Marketing Strategy and Competitive Positioning pdf ebook
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hooley graham et al marketing strategy and competitive posit
Figure 11.7
Smartphones overtake cameras as the device of choice Source : InfoTrends via Bitkom: StatisticaCharts. 660bn 2013 2014 2015 2016 2017 Number of digital photos taken worldwide* Devices used in 2017 810bn 1,000bn 1,100bn 1,200bn 4.7% Tablets 10.3% Digital cameras 85.0% Smartphones 297 THE MARKET OFFER ● Stealth positioning involves shifting to a different product category in a covert way, rather than overtly as practised through breakaway positioning. This may be appropri- ate where there is prejudice about a product or the company that needs to be overcome. Moon stresses this is not the same as deceit, and can backfire if customers believe they are being cheated or exploited. Sony has been highly successful in the games console market with its PlayStation product, but its market penetration has been limited to a narrow customer base – primarily males in their late teens and early twenties. The com- pany wished to broaden its platform for home entertainment and communications but found that the PlayStation format did not appeal beyond the narrow customer focus. In response, in July 2003 it launched a PlayStation product in Europe called EyeToy: Play. This included a video camera (EyeToy) and game software (Play) that plugged into the PlayStation 2 console but allowed the user to become part of the game, appearing inside the television where they interact with objects on the screen by moving their bodies, rather than using hand-held controllers. The product sold 2.5 million units in the first seven months, crucially engaging a much wider target market, including parents and even grandparents (Moon, 2005). It is worth noting that in the rapidly changing industry that is gaming, product life cycles are short. Indeed, since 2017 smartphones have taken over consoles as the gaming platform of choice (see Table 11.1). 11.1.6 The impact of the Internet on market offerings With the advent of marketing over the Internet, two types of market offering became appar- ent: the so-called ‘atom-based’ and ‘bit-based’ products. Atom-based products are physical offerings that have a separate presence and form for the customer. While they may be promoted over the Internet, they need to be physically shipped to the customer, are subject to returns where they are not satisfactory and can be resold by customers. Typical examples include books and videos (Amazon.com), clothes and appliances. For the customer, the product at the end of the day is the same as that pur- chased through a bricks-and-mortar retailer, but the experience may be enhanced through the additional services, convenience and low price available through Internet purchase. For the retailer, the logistics of delivery represent significant challenges. 2018 Download 6.59 Mb. Do'stlaringiz bilan baham: |
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