW, Queensland, Western Australia, South Australia and Northern Territory).
Our target demographic is white collars and professional workers and students in general,
implementing the campaign at the start of the year when female consumers strike for a new
target: keep fit or changing body image also those who have trouble to manage the time for
workout and exercise at the gym, this is vital for maximum exposure. The objective of this
campaign is the encourage the target consumers to purchase the Kinect bundle which allows
them to exercise in the comfort of their own home and at the time they wish.
7.1 Broadcast Media:
Television
Television advertisements will run throughout all states within Australia in order to reach a
large audience. This media will assist Kinect to promote their new products: Xbox Slim and
a Health and Fitness application and send across the desired brand image, as television is
highly effective at evoking emotional and profound appeals (Belch et al, 2009). For the
promotion, a thirty second television commercial will run on channel 10 and FOXTEL. The
campaigns will be promoted in the morning (6-9) and the evening (6-8) timeslots, broadcast
frequently for 3 months from the beginning of the campaign.
7.2 Online Media
Social media
• Facebook competition will directly target at people’s “like”. This is a great global and
inexpensive tool that will help increase awareness of Kinect. Moreover, as it is highly
interactive, when each person participates in the competition, it automatically makes
them thinking of Kinect in contrast to its competitors. Therefore it helps the Kinect
bundle stands out more in the digital weightless market.
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• LinkedIn is also highly effective in being able to promote the product to the target
consumers; in this case will be the ‘weight loss enthusiasts’. This tool will promote
the slogan ‘You are the controller’ and makes Kinect appear to be more ‘exclusive’ in
the consumers mind due to their unique experience.
7.3 Print Media:
Magazines
A two page advertisement will be placed in Shape Magazine which will outline the benefits
associated with the Kinect. This will run consistently through the entire 6 months campaign.
The magazine advertisement will put the Kinect application forward and discuss the attributes
that consumers acquire from purchasing the Kinect bundle.
7.4 Indoor:
JB Hi-fi, EB Games ,Big W
In other to approach and encourage first time users to purchase the Kinect bundle. The in-
store trial will be an idealized tool to reduce dissonance, providing real experience to new
customers, getting higher chance to expose the brands product to consumers. By presenting
how the Xbox Slim and a Health and fitness application actually work and showcasing its
unique features such as voice control, facial recognition, the audience will be fully engaged,
also create an impulse urge to buy the Kinect bundles. The major stores for this indoor media
exposure will be JB Hifi, EB games and Big W; it will help the brand moves closer to
younger target.
In-store Ambassador Promotion
The promotion will be conducted in-store at shopping centers throughout capital cities such
as Melbourne, Sydney and Brisbane in order to attract and persuade customers to buy the
Kinect bundles. In this case the ambassador will be one of the winners from the famous TV
series “Biggest Loser”. The ambassador will spend relatively 4 hours per store to promote the
Xbox Slim and the Health Fitness applications. This responsibility of the ambassador is to
increase product awareness among target consumers and creating an association in the
consumer’s mind between the Microsoft’s Kinect and the idea of staying fit and healthy.
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8.0 Media Schedule
See Appendix A
9.0 Budget
Budget is based on timing, exposure, size and positioning of advertisements and promotions,
taking into consideration production and set up costs that are initial costs.
Details Cost breakdown TOTAL COST
Television Advertisements running in morning (6-
9am) and evening (6-8pm) timeslots
-Running for 3 months from beginning
of campaign
$100,000 per month
allocated to morning
+ $100,000 per month
allocated to evening
x 3 months
$800,000
($200,00 ad production)
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+ ad production cost
Online Facebook
-Side panel advertising
-Running for 4 months
-Non-targeted
$20,000 per month
x 4 months
$80,000
Facebook competition
-targeted at people’s ‘likes’
-Running for 3 months
$30,000 per month x
3 months
$90,000
-Side panel/banner advertising
-Running for 4 months
$18,000 per month
x 4 months
$72,000
Print Shape Magazine
-Full page, four colour advertisement
$600 per month
x 6 months
+ ad development
cost ($1000)
$4,600
In-store Trial JB-Hifi
-Includes Kinect store set up
-No demo personnel
-6 month duration
$250 per store
x 20 stores per state
x 6 months
+set up cost ($1000)
$91,000
EB Games
-Includes store set up
-No demo personnel
-6 month duration
$200 per store
x 15 stores per state
x 6 months
+set up cost ($1000)
$55,000
Big W
-Includes store set up
-No demo personnel
-6 month duration
$200 per store
x 10 stores per state
x 6 months
+set up cost ($1000)
$37,000
In-store
Ambassador
Promotion
JB-Hifi & Big W
-Sydney/Melbourne/Brisbane
-3 stores per state
-4 hours per store
-3 promotions: January, March, May
$100 per hour for
personality
x 4 hours per store
x 3 stores per state
+ flights &
accommodation
($2000)
$16,800
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x 3 promotions
TOTAL $1,246,400
10.0 Monitoring and Evaluation
Kinect’s consumers will need to be monitored in order to ensure that the service has
maintained its position as an interactive and entertaining product. It is important to ensure the
in-store promotion was successful in increasing sales Kinect. To determine the success of
promotion one, Kinect must survey the target market to ensure they have been influenced to
purchase the product. Given that much of this analysis is comparative, it would be important
to ensure that the target market be tested before the campaign launch, during and after.
Before the campaign
Before Market Research.
Organise a range of focus groups, survey current perceptions, do an interactive online
approach through monitoring Facebook and twitter information
During the campaign
Monitor the purchases after trials, online competition entries and behaviour, request feedback
on social media
After the campaign
Compare before and after figures- have we met our marketing objectives? Increase in Kinect
purchases, brand awareness percentages, also how many people liked our Facebook page
during campaigns, hits on YouTube, figures of how many people trialled the product in the
in-store promotion.
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Appendix
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Appendix A: Media Schedule
References
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