BRINGING THE NEW WAY OF PLAYING

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Presentation transcript:

BRINGING THE NEW WAY OF PLAYING COME2LIFE BRINGING THE NEW WAY OF PLAYING TO THE NEW GAMER

GROWTH INITIATIVE Youth Electronics(expand electronic activities)

MARKET SIZE

WHY YOUTH ELECTRONICS?

POSITIVE FEED BACK FROM MARKET RESEARCH

HOW THE SYSTEMS DETECTS OBJECTS? MOTION SENSORS LASER PROJECTIONS DEVICE PROJECTS REAL LIFE OBJECT INTO THE VIRTUAL ENVIRONMENT

EVERYDAY OBJECTS COME INTO PLAY (Key Feature: object recognition) THE LASER PROJECTIONS MAPS THE OBJECT THAT WILL FURTHER BE TRASLATED INTO INFORMATION INTO THE DEVICE, ALLOWING THE USER TO USE THE OBJECT AND MAKE THE AVATAR USE THE OBJECT IN THE GAME WHILE THE GAMER IS PLAYING IN THE REAL WORLD

SINGLE OR MULTIPLAYER BEING ABLE TO CONNECT BOTH VIRTUAL AND REAL WORLD IN ONE FOR A NEW EXPERIENCE FOR THE USER

TARGET MARKET BOYS AND GIRLS AGES BETWEEN 10-18 AND MATURE GAMERS UPPER/ MIDDLE INCOME FAMILIES UNITED STATES

EMOTIONAL BENEFIT TURN THIS NORMAL USER EXPERIENCE

INTO THIS EMOTIONAL BENEFIT ENGAGING THE USER IN AN ACTIVE WAY TO BE ABLE TO FEEL THE GAME LIKE IF IT WAS HIM THE ONE INSIDE THE VIRTUAL WORLD

FROM HERE EMOTIONAL BENEFIT ACCORDING TO THE US DEP OF HEALTH: 60 MIN OF MODERATE ACTIVITY LIKE THE ONE USED IN ACTIVE VIDEO GAMES, CONTRIBUTES TO REDUCE RISK FACTORS FOR DISEASES AND INCREASE THE POSSIBILITY OF A HEALTHY ADULTHOOD.

PRICE $149.99

PRICE/PROFIT MSRP $149.99 Retailers Cost/Manufacturers sell $112.5 Retail Margin 25% Manufacturers Cost $84.375 Manufacturers Margin 25%

PLACE DISCOUNT STORES: GREAT TRAFFIC, BIGGEST RETAILER IN THE US. FREE STANDING AND SHOPPING MALL : CONSUMERS SEEKING ELECTRONICS, GOOD TRAFFIC SINCE MOST STORES ARE IN SHOPPING MALLS AND THE CONSUMERS IS LOOKING FOR ELECTRONICS WHEN THEY GO TO THIS SPECIFIC STORE. NON-TRADITIONAL: AMAZON IS CHANGING THE WAY COMSUMER PURCHASE PRODUCTS BY GIVING THEM CONVINIENCE AND EFFECTIVENESS. GREAT SUPPLY CHAIN ENABLES CONSUMER TO PURCHASE SOMETHING ONLINE AND EVEN HAVE IT THE NEXT DAY THROUGH OVERNIGHT SHIPPING HAVING REVIEWS AND COMMENTS ABOUT THE PRODUCT.

PROMOTIONS MESSAGE: For adolescents and mature gamers, the COME2LIFE from Lego is the ultimate gamer experience device to play video games; with its unique object recognition capabilities enables the user to incorporate to the game whatever object they have and play in a virtual environment.

PROMOTIONS Media vehicle: Since the target market is adolescents and some mature gamers I would use social media and digital marketing as vehicles. Mainly because nowadays most teenagers don’t watch TV they spend more time on social medial than any other vehicle. According to the Washington Post “Today’s teens spend more than 71 / 2 hours a day consuming media” [2]. Being that the case what better to target your market with the right message on the place they spend the most.

PROMOTIONS Promotions: Since most Lego’s videogames are related with some kind of movie either from a licensor the company got or the videogame of the Lego movie, a good promotion would be give discounts 10% or 15% to the customers that already watched the movie. As well, the retailer could bundle promotions of Lego products like Lego City to the COME2LIFE device and make the customers introduce to the virtual environment the Lego product.  

LEGO COME2LIFE HOW DO YOU PLAY?