This status quo is due to two primary elements:
On the one hand, the technical consumers have higher expectations. They do not care for fashionability, but they expect high quality or even flexibility so that they can program over the initial application and personalize the game.
On the other hand, the status quo was propagated by the abundance of firms and even individuals who create applications and sell them within the virtual community. The advent of the internet then enhances competition within the industry by bringing games and gamers closer together.
Given the realization of the threat within the second persona, the creation and distribution of the Nintendo mobile telephone games would be based on the offering of high quality at affordable prices. These features are crucial given the high demands of the technical customers, as well as the competition which might offer games for less than $1 a piece.
Finally, the competition within the third customer segment is represented not so much by other mobile games, but rather by other applications for mobile telephones which offer entertainment abilities for the young female consumers. Some examples in this sense include shopping applications, personal care applications or picture viewing and editing.
All in all, the distinctive features of the three personas indicate the necessity for the Nintendo video games set for mobile telephones to be diversified. In other words, the set would contain several games which could find application and offer pleasure to all three categories of prospected consumers.
2.5. Strategy
The selection of video games for mobile telephones has been attributed to the already established trend set by the Nintendo executives in seeking new opportunities for development. It is constructed on the same principles issued by Satoru Iwata with the launch of the Wii, when he "believed that the video game industry had been focusing far too much on existing gamers and completely neglecting non-gamers. Armed with this insight, the company repositioned itself by developing a radically different console" (Farhoomand, 2009).
With this realization in mind, the move into the mobile devices market represents a new era for Nintendo, which has generally been focused on computer games or console games. This virtually means that the organization would have to develop a marketing strategy aimed at attracting new personas. The current personas would also be encouraged to purchase the games for the mobile telephones, but a new approach is required in order to appeal to the three personas previously established. The marketing strategy to attracting new personas would be a strong and aggressive one, focused on approaching the three target markets through specific channels.
3. Marketing mix
The marketing mix -- or the 4 Ps of marketing -- incorporates the multitude of strategic choices which would be made relative to the product to be sold / launched, its price, its distribution channels (place) and finally, the promotional campaigns to be developed and implemented. "These four P's are the parameters that the marketing manager can control, subject to the internal and external constraints of the marketing environment. The goal is to make decisions that center the four P's on the customers in the target market in order to create perceived value and generate a positive response" (NetMBA, 2010). The following lines detail on the strategic elements to be integrated at each of the four Ps.
Product
At the specific level of the product, several decisions would have to be made regarding issues such as brand, functionality, styling, quality, safety, packaging, repairs and support or accessories and services. The following are recommended:
The set of video games for the mobile telephones be sold under the already established Nintendo brand. This would help consumers relate to the previous success of the company and trust the brand, and subsequently, the new products.
The functionality of the games is that of offering entertainment and also challenging the individual to solve puzzles and other logical and intelligence challenges.
The styling of each game would be represented by their particular interfaces, which would be created in accordance to the game features, as well as the personas they address. A game of war for instance, would be designed using dark colors and nuances and loud noises, whereas as puzzle game would be designed using brighter nuances and noises of lower intensities.
The quality of all the games in the set would be increased and it would be supported by the most recent high definition and full high definition technologies.
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