Nintendo3DS

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Arlem Guerrero Masooma Hasan Camila Montenegro Mihyang Park Dustin Poh

Transcript of Nintendo3DS

Arlem GuerreroMasooma HasanCamila MontenegroMihyang ParkDustin Poh

INTRODUCTION

• Nintendo has always been innovative since they entered the video game market early on. •Handheld devices•Home consoles• Finding gaps in the market

BRAND EQUIT

Y AUDIT

BRIEF HISTORY

• Founded on September 23, 1889

• Entered video game market in 1980’s

• Goal of the company

AUDIT

• Competition

• Mobile gaming

• Nintendo advantage

AUDIT CON’T

• Innovation

• Wide range of choice

• Intuitive interface

• Nostalgia

AUDIT CON’T

STRAT

EGIC O

PTIO

NS AND

RECOMMENDATIO

NS

• 3D entertainment without glasses

• Games found nowhere else

• Plays Nintendo DS games

• 3D photos plus more

• Built in fun right out of the box

• Downloadable games, Netflix and more

BRAND POSITIONING

• Graphical quality

• 3D photos & movies

• Pre-installed mini-games

• Activity log

• AR games

BENEFITS

• Target audience

• Demographics

• Female consumers

AUDIENCE

BRAND EQUIT

Y RESEARCH

• Long lasting image

• Suitable for all ages

• Realiable and innovative

• Popular and timeless characters

BRAND EQUITY

CREATIV

E BRIE

F

KEY OBSERVATIONS

• Leo Burnett Company

• “Wii Would Like To Play”

• “Touching is Good”

• Nintendo DSi

CONSUMER INSIGHT

• Ads relate to target market

• Ads reflect consumer needs

AD CAMPAIGN OBJECTIVE

• Focus on consumer instead of gameplay

• Take advantage of nostalgia

• Highlight new 3D feature

• Advertise new price decrease

• Nostalgia

• 3D

• “Take a look inside”

• 3D

• Nostalgia

• Price decrease

QUESTIONS?