In the summer of 2016, the unprecedented growth of Pokémon GO introduced augmented reality into mainstream gaming. Pokémon GO was developed by San Francisco-based Niantic, Inc. (Niantic), a highly successful spinoff from Google Inc., which partnered with the Japanese video game company Nintendo Co., Ltd. to bring the popular video game franchise into the mobile gaming sphere. Niantic's version included the innovative use of augmented reality, a technology that merged artificial reality with the real world. Although this strategy was a fresh approach, it also presented risks. Niantic was determined to shut down cheating apps and websites that were overloading the company's servers and giving some players unfair advantages. Some players were dismayed by Niantic’s actions and by the apps and websites themselves, while others predicted that the game's popularity would disappear as quickly as it had grown. By late 2016, Niantic needed to decide how to move forward. Should Pokémon GO continue to evolve as an augmented-reality game, with teams and live events, or should Niantic create a new gaming experience focused on features from the original Pokémon games? Alternatively, should the company partner with third-party developers, including those that had developed popular cheating apps and websites? Finally, how should Niantic fund its unexpected growth?
A group of Canadian parents wanted the Canadian government to create a redress system related to Canada's no-fly list, which affected some of their young children whenever they flew. The parents formed an advocacy group called the No Fly List Kids group in 2016, and the group undertook various campaigns-including innovative guerrilla marketing campaigns and uses of both digital and traditional marketing-to highlight the issue of Canadian children being identified as potential security risks before they boarded flights within Canada. Over a three-year period, the group worked to raise awareness of the issue and to pressure the Canadian government to create a redress system similar to that in the United States. Its efforts eventually resulted in the allocation in 2018 of CA$81.4 million dollars for a redress system. In November 2018, the group was scheduled to meet members of the Senate, and it had to decide what short-term and long-term activities to undertake to achieve its stated goal of having a functioning redress system that would help all those affected by the no-fly list-not only children of group members, but all people, young and old, from various backgrounds.
A group of Canadian parents wanted the Canadian government to create a redress system related to Canada’s no-fly list, which affected some of their young children whenever they flew. The parents formed an advocacy group called the No Fly List Kids group in 2016, and the group undertook various campaigns—including innovative guerrilla marketing campaigns and uses of both digital and traditional marketing—to highlight the issue of Canadian children being identified as potential security risks before they boarded flights within Canada. Over a three-year period, the group worked to raise awareness of the issue and to pressure the Canadian government to create a redress system similar to that in the United States. Its efforts eventually resulted in the allocation in 2018 of CA$81.4 million dollars for a redress system. In November 2018, the group was scheduled to meet members of the Senate, and it had to decide what short-term and long-term activities to undertake to achieve its stated goal of having a functioning redress system that would help all those affected by the no-fly list—not only children of group members, but all people, young and old, from various backgrounds.
Smartphones make up an increasing share of mobile devices, and mobile apps are among smartphones' most popular features. The all-time cumulative total of mobile app downloads stood at 37 billion at the end of 2011, and showed dramatic growth in 2012. Mobile app downloads more than doubled that year, resulting in a new cumulative total of 83 billion mobile app downloads. For companies, apps provide ample revenue opportunities. Mobile advertising has seen triple-digit percentage growth each year since PricewaterhouseCoopers began capturing this data in 2010. Yet some people have doubts about the effectiveness and viability of mobile advertising and believe that apps are a better medium. Authors Glen L. Urban and Fareena Sultan think one of the most effective uses of mobile media will be apps that are designed to build trust. These are "benevolent"apps because the apps' value is directly tied not to selling products but rather to advancing consumers' interests and helping them solve problems or make decisions. One example is the Sea Tow app, offered by Sea Tow Service International, headquartered in Southold, New York, which provides emergency towing and rescue services for boaters in the United States, the Caribbean and Europe. The free app supports boaters' navigation needs by providing information about local tide tables, detailed marine weather forecasts, GPS coordinates and bearing, and speed. Urban and Sultan observe that a growing number of organizations, including well-known companies, have come forth with their own benevolent apps in which selling products takes a backseat to providing information and gaining trust. The authors present findings from two studies (one at Liberty Mutual Insurance and the other at Suruga Bank in Japan) showing that benevolent mobile apps that try to help consumers in decision making can positively impact consumers' perception of a brand, as well as their willingness to consider the brand and their preference for it.
Given the great potential of developing marketing campaigns delivered via mobile devices and the evolution of near-field communication technologies, this study examines factors influencing consumers' acceptance of untethered, or mobile, marketing across three influential markets: the United States, China, and Europe. We examine the extent to which the usefulness of mobile information/programs and individual characteristics-namely innovativeness, personal attachment, and risk avoidance-jointly influence attitudes toward mobile marketing, and how the latter influences consumers' mobile marketing activity across three large and influential markets. We found perceived usefulness, consumer innovativeness, and personal attachment to directly influence attitudes toward mobile marketing in all three markets. In China and Europe, risk avoidance also negatively influences attitudes toward mobile marketing. Marketers seeking to build and maintain customer relationships via mobile platforms should view these individual characteristics as levers brands can push to amplify consumers' acceptance of mobile marketing.
This is an MIT Sloan Management Review article. For many teenagers and young adults, cell phones, personal digital assistants and other handheld devices have become a necessity of everyday life. That fact has not escaped the attention of companies that have had great difficulty reaching young consumers through traditional marketing approaches. In theory, the mobile platform provides the perfect mechanism for reaching young consumers. A large retailer might, for example, send a group of teenagers who are at a shopping mall various electronic coupons on their phones to promote special discounts. Many global corporations, including Burger King, MTV, Procter & Gamble and Ford, have initiated programs that enable consumers to search for the nearest restaurant location using their cell phones, receive electronic coupons or participate in other mobile marketing activities. Such campaigns have generated click-through rates up to 10 times those of traditional Internet banner ads, and recent forecasts for global mobile marketing spending range from $9 billion to $19 billion by 2011. That said, several brands, including Budweiser, ESPN, Sprite and adidas, have launched mobile marketing efforts only to see some successes amidst an equal number of disappointments. To investigate what truly influences whether young consumers will participate in mobile marketing activities, the authors recently conducted a survey in the United States and Pakistan. The study looked at the relative importance of a number of factors, including consumers' personal attachment to their cell phones, their concerns for privacy and their willingness to "opt in" and accept permission-based marketing. An analysis of the results uncovered important insights in consumer behavior. Such results hold a number of important implications for companies developing mobile advertising campaigns across global markets.
The manager of Mobile Media for adidas International is debating what to do, given the sparse amount of traffic to date at the adidas FIFA World Cup mobile portal. By February, there had been only 3,000 visits to the mobile site, compared to the one million visits predicted earlier based on the previous success of a Lucas Films Star Wars mobile campaign. Given that the World Cup is a global event viewed by millions of people in person and more than one billion TV viewers worldwide, it represents a global stage for adidas to promote its brand and communicate its continued involvement and leadership in the sport of football. The manager of Mobile Media is worried that the brand's mobile efforts for this major event could fail miserably.
The manager of Mobile Media for adidas International is debating what to do, given the sparse amount of traffic to date at the adidas FIFA World Cup mobile portal. The (B) case describes the results of a new effort to use a popular portal to advertise the adidas World Cup mobile site. The case can be used to discuss the impact of using different media channels to deliver marketing communications.
The case describes Naseeb Networks (Naseeb), a social networking site that seeks to offer Muslims an online forum that conforms to Islamic cultural traditions. Using a product platform strategy, the company has been able to expand to other online services to Muslims, including greeting cards and job search. As a company, Naseeb has a number of advantages that distinguish it from other Islamic Internet companies. The case looks at the conditions under which a company can seek to enter a mature market by offering highly specialized niche services and raises questions about how to monetize a niche service with limited expansion options. From an information systems perspective, it provides an example of how a technology platform can be used to expand into other service areas with minimal development costs. Lastly, the case considers how companies that host online communities attempt to balance user-generated content and company-sponsored content and activities.
The managing director of Pakistan State Oil (PSO) must oversee the most significant transformation in the company's 29-year history, from a lumbering bureaucracy-laden state enterprise to the most technologically sophisticated oil marketing company in Pakistan. The company had recently embarked on a New Vision marketing program, which included loyalty cards, a 24 hour toll-free customer relations line, and renovated state-of-the-art service stations replete with convenience stores and Internet kiosks. However, at the time of the case, only about one in four service stations had been renovated under the New Vision program. A more recent proposal involved automating the company's retail outlets by linking online tracking of fuel deliveries to retail outlets, where specially designed sensors could monitor gasoline inventory and automatically place orders when stocks were low. Retail automation would allow PSO to know its exact inventory at any given time and thereby more efficiently manage its supply chain and logistics. To keep capital expenditure costs within limits, the managing director must decide whether or not to invest in retail automation or expand the company's New Vision program. At the same time, deregulation of Pakistan's oil industry was expected to result in increased levels of competition.
The Global Media manager for adidas International is responsible for developing and championing a new marketing strategy at adidas called brand in the hand that is based on the convergence of cell phones and wireless Internet. The case presents company background information, data on the penetration of mobile devices such as cell phones, the growth of global mobile marketing practices, and several mobile marketing communications campaigns that adidas launched in 2004, such as a mobile newsticker for the 2004 European soccer championship. The case then introduces a specific campaign - Respect M.E. - featuring Missy Elliott, a popular female hip-hop artist, and discusses the company's mobile marketing strategy to support MissyElliott's new line of sportswear. This case can be used to highlight the role of new technology in overall marketing strategy and integrated marketing communications.
This is an MIT Sloan Management Review article. The growing popularity of mobile hand-held devices is opening up intriguing new possibilities for what the authors refer to as "brand in the hand" marketing. Because individuals can be, and often are, connected anytime and anyplace, mobile marketing can be used to collect data through the wireless Internet to determine not only the exact location of a consumer at a given time, but also why that individual might be there. With that information, more meaningful or relevant advertising messages or promotions can be delivered to the consumer on a mobile device. Before companies rush into this new marketing arena, though, they need to understand some fundamental issues. How does mobile marketing differ from traditional approaches? When should a company pursue a brand in the hand initiative? Does mobile marketing have to be integrated within an overall marketing strategy and, if so, how? Moreover, how should companies address privacy issues? These are of particular concern, in part because of the personal nature of mobile devices.
Summarizes and synthesizes materials in the following notes: Marketing Situation Assessment, Marketing Research: An Overview of Research Methods, and Research Methods in Marketing: Survey Research.
Managers at Zenith must decide what marketing research, if any, needs to be done now in order to assess market potential and consumer preference for a technological innovation, high definition television (HDTV) that is yet to be introduced. The case describes various marketing research options available to Zenith in August 1990. In particular managers have to decide whether to conduct a study to examine consumer preferences for the wider screen format of HDTV. They also need to forecast HDTV demand from 1992-2000 under pessimistic, most likely and optimistic scenarios that have to be defined. Can be used to expose students in an introductory marketing management course to various marketing research methods available to assess consumer preferences for new products and innovations. In particular it exposes students to conjoint analysis' methodology. Also allows students an opportunity to assess the situation facing Zenith and explore forecasting marketing potential via scenario analysis.