Marketing Principles for Virtual Reality Headset: A Focus on Marketing Mix Elements
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Added on Β 2023/06/05
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This presentation focuses on the marketing mix elements used by Oculus for the growth of their Virtual Reality Headset. It covers the three layers of product, product life cycle, psychological pricing policy, odd value pricing, exclusive distribution intensity, and promotional campaigns.
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MARKETING PRINCIPLES Virtual Reality Headset
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Introduction οThe marketing mix is one of the essential tools for making effective strategies for marketing and their execution with the help of operative tactics. This marketing principle helps in defining the right marketing strategy for the organization (Richter, 2012). οThe purpose of this presentation is to highlight the use of marketing mix elements for framing different strategies for the growth of Virtual Reality Headset.
Product Decision οAn item that is presented for sale is known as a product. It could be in the form of a physical item or virtual service. All the products or services are created at some cost and sold at a price (Banfield, Eriksson and Walkingshaw, 2017). οFor this presentation, Virtual reality headset of Oculus Company has been selected.
Three Layers of Product οGenerally, we think that a product is just a physical item that is offered for selling. However, the product is comprised of three layers that are Core Layer, Actual Layer, and Augmented Layer.
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Product Life Cycle οProduct lifecycle is comprised of different stages through which every product goes through. Different stages of product lifecycle are introduction, growth, maturity, and decline (Stark, 2015). οVirtual Reality headset is presently at the growth stage due to its unique services and increasing demand in the market (West, 2016).
Price Decision οThe quantity of amount demanded by a vendor of goods and services is known as price (Wilkins, 2011). οOculus has adopted the Psychological pricing policy for vending its Virtual Reality Headset according to which these devices are affordable for every customer.
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Pricing Tactic οPrice is a key factor that has an impact on the purchase behavior of the customer. Hence, businesses take help of different tactics of price, also called as strategies of pricing that support in increasing profits, sales and achieve a higher share in the market (Wilkins, 2011). οOculus make use of Odd value pricing to increase sales and attract more customers.
Place Decision οA distribution channel is said to be a chain of intermediaries by which a service or product reaches to its end user. It is comprised of retailers, internet, wholesalers, and distribution (Dent, 2011). οThe Virtual Reality headset of Oculus VR is distributed with the help of the internet among the customers.
Distribution Intensity Level οThe distribution intensity discusses the level of availability of the product in the targeted market. The distribution intensity level the marketer selects is mostly based on the factors like size of target market, production capacity, promotion, and pricing (Lamb, Hair and McDaniel, 2018). οFor the distribution of the Virtual reality Headsets Company has adopted exclusive distribution intensity.
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Promotion Decision οIn marketing, promotion means a type of marketing communication utilized to encourage customers of the product. The purpose of promotion is to enhance awareness, generate sales, or increase brand loyalty (Cellich, C. (2012). οOculus VR organizes different promotional campaigns for communicating with the customers.
Promotion Strategy οIn order to promote the services and products in the market, there are different methods present used by the companies such as advertising, direct marketing, publicity, personal selling, public relation, packaging, etc. (Cellich, 2012)
references οBanfield, R., Eriksson, M., and Walkingshaw, N. (2017) Product Leadership: How Top Product Managers Launch Awesome Products and Build Successful Teams2nded. U.S: O'Reilly Media, Inc. οBhasin, H. (2018)Marketing Mix Of Oculus Rift β Oculus Rift Marketing Mix[online]. Available from https://www.marketing91.com/marketing-mix-oculus-rift/ [accessed 14 September 2018] οBloomberg (2018)Company Overview of Oculus VR, LLC [online]. Available from https://www.bloomberg.com/research/stocks/private/snapshot. asp?privcapid=241782536 [accessed 14 September 2018] οCellich, C. (2012)Trade Promotion Strategies: Best Practices 1sted. U.S: Business Expert Press.
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references οDent, J. (2011)Distribution Channels: Understanding and Managing Channels to Market2nded. U.K: Kogan Page Publishers. οFifield, P. (2012)Marketing Strategy2nded. U.S: Routledge. οImmonen, A., and Saaksvuori, A. (2013)Product Lifecycle Management1sted. Germany: Springer Science & Business Media. οLaMarco, N. (2018)What Is Psychological Pricing? [online]. Available from https://smallbusiness.chron.com/psychological-pricin g-11862.html [accessed 14 September 2018]
references οLamb, C.W., Hair, J.F., and McDaniel, C.J. (2018)MKTG4 1sted. Australia: Cengage. οMatsumoto, M., Masui, K., and Fukushige, S. (2016) Sustainability Through Innovation in Product Life Cycle Design1sted. Germany: Springer. οMarketing Study Guide (2018)The three product levels in marketing[online]. Available from http://www.marketingstudyguide.com/three-product-levels- marketing/ [accessed 14 September 2018] οNI Business (2018)Price your product or service[online]. Available from https://www.nibusinessinfo.co.uk/content/different-types-pr icing-tactics [accessed 14 September 2018]
references οRichter, T. (2012)International Marketing Mix Management: Theoretical Framework, Contingency Factors and Empirical Findings from World-Markets1sted. Germany: Logos Verlag Berlin GmbH. οRouse, M. (2018)VR headset (virtual reality headset)[online]. Available from https://whatis.techtarget.com/definition/VR-headset-virtual-reali ty-headset [accessed 14 September 2018] οStark, J. (2015)Product Lifecycle Management (Volume 1): 21st Century Paradigm for Product Realisation3rded. Germany: Springer. οStatista (2018)Oculus Rift - Statistics & Facts[online]. Available fromhttps://www.statista.com/topics/2584/oculus-rift/ [accessed 14 September 2018]
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references οWest, B. (2016)Virtual Realityβs Life- Cycle Still Rising[online]. Available from http://virtualrealitygames.xyz/virtual-reali tys-life-cycle-still-rising/ [accessed 14 September 2018] οWilkins, D.D. (2011)What Is the Price?: Career Vs. Family1sted. London: Tate Publishing.