Vault Games Marketing Plan: Strategy, Analysis, and Objectives

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This report presents a comprehensive marketing plan for Vault Games, focusing on strategic planning and decision-making to facilitate business expansion. The report begins with an introduction to marketing management and the company's mission to create responsible and immersive gaming experiences. It then outlines the goal-setting phase, including a corporate mission statement and SMART goals for a new target market. A situation review analyzes the current market, including a description of the business, target markets, marketing strategies, SWOT analysis, and competitive positioning. The strategy formulation phase includes marketing objectives, a 3-year marketing plan mix (product, price, place, promotion, people, process, physical evidence), and an activity schedule. Finally, the report addresses resource allocation, including budget and cash-flow projections, non-financial resource implications, and monitoring and review processes. The report concludes with recommendations for the company's marketing efforts.
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MARKETING MANAGEMENT
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Table of Contents
1. INTRODUCTION...................................................................................................................3
2. PHASE ONE............................................................................................................................4
Goal setting..................................................................................................................................4
2.1 Corporate Mission Statement............................................................................................4
2.2 New Target Market SMART Goals..................................................................................4
3. PHASE TWO...........................................................................................................................4
Situation review of current VAULT GAMES market.................................................................4
3.1 Description of the business...............................................................................................4
3.2 Current target markets and marketing strategies...............................................................5
3.3 SWOT analysis..................................................................................................................5
3.4 Competitive positioning analysis......................................................................................6
4. PHASE THREE.......................................................................................................................7
Strategy formulation and target market segmentation.................................................................7
4.1 Marketing Objectives for target market............................................................................7
4.2 3-Year Marketing Plan Mix .............................................................................................7
4.3 3-Year Marketing Plan Activity Schedule........................................................................9
5. PHASE FOUR.........................................................................................................................9
Resource allocation and monitoring............................................................................................9
5.1 3-year Budget projections.................................................................................................9
5.2 3-year cash-flow projections.............................................................................................9
5.3 Non-financial Resource Implications................................................................................9
5.4 Monitoring and Reviewing...............................................................................................9
6 Conclusions...............................................................................................................................9
7 Recommendations.....................................................................................................................9
REFERENCES..........................................................................................................................11
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1. INTRODUCTION
Marketing management is considered to be an important part for development of business in
more significant way along with establishing appropriate level of understanding with needs of
customers. Management helps in improving the product and services in more significant
manner as per needs of consumers and expansion of techniques which is helping to have
proper reach out to potential customers (Kotler & et.al., 2017). The vault game is considered
to be the journey into history which have the immersion of experiences along with emotions
of different lives which is been different from their own. There is discovering of unfamiliar
feelings along with uncanny characters who are like uses ans yet to be unlike. In this report
there will be development of clears marketing plan to have clears level of understanding with
strategic planning and marketing decisions making process to have adequate and systemic
expansionism of business along with achieve mission and vision.
2. PHASE ONE
Goal setting
2.1 Corporate Mission Statement
The Vault game mission statement is to have the creation of safe, regulates entertainment
which is responsible for creating level of positive impacts on the society to have the
immersion of experiences along with emotions of different lives.
2.2 New Target Market SMART Goals
To increase the profit of company by analysis the current trend of online gaming develop the
responsible gaining which have the immersion of experiences with emotions of different lives.
3. PHASE TWO
Situation review of current VAULT GAMES market
3.1 Description of the business
The vault game is considered to be the journey into history which have the immersion of
experiences along with emotions of different lives which is been different from their own.
The business is being developed with partnership with ARC center of excellence for history
of emotion, the company is trying to bring the ideas among audience with form of with the
game Lam & et.al., (2017). The game is currently residing at the alpha stage having core level
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of concepts and functionality in area place. But on other hand the game is not completed yet to
be more stating more level of reasonable to the public.
Emotion are considered to be product of history as it is been considered as natural in ones
cultural as the irresistible emotions. There is existence of different range of feelings which is
being experienced by human is loves across the centuries but have the different with each
other more erroneously Dietrich, Rundle-Thiele & Kubacki, (2017). A more of understanding,
it has been stated that as history create emotion and emotions makes history. More finally the
history of motions are forcing larger parts of projects in cases of humanities and medial
science in more to have adjustments in understanding of emotions in significant way.
The vault game is journey to history as the emergence level of experience and emotions in
abilities which saying to be different form their own. It is journey to the human conditions
into the pieces of metaphoric are being truly as richly human is an only way to survive-
provoking to consider not only past but also future.
3.2 Current target markets and marketing strategies
The current target segments for the development of vault gaming towards gaming community
which is considered to be very large and profitable. As per the report, it has been identified as
there are almost 202 million gamer which ave specification that 47% playing to earn. Gamer
are to be considered to have across a wide demographic ranges along with having own level of
preferences which have major level of analytical thinking.
So the currents target market will be gamer who are interested to play long with having deep
thinking and earn money.
The vault game is currently having the strategies of influencer marketing which is considered
to be very important for gaming companies in more significant level. This approach have
steamer and YouTube who are producing casually gaming contents Fox & Tang,(2017). This
helps the companies to have availability of effective market target as they are not worries to
have separate budget to have advertising investment.
3.3 SWOT analysis
Strength
The vault game is journey to history as the emergence level of experience and emotions in
abilities which saying to be different form their own. It is journey to the human conditions
into the pieces of metaphoric.
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The availability of online products which is considered to be best in quality as compress to
competitors. The company is having backwards compatibility and recent decline of profits is
resultant as the strength of company is a systematic way of development.
Weakness
The company have the weakness of its expensive hardware games which is having
consideration with direct level of composition with other competitors because of large bases of
customer.
The next is about having the establishments of industry regulations over ownership of large
amount of data which is generated by these industries.
Threat
The company have the segmented global fan base as it is turning out for the sponsors to have
specification over target market Zahari & Romli, (2019).As considered to be the beast of
computer graphics and design continuation in having the improvement, the gaming can major
level of chances to have losing of popularity at any time.
The company is also significant facing the issues of trust and hardware complication as the
consequence of continuous level of strategy change in more significant order.
Opportunities
The emergence level of experience and emotions in abilities journey to the human conditions
along pieces of metaphoric. This is stated to be effective level of company strength which can
be turned into opportunity by utilizing new market penetration along with development into
untouched market.
The company can also pay major focus on the professionalism as the majority is spending the
careers in front of computers for establishment of career.
By creating development pathways and structured programs in schools, participation will
continue to grow.
3.4 Competitive positioning analysis
Threat of New Entrants is higher in this industry as there is major consideration of low
barriers in internet business as making it more level of easy to enter into gaming market. There
is constant level of evaluation's ion market of gaming which is making large level of
customers in order to be keep entertaining with new level of offering.
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Bargaining Power of Buyers is more to have high as the presence of large level of
entertainment and gaming availability makes the customer or buyer to have major bargaining
power. The major point that the business don't have the requirement of expensive products
which is more level of critical towards intellectual capacity.
Threat of Substitutes is considerer to be between low to moderate as there is increased level
of optional among the leading level of entertainment challenges as the users across the nation.
With effective of rising popularity in ways of entertainment app, social networking are making
more level of impacts among discretionary spending of players in gaming platforms.
Bargaining Power of Suppliers is high as the social networking sites are holding the
maximum level of leverage as the key of significant level of positioning as the key objects as
the marketing, promotions. There is major level of discretion as er altering in significant
structure Perera, (2017) The vault games have the impact of social networking as out to have
rolling out advanced version in terms of its developers ad published to have mitigation to the
new platform at new level.
Competitors rivalry is considered to be high as the there is existence of intense coalitionist
to have competitiveness on basis of quality of gaining customer along with experiences and
brand recognition. The rapid level of increase over mobile landscape increases the difficulty
for game developers.
4. PHASE THREE
Strategy formulation and target market segmentation
4.1 Marketing Objectives for target market.
To increase the profit of vault by 10% in every successive years.
To identity the current trends of online gaming into market among customer.
To develop the responsible gaining which have the immersion of experiences with
emotions of different lives.
4.2 3-Year Marketing Plan Mix
Product- Emotion are considered to be product of history as it is been considered as natural in
ones cultural as the irresistible emotions. There is existence of different range of feelings
which is being experienced by human is loves across the centuries but have the different with
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each other more erroneously Blut, Teller & Floh, (2018). The product is being considered to
online game which is being offered by vault games to target market.
Price- the company having the development of neoprene quality of services as to gaining the
specific loyal level of customer of target segments of market. As this is considered to be for
company as there is high level of threat in consideration of availability of substitute along
competitive firm in market development in more effective way.
Place- In order to have placing the online games is more considered to be over internet as the
variability of gaining zone in more effective and efficient way to be developed. The place is
the online store where there can be excellent the level of purchasing of needs to have
requirement of gaming products of advisability of excellent quality development.
Promotion The promotional strategy which s been implemented by the vault games is about
development of promotional marketing through influencer. The strategies of influencer
marketing which is considered to be very important for gaming companies in more significant
level Rowley, (2017). Influences are king when it comes to marketing to millennial audiences
and getting your game in front of the right person can result in exposure to thousands, even
millions of potential customers.
People the company is mainly target the people who are actually the professional level of
gamer who are spending the hours in front of computers to have the development od
significance level of earning. These are considered to be the one who are considered customer
in developing the business at more significant level. The company can also pay major focus on
the professionalism as the majority is spending the careers in front of computers for
establishment of career.
Process is considered to availability which is making only the development of the business.
The company tends to have developmental of opportunity outside Australia The company
$12 for games up to 3kg
$14 for orders between 3kg and 5kg
$17for orders above 5kg and bulky items
The company have various variability of business discount and gift cards for customer in
more significance way to have level of development.
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Physical Evidence. There is availability of the physical store were there can be proepr level of
finding of the company along with product as the address of LG 123 Charlotte St in the heart
of the Brisbane CBD.
4.3 3-Year Marketing Plan Activity Schedule
task Name Duration Start Finish Predecessors
Goal setting 5 days Fri 1/17/20 Thu 1/23/20
Corporate Mission
Statement 2 days Fri 1/17/20 Mon 1/20/20
New Target Market
SMART Goals 3 days Tue 1/21/20 Thu 1/23/20 2
Situation review of
current VAULT
GAMES market
206 days Fri 1/24/20 Fri 11/6/20
Description of the
business 5 days Fri 1/24/20 Thu 1/30/20 2,3
Current target markets
and marketing strategies 10 days Fri 1/31/20 Thu 2/13/20 5,2,3
SWOT analysis 15 days Fri 2/14/20 Thu 3/5/20 6
Competitive positioning
analysis 15 days Fri 3/6/20 Thu 3/26/20 7,6
Strategy formulation
and target market
segmentation
161 days Fri 3/27/20 Fri 11/6/20
Marketing Objectives
for target market 20 days Fri 3/27/20 Thu 4/23/20 8
Year Marketing Plan
Mix 25 days Fri 4/24/20 Thu 5/28/20 10,2,3
Year Marketing Plan
Activity Schedule 30 days Fri 5/29/20 Thu 7/9/20 11,10
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Resource allocation
and monitoring 75 days Fri 7/10/20 Thu 10/22/20
3-year Budget
projections 30 days Fri 7/10/20 Thu 8/20/20 12
3-year cash-flow
projections 30 days Fri 8/21/20 Thu 10/1/20 14,10,2
Non-financial
Resource Implications 15 days Fri 10/2/20 Thu 10/22/20 15
Monitoring and
Reviewing 11 days Fri 10/23/20 Fri 11/6/20
monitoring and final
changes 10 days Fri 10/23/20 Thu 11/5/20 16
closure 1 day Fri 11/6/20 Fri 11/6/20 18
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5. PHASE FOUR
Resource allocation and monitoring
5.1 3-year Budget projections
Cash outflows
material 6000 3000 2000
advertsing expenses 4000 2000 3000
Other expenses 4000 2000 2000
Administration expenses 6000 3000 3000
Total cash outflows 20000 10000 10000
5.2 3-year cash-flow projections
Particulars 2021 2022 2023
Cash inflows
Opening cash inflow 10000 12000 14400
Sales revenue 20000 10400 10608
Other income 2000 2000 2000
Total cash inflows 32000 24400 23600
Cash outflows
material 6000 3000 2000
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Particulars 2021 2022 2023
advertsing expenses 4000 2000 3000
Other expenses 4000 2000 2000
Administration expenses 6000 3000 3000
Total cash outflows 20000 10000 10000
Cash deficit / surplus or closing cash
balance
12000 14400 13600
5.3 Non-financial Resource Implications
The non financial resources' simplification in the business have the clears level impacts ind
evaluating the business in more significant level for shaving efficient level of developmental o
more effective way Haider & et.al., (2019). The non financial assets to have the inclusion of
several types of assets and balances in company at more significant way.
The have the inclusion of the non financial assets which have the inclusions of building, lands,
a per the vesicles an equipment which been us dd in developing the business in significant
way. Non-financial assets also include R&D, technologies, patents and other intellectual
properties.
5.4 Monitoring and Reviewing
The monitoring and reviewing strategies are considered to be important parts for evaluation of
business which is undertaken as the process to tracking progress in more significant level so
that corrective steps can be taken against the desired level of outcomes. The company should
have the development of proper level feedback from it loyal and regular customer.
The monitoring method will have the inclusion of the project records, formal level o survey
along with having proper level of maintaining and evaluation methods and mapping Datta,
Ailawadi & Van Heerde, (2017). On the other hand the vault company will have the
evaluation fop review techniques which have the implication of benchmark along with key
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performance indication which will helps in evaluation position of company as per the
projected level of balanced and cash inflows.
6 Conclusions
From the above report can be sated that the vault game is considered to be the journey into
history which have the immersion of experiences along with emotions of different lives which
is been different from their own. But on other hand the game is not completed yet to be more
stating more level of reasonable to the public. The strategies of influencer marketing which is
considered to be very important for gaming companies in more significant level. These are
considered to be the one who are considered customer in developing the business at more
significant level. The company have the segmented global fan base as it is turning out for the
sponsors to have specification over target market. By creating development pathways and
structured programs in schools, participation will continue to grow.
7 Recommendations
The company should pay significant level of measurement in way to adaptation various ways
of social advertising to have the development of products in more significant way.
The company should have better level of return and feedback policy development which will
tune out to be more effective in targeting the market in perfect manner.
The vault gaming should have along target towards the new customer rather than proceeding
opportunity only to loyal customers.
Vault customer should be made the more level of availability in physical so that more to more
customer can have the interaction with their excursive in more significant way.
The company can also pay major focus on the professionalism as the majority is spending the
careers in front of computers for establishment of career.
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REFERENCES
Books and journals
Datta, H., Ailawadi, K.L. & Van Heerde, H.J., (2017) How well does consumer-based brand
equity align with sales-based brand equity & marketing-mix response?. Journal of
Marketing.81(3). pp.1-20.
Haider, A.A. & et.al., (2019). Marketing Management.
Rowley, J.E., (2017). Information marketing. Routledge.
Blut, M., Teller, C. & Floh, A., (2018). Testing retail marketing-mix effects on patronage: a
meta-analysis. Journal of Retailing.94(2). pp.113-135.
Perera, R., (2017) The PESTLE analysis. Nerdynaut.
Zahari, A.R. & Romli, F.I., (2019) Analysis of suborbital flight operation using
PESTLE. Journal of Atmospheric & Solar-Terrestrial Physics.192.p.104901.
Dietrich, T., Rundle-Thiele, S. & Kubacki, K., 2017. Segmentation in social marketing.
Springer Singapore:.
Kotler, P. & et.al., (2017). Marketing for hospitality & tourism.
Lam, S. & et.al., (2017)Mobile device interface for online games. U.S. Patent 9,636,584.
Fox, J. & Tang, W.Y., (2017). Women’s experiences with general & sexual harassment in
online video games: Rumination, organizational responsiveness, withdrawal, & coping
strategies. New Media & Society.19(8). pp.1290-1307.
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