Preview

Brand Extension Marketing Plan

Best Essays
Open Document
Open Document
4550 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Brand Extension Marketing Plan
Brand Extension Marketing Plan:
The New Wii Wingo and Extended Service Plan
GB530: Marketing Management
Kerri Bresley
Kaplan University
December 1, 2012

Brand Extension Marketing Plan:
The New Wii Wingo and Extended Service Plan

1.0 Executive Summary

Wii is a for-profit organization already offering numerous video games targeted at many different segments of the market in different countries around the world. Wii is developing a new game, Wingo, with an extended service plan for any issues identified while playing the new game. Wingo is bingo for the Wii. Customers will be able to play four players at a time utilizing the two remotes included with the purchase of the Wii system and the two extra remotes that are included when the customer purchases the new game Wingo. The extended service plan will allow customers to first have their game repaired. If the issue is not resolved with repair, the customer will have their game replaced with a new game that has been reviewed and analyzed by tech support to ensure no issues arise.

Wingo is targeting the market that consists of residents at assisted living and long-term care facilities, grandparents, and parents. Many individuals in these target markets love to play bingo making Wingo a perfect game for the targeted market. Wingo is a game for grandparents and parents to purchase to have fun with peers as well as their grandchildren and children. Another benefit of Wingo is the increased cognitive use, which is imperative for older adults to utilize as they age to maintain memory.

Wingo will provide an easy to use format for those not familiar with playing video games, which is the majority of the target market. The easy to use format will allow players to begin playing without contacting their grandchildren for assistance. The game will also offer cognitive stimulation to assist in maintaining memory. Cognitive stimulation is crucial to all age groups to ensure healthy brain activity. Excellent



References: Gaggioli, A. (2011). CyberSightings. Cyberpsychology, Behavior, and Social Networking , 14 (10), 625-626. Hsu, J. K., Thibodeau, R., Wong, S. J., Zukiwsky, D., Cecile, S., & Walton, D. M. (2011). A "Wii" bit of fun: The effects of adding Nintendo Wii Bowling to a standard exercise regimen for residents of long-term care with upper extremity dysfunction. Physiotherapy Theory and Practice , 27 (3), 185-193. Kotler, P., & Keller, K. L. (2012). Marketing management (14 ed.). Upper Saddle River, NJ: Pearson Education, Inc. Mary Ann Liebert, Inc./Genetic Engineering News. (2012, April 23). Can video games promote healthier aging? Retrieved November 18, 2012, from ScienceDaily: http://www.sciencedaily.com/releases/2012/04/120423143126.htm Nintendo. (2012). Nintendo - Corporate Information | Corporate mission and philosphy. Retrieved November 11, 2012, from Nintendo.com: http://www.nintendo.com/corp/mission.jsp O 'Callaghan, T. (2010, January 4). The cognitive benefits of video games. Retrieved November 18, 2012, from TIME.com: http://healthland.time.com/2010/01/04/the-cognitive-benefits-of video-games/ Reed, R. (2012, September 16). Critical success factors. (K. Bresley, Interviewer) Reisinger, D. (2012, July 25). Nintendo on downward spiral as Wii sales fall off a cliff. Retrieved October 30, 2012, from CNET.com: http://news.cnet.com/8301-10797_3-57479524-235/nintendo-on-downward-spiral-as-wii-sales-fall-off-a-cliff/

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The product or the item for consumption that I have selected is the Nintendo Wii Game System. This system ruined the industry’s rank, when they put on the loose of this novel perception of effectively taking part in the video games. I would like to say that the Nintendo Wii is at the market development stage or level. Although the product is just a pair of years old presently, the attention level carries on to cultivate as the Nintendo organization is constantly producing original augmentation to move out by the side of the Wii game system. More over, other video game varieties currently are opening to generate the similar video game technology providing the Nintendo Wii opposition that untill that time it did not have it. This opposition has merely pact with the Nintendo generating more attentive games, trimmings, and improvements building up their product yet more enjoyable or pleasurable.…

    • 344 Words
    • 2 Pages
    Satisfactory Essays
  • Best Essays

    Keller, K.L. & Kotler, P., (2009). Marketing Management (13th ed.). Upper Saddle River, NJ: Pearson Prentice Hall.…

    • 4123 Words
    • 17 Pages
    Best Essays
  • Powerful Essays

    Responding To The Wii

    • 1072 Words
    • 4 Pages

    Given the current market scenario, Sony will have to fight on both fronts. The Wii has unlocked a new segment of the market. Sony should adapt its strategy to address this new market. But Sony must not lose sight of the big picture, to win the long term race for the “center of the living room”. Sony should leverage its relation with game developers to introduce simpler games for the casual gamer. It has to keep targeting the hardcore gamer and it must continue to provide additional value as a single device for gaming, streaming movies and television, internet surfing, video conferencing etc.…

    • 1072 Words
    • 4 Pages
    Powerful Essays
  • Better Essays

    Research has shown that video games heighten creativity, decision making and perception. For instance the hit game Mine Craft right now allows you to create your own world from scratch. With millions of possibilities this game really lets your creative side jump out on to your computer screen. There are also a lot of games in circulation right now in which you have to make a certain decision that could change the outcome of the rest of the game. I was playing a game recently where you get to choose whether to have your character take a good path or bad path. I chose good path because of the spiffs I got for being good. Video games also improve your hand-eye coordination, and promote vision changes that heighten your night driving abilities. Research has shown that surgeons that played video games were better surgeons than those that never played at all. Who doesn't want to be a better night driver? I remember my mom would hate me driving at night when I was younger, but I loved it. I was also an avid video game player since I was old enough to…

    • 1276 Words
    • 6 Pages
    Better Essays
  • Satisfactory Essays

    Gentile, Douglas A. (2009). Video Games Affect the Brain—for Better and Worse. Retrieved October 4, 2010 from http://www.dana.org/news/cerebrum/detail.aspx?id=22800…

    • 905 Words
    • 4 Pages
    Satisfactory Essays
  • Good Essays

    Cited: "Pediatrics for Parents"; the effects of video games on children: what parents need to know?…

    • 764 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Kato, Pamela M. "Video games in health care: Closing the gap." Review of General Psychology 14.2 (2010): 113-121. PsycARTICLES. EBSCO. Web. 18 Oct. 2010.…

    • 2619 Words
    • 11 Pages
    Powerful Essays
  • Good Essays

    Many parents think that video games are bad for kids and that they should get outside more. While this may be true at certain times, Steven Johnson proves technological advances in media make us more intelligent. Johnson talks about how much gaming has progressed with programming and graphics. In most games you have to figure out what to do in order to get to the next level or stage. It makes our minds work in order to figure out the plot of the game. The author Steven Johnson states “ Now, I have no doubt that playing today’s games does in fact improve…

    • 774 Words
    • 4 Pages
    Good Essays
  • Best Essays

    In the past few decades, computer and console gaming have proven to be more than just a fad. A recent national survey, conducted by the Pew Internet & American Life Project, discovered that “97% of teens ages 12-17 play computer, web, portable, or console games.” Video games have become one of the most popular sources of entertainment for…

    • 3631 Words
    • 15 Pages
    Best Essays
  • Better Essays

    Nintendo 's Wii three main target consumer groupsNintendo discovered that in order to succeed in its business undertakings, it needs totarget different groups of consumers that are sure to earn them a substantial profit. Ittherefore purposed to intensify its promotion strategies to high earning individuals most ofwhom were young adults and therefore interested in video games. Their target customerscomprised of members of the armed forces that were mostly interested in golf, teachers thatmostly took wine and other citizens who owned pets (4b_ntendo 2006). After grouping thegroups in such segments, they had to consider how much they earned.…

    • 1116 Words
    • 4 Pages
    Better Essays
  • Powerful Essays

    Nintendo released a kind of video game player that is played at home called Wii in 2006, but it has been available in 7th December 2007 in market. Nintendo has founded by Fusajiro Yamauchi on in September 1889 in Kyoto, Japan. Nintendo has 21 subsidiaries and 8 affiliates and also a common deponent in Video games industry. Its brand was established for the family entertainment. Nintendo’s history is a company for video games and toys with the reason for serve entertainment for every household. After two years established Nintendo changed into American Inc. with USA market and then Nintendo has globalized successfully in Canada, German, Franc, UK and Korea. Wii is a kind of party game for two people, but can also for single, with a controller machine is put next to the screen. Player can use body touch instead of remote controller. As a seventh-generation smart invention, Wii has to compete to Sony Play Station 3 and Microsoft Xbox 360. Since Wii has introduced, it become popular in entertainment and applications. Wii has a strong market and most of its consumers are middle class, especially in 2008. Although there are some complains about the speed of system and functions but Wii still develop in recent years. To maintain the competitive advance, Nintendo have to look forward the influence to the customers of Sony and Microsoft and understand what consumer needs and wants to improve the product and continue to develop innovation.…

    • 3137 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    Esports Research Paper

    • 1902 Words
    • 8 Pages

    Gentile, Douglas. “Video Games Affect the Brain-for Better and Worse.” The Dana Foundation. The Dana Foundation, 23 Jul 2009. Web. 19 Mar 2013.…

    • 1902 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    wiiu target market

    • 485 Words
    • 2 Pages

    Due to overall growing concerns around video games and health issues, Nintendo has come out with Active Video games, such as Wii Sport and Wii Fit. Both of those games are…

    • 485 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Many people of today remember how video games began the decay of the physical and mental well-being of the world’s youth since the inception of the Atari game Pong in 1974. What Atari creator Nolan Bushnell did not realize back then was that when he invented this wildly successful creation it would leave such a large imprint on society; physically, mentally and emotionally. Many youths of today are more apt to spend a whole weekend hosting a video game marathon of the more popular First Person games like Halo or Call of Duty than they would being outside playing real games like tag football, baseball or basketball with their friends. Video games was the initial segue in to the technological boom but at what cost? Despite experiencing huge financial success, video games have been rotting youthful minds since 1974 and counting.…

    • 2824 Words
    • 12 Pages
    Powerful Essays
  • Good Essays

    Video games are popular products that are enjoyed by a great number of people, but criticized by many others. One of the most common debates about gaming involves the impacts it may have on players’ health. While the majority of people believe the impacts to be negative, from my perspective, video games can significantly benefit your emotional, physical and mental well-being.…

    • 924 Words
    • 4 Pages
    Good Essays