Video Game(World Of Warcraft) Marketing Plan
Zhuo Chen, Chuyu Gong, QIn Yan, Ziyan Wang, Yuqi Yang
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02
03
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Competition & Growth
Pricing
Integrated Marketing Communication
Integrated Marketing Channels
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Digital Communications
Competition & Growth
-01-
Market Share and Revenue
In total, Activision Blizzard is estimating to hold a 4% of the $150 billion global gaming industry
2019, Activision Blizzard hits Q3 earnings targets with World of Warcraft Classic strong results. The revenue for Q3 were $1282 billion, as compared to $1,105 billion for Q3 in 2018
Based on the financial report, WoW is still a strong profit-generating product
Product concept
Game industry:
Ever-changing;
Technology improves;
Techniques change
Design philosophies outdated
Keep our customers being
attracted, there’s more you can do in this game
Age between 16-40, male players
TARGET MARKET
Keep loyal customers (age 30+) who started a decade ago
Bring more nostalgic elements to the game
Indicate more fun to new gamers (age 16-29) to the World of Warcraft
Infuse popular culture to attract the younger generation
Estimated Sales from 2016
Number of World of Warcraft (WoW) subscribers from 2015 to 2023(in millions) Resources: Statista
Number of subscribers 2005-2018
Expanded Ramblings Get the data Created with Datawrapper
Common Marketing Tactics for Video games
Twitch Streaming (Twitch.tv, purchased by Amazon, 15 million daily active users)
Gamer Sponsorships
Product Placements (McDonalds and Nintendo)
Mobile Ads
We suggest World of Warcraft should focus on the first strategy, as potential customers will be more involved.
Higher Marketing Expenses
Resources: https://www.statista.com/statistics/308955/activision-blizzard-advertising-spending-usa/
Suggestion to Marketing Budget
Two approaches
Remain the budget: based on the sales performance and marketing expenses over the last few years, the subscribers kept going down, while marketing expenses remained the same level, we may should focus on efficiency of marketing expense.
Higher the budget: Since the existing marketing approaches proved to be not effective, we might need to higher budget to exploit new approaches
P ricing
-02-
What should blizzard (WoW) primary pricing objective be?
Lower it's one time purchase price in order to attract more customers
Try to do subscription ($9.99/ month).
Or do promotional price ( maybe 20% off on it’s original price)
Maybe more in app purchases
such as game currency for game equipments
generate more revenue
Most of its games are vantage game, such as world of warcraft, overwatch, Hearthstone.
Therefore, primary customers of its games are middle aged men who might even have families to provide. (They are likely to be price sensitive)
Are gaming customers likely to be price sensitive?
Some gaming customers are price sensitive and some gaming customers are not.
Depends on the genre of the games the customer liked to play
WoW is a massively multiplayer online role-playing game
Most people play it because of suggestion of friends (they might be price sensitive.)
But some people had attracted by WoW the game itself ( they might less price sensitive)
Depends on the game publish year
Older games- price sensitive (WoW is hard to attract more new players)
Newer games- not price sensitive
Are gaming customers likely to be price sensitive?
Some gaming customers are price sensitive and some gaming customers are not.
Depends on the target customer age group
Young adults - less price sensitive (have time and spare money)
People who are married- price sensitive (family to provide)
What are the implications for your pricing decisions?
Do not do one time purchase
Wow is an older game
Customers might be 30 or older (Highly likely married)
Less people would buy it because WoW is less competitive than others.
Wow is difficult to play for new users
but old users might be addicted it
Instead, do subscription plus some in-app purchase options
Wow is easier to generate profits from old users.
They would spend more time on the game and upgrade their game equipments
might get extra cash because many users are likely forgot to cancel their subscription
What price adaptations should blizzard (Wow) include in its marketing plan?
Do subscription and in-app purchase on older games (such as Wow)
Do promotional price strategy on newer games on holidays or promotional events. (such as 10%-20% off depends on sales)
What price adaptations should blizzard (Wow) include in its marketing plan?
For example: World of warcraft
Since its release way back in 2004, World of Warcraft has stuck to a very familiar revenue model. First, you needed to buy the game, which comes with 30 days of free play time. After that, a $14.99 a month subscription was required to keep playing.
Nearly 14 years later, and Blizzard is finally changing that model by dropping the requirement to purchase the game first. Instead, simply subscribing allows access to all currently available content. The one exception to that is future expansion packs including the forthcoming Battle for Azeroth.
By removing the need to buy the game, Blizzard both lowers the barrier to entry and clears up any potential confusion. The game now simply costs $15 a month to play and you get access to all available content by default.
Integrated Marketing Channels
-03-
Integrated Marketing Channels
Sets of interdependent organizations participating in the process of making a product or service available for use or consumption
Using two or more marketing channels to reach customer segments in one market area
Zero-level channel (direct)
One/two/three-level channels (intermediaries)
Reverse-flow channels
Marketing Channels
1- level Channel level is appropriate for World of Warcraft
Game is released on Blizzard Entertainment official website
Customers can download World of Warcraft directly from the website
Only a few retailers can carrying this games
Number of Intermediaries
Exclusive distribution: is used for new automobiles, some major appliances, and some women’s apparel brands
Selective distribution: relies on only some of the intermediaries willings to carry a particular product
Intensive distribution: places the goods or services in as many outlets as possible
Which one should World of Warcraft Choose?
Exclusive Distribution for World of Warcraft
Only certain retailers are given the opinion of carrying a product
Can download World of warcraft online or from a disc
Create a prestigious brand image
Easily keep focus on the performance of WOW in the gaming market
Type of Retailers
Store retailers, nonstore retailers, and retail organizations
Non-store Retailing: Direct marketing, Direct selling, Automatic vending, Buying services
Wholesaling: includes all the activities in selling goods or services to those who buy for resale or business use
Non-store Retailing for World of Warcraft
Non-store retailing
Selling of goods and services outside the confines of a retail store
Direct selling
A direct seller buys products from a parent organization and sells them directly to customers
Integrated Marketing Communication
-04-
Communication Objectives
Marketing Communications: firms attempt to inform, persuade, and remind consumers - directly or indirectly- about the products and brands they sell (Keller, 558)
Inform & Remind: Let players know when WOW is updating via inside game announcement or email
Communication: mainly consumer services via phone
New portion of the market: mobile game(Hearthstone)
Strategy One:
Provide sales promotion during weekdays
Players spend less time on WOW during weekdays, so we need to stimulate their interests by providing promotion on monthly purchase ($14.99 per month subscription)
Marketing Communication Mix
Advertising: more effective with online advertisements for targeted consumers
Sales Promotion for WOW:
Provide discount for monthly purchase
Increase purchase within games (eg. lol)
Increase the variety of limited game props to stimulate players’ spending on the game
Strategy Two:
Always cater to players
Understand and notify players’ needs
Improve offline activities (Blizzcon)
Update more information about WOW’s future trend
Plot setting and storyline need to be more integrated
Create new dungeons
Digital Plan of Content Tactics
Enrich Events and Experiences:
Engage more in Movies and Animation Derivatives
Warcraft (2016)movies review:
Fans: “Nostalgia”, “A MUST watch for all fantasy genre lovers” , “Game Over”
(IMDb Reviewers)
Non-fans: Good but not great
Target market: WOW players; Fans’ Movie
It doesn’t need to be perfect but it is necessary
Digital Plan of Content Tactics
Events and Experiences: Satisfy players’ needs
BlizzCon
Issues: ‘failure’ in BlizzCon 2018, over 100K dislikes upon players’ reaction on Youtube;
WOW(2018): nothing to be surprised
WOW(2019): cater to players
BlizzCon 2019
Digital Plan of Content Tactics
Events and Experiences:
BlizzCon
Improvements (WOW 2019):
Complete plot setting of the game background
Increase difficulty for skilled players
Reduces level cap for classic who are bored of level boosting
Strategy Three:
Promote Customer Services and Social Awareness
Create automatic reply system for players to solve basic problems
Customer service via phone is time consuming and hire more staffs
WOW is famous but fading away
Need more online advertisements
Put advertisement in some popular games or Youtube game sector
Digital Plan of Content Tactics
Online and Social media marketing:
Increase online activities to engage players to:
Raise awareness: email reminder, promotions to loyal players
Improve images and game modes: players get bored with classic dungeons
Elicit sales: provide discounts of month subscriptions of WOW ($14.99), offer more in-game purchases
Digital Plan of Content Tactics
Direct and database marketing
E-mails: an easier way to get in touch with players but not effective enough
Personal selling: not work in this case, but offline promotions are encouraged (BlizzCon) and need to be improved
Digital Communications
-05-
Digital Communication in video games
Video game companies have to differentiate
their products and services using entertaining information and digital communication strategies.
Video games constitute a media in itself which, through the Internet, develops human networks. In order to expand and bring their communities together in the best possible ways, companies adopt different digital communication strategies based on several channels.
Categories of online marketing communications
– Web sites
Ease of use
Physical attractiveness
Microsites
– Search ads
Paid search or pay-per-click ads
Search engine optimization (SEO)
– Display ads
– E-mail
Word of Mouth
Viral marketing: generate interest and the potential sale of a brand or product through messages
Advertising, PR, and digital agencies
Demographic information or proxies for that information and cookies
Mobile Marketing
Mobile apps
Across markets
How should World of Warcraft use “word of mouth” strategy
Build an engaged social community
Develop loyal fans by social media ads
Find uniqueness
simplistic, brick-by-brick game design
Differences with competitor (LOL)
LOL is a pvp only, very simple game with basically a single and rather small map
WOW is mainly pve, with a playing ground spanning continents and planets
Target audience of World of Warcraft
Main players are from age 16 to 25
Target the newer generation of gamers and hopefully bringing a lot of new gamers to the world of warcraft
Ads on Instagram, Facebook and Snapchat can attract more gamers
Company’s communication channels
give Internet users the latest updates on World of Warcraft
Thanks!
https://www.imdb.com/title/tt0803096/reviews?ref_=tt_urv
https://blizzcon.com/zh-tw/
https://venturebeat.com/2019/11/07/activision-blizzard-hits-q3-earnings-targets-with-strong-world-of-warcraft-classic-results/
https://www.slideshare.net/MathieuDesgurse/digital-communication-in-video-game-industry-mathieu-desgurse
Resources