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0 Executive Summary
Standard Business Syndicate (SBS) develops mobile games relating to current news events. This marketing plan
illustrates our market segments and the strategies we are employing to get customers and create a solid
revenue stream. We are not just any mobile game developer. Our unique focus of creating games with a news
twist gives us an advantage over our competitors by giving customers a new outlet to enjoy mobile games. This
fills a read need of not just traditional gamers but expands our reach to people who would normally not play
mobile games yet are amused by the comical angle we use.
We will fund development of our own games by providing consulting services to create similar games for
corporations who are looking to create mobile games for promotional purposes. These consulting assignments
will come from advertising sponsorship relationships that we will establish with companies who are interested
in embedding their brand and offers inside our other games and would also like something more custom that
they can offer as their own game. In the first 3 years of the business, we expect consulting to constitute a
large portion of our revenue stream.
1.1 Vision
Our vision is to provide people with a brief escape of fun over the course of their normal day. We do this by
providing them with timely interactive games that they can access on their mobile devices - games that are
easy to play and have some connection with current pop culture news.
SBS leverages our team's software development experience to create timely games quickly. Our marketing
challenge is to attract visibility quickly and we intend to accomplish this by leveraging a multi-pronged
approach that involves social media, email marketing and search engine optimization strategies to gain market
share. As we gain traction in the marketplace, word of mouth will lift our game downloads significantly.
1.2 Objectives
1. Generate over $400,000 in sales by the end of year 1.
Customers are typically single and male and own or have access to a home computer, PC. They have a wide
range of disposable income. Some are teenagers living at home, others are college students or those who have
joined the workforce in the last 5 years.
Our game design consulting customer is the VP of marketing or equivalent position of a medium to large
organization who is looking for creative promotional methods for their products and services.
$5.4 Billion $6.8 Billion $7.9 Billion $9.2 Billion $10.3 Billion
There are two types of customers that define the demographic of mobile gamers: teens (including pre-teens)
and young adults, which for the purposes of this marketing plan will include teenagers age 18 and above as
they are considered young adults by the general population as well as by the law. The primary difference
between the two demographic segments is who provides the money for game purchases.
• Our paid mobile games contain a broader set of features. The price range is between $1.99 and $4.99
in order to create very low price resistance for customers.
• Paid games are also monetized via clickable ad sponsorships embedded within the games.
Games are available via instant download on their appropriate mobile platform (i.e., Apple's Appstore for the
iPhone).
Additionally, there is typically one type of customer who purchases custom mobile game development services:
VP of Marketing or Chief Marketing Officer. Their intent is to promote their brand and products to the
demographic that overlaps with mobile game users.
The users in this segment also have limited financial capacity. Teens typically get their money to make game
purchases from their parents, which can be in the form of gifts or allowances, or from low paying jobs. Older
teens and young adults also have limited financial capacity yet choose to spend part of their disposable income
on games as one of their sources of entertainment.
Very frequently, these customers talk to each other about which games they enjoy, including strategies for
playing and winning. They also participate in online forums and discussion groups to gather tips and other
information to help them play or to find new challenges. Additionally, they enjoy being listed as the "high
score" when there is a public setting available for players. We intend to offer this public setting by allowing the
customer to upload their score to our web site for each game. The highest scores will be posted, giving the
player worldwide "bragging rights". As a result, the word of mouth potential for timely games is explosive.
Google's Android offers an open source model so they will likely surpass the iPhone in the number of
applications available soon. This also eliminates the need for review and allows us to post new applications
quickly. As more applications come out for this device, it will gain market share. We want to be positioned so
that we provide excellent games for this community.
Blackberry applications are controlled by Blackberry through Blackberry App World. Their users tend to be
older and more focused on business uses for their mobile devices. Because of this, we will not focus our initial
efforts on Blackberry. However, we do have the expertise to build Blackberry applications and will create
custom games for this device for consulting clients who would like them.
2.3.4 Communications
We will leverage social media and word of mouth for the vast majority of our marketing using platforms such as
Twitter, Facebook, Orkut and MySpace. These platforms are widely used by the customers in our demographic
market. We will make announcements via regular tweets and updates to our fan page on Facebook.
The newsworthy component of our mobile games also makes it enticing for traditional media to publicize a
game that is related to a current news story.
We will also use our email marketing list which is comprised of people who have expressed interest in knowing
when we release new games. We have segmented our email list so that we can send appropriate emails to
media and different ones to actual gamers, our customers.
Those who click to find more information about a game will be directed to landing pages, which are web pages
that contain more information about a specific game, including details and links to download the games. These
landing pages will be optimized for search engines (we have SEO, search engine optimization, expertise) so
that when Internet users search on various keywords, our pages will rank highly in their search results.
Using online analytics tools, we will be able to see how many people click on various links in our media
campaigns to go to the landing pages and how many clicks to download each game. However, online clicks
cannot track users who use their mobile phone to download the apps directly, which may comprise the bulk of
our downloads. For those, tracking of downloads is provided by the platform such as Appstore.
Forums will require registration and users who post more frequently will be rewarded with a special tag, a gold
star, next to their avatar to show other users that they are a "super contributor" to the forums. For our
demographic, this is a badge of honor that they try to attain proudly.
Additionally, to help promote games via word of mouth, each game has the option to notify a friend. So, a user
can send a text message to a friend instantly to share their excitement or recommendation about the game.
1. Game downloads - this includes free and paid downloads. The free downloads are monetized from
embedded advertising sponsorships
2. Embedded Advertising Sponsorships - ads embedded in both free and paid games
3. Custom games developed for companies - this would be consulting projects to develop iPhone,
Blackberry and Android promotional games
Sales costs relate to the fees charged by our channel partners for carrying the games, such as Appstore, or for
our estimated costs for staff to sell ad sponsorships or develop custom games.
Sales Forecast
Year 1 Year 2 Year 3
Unit Sales
Game downloads 30400 50000 80000
Game sponsorships 34 60 100
Custom games for corporations 4 8 20
Total Unit Sales 30438 50063 80120
Unit Prices
Game downloads $1.99 $1.99 $1.99
Game sponsorships $5000 $5000 $5000
Custom games for corporations $50000 $50000 $50000
Sales
Game downloads $60496 $99500 $159200
Game sponsorships $170000 $300000 $500000
Custom games for corporations $200000 $400000 $1000000
Total Sales $430496 $799500 $1659200
Direct Unit Cost
Game downloads $0.70 $0.70 $0.70
Game sponsorships $1250 $1250 $1250
Custom games for corporations $25000 $25000 $25000
Direct Cost of Sales
Game downloads $21174 $34825 $55720
Game sponsorships $42500 $75000 $125000
Custom games for corporations $100000 $200000 $500000
Subtotal Direct Cost of Sales $163674 $309825 $680720
We will also pay attention to the number of tweets we make and the number of followers on Twitter as well
as the number of Facebook fans we get. Below is a breakdown of other success metrics by month for year 1:
7.0 Marketing Organization
Mobile News Games is a small company with very focused aspirations. Our team is comprised of two unique
individuals who have a solid background in mobile communications and marketing. Together with a team of
local and international software development staff, we are able to bring to market a wide array of unique
mobile games that provide an experience that other gaming companies do not.
Nauman Naveed, President, oversees the general management, including game development, of SBS. Prior to
forming the company, he was Vice President of Products at a major wireless telecommunications provider for 5
years. He is also a member of the Mobile Marketing Association.
M. Nawaz Khan, VP Marketing, is responsible for all areas of marketing. She co-founded SBS with Nauman
Naveed. Nawaz's prior experience includes developing the key marketing plan that launched several mobile
versions of games for a large video game producer. Nawaz will be assisted by 3 marketing interns (Arslan Noor,
Rizwan Ashraf and Kafeel Khan hired from local universities as co-op students throughout the year. These
students will handle the more routine aspects of the marketing efforts while Nawaz focuses on the key
strategic relationships.