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Belch: Advertising and<br />

Promotion, Sixth Edition<br />

IV. Objectives and<br />

Budgeting for Integrated<br />

Marketing<br />

Communications Programs<br />

IMC INTERNATIONAL PERSPECTIVE 7-1<br />

7. Establishing Objectives<br />

and Budgeting for the<br />

Promotional Program<br />

Video Games Attempt to Go Mainstream<br />

in the United States and Europe<br />

In a market where many advertisers are slashing their<br />

budgets,the video game industry is taking just the opposite<br />

approach. The industry has unleashed a billion-dollar<br />

bombardment of IMC communications designed to<br />

make Mario the plumber and Munch the Gabit household<br />

names as common as Harry Potter or Britney Spears.<br />

The objective of the marketing blitz is to transform<br />

the video game from a niche market to as common an<br />

activity as watching television or going to the movies.<br />

Sony (PlayStation2), Nintendo (GameCube), and<br />

Microsoft (Xbox) have all recently redesigned their<br />

video games in an attempt to penetrate as many living<br />

rooms as possible while ushering in the next generation<br />

of digital entertainment.<br />

While the immediate objective is to sell units, the<br />

industry’s long-term goal is to change the image of the<br />

products from a teenage game to family entertainment.<br />

The products have become much more sophisticated<br />

and have the added capabilities of playing DVD movies<br />

and CDs and connecting to the Internet. And, while<br />

growing the market is one goal, Sony and Nintendo are<br />

also attempting to protect their market shares in the<br />

$20 billion market from newcomer Microsoft.<br />

The IMC programs will be as innovative as the products<br />

themselves. Traditional advertising media will play<br />

a minimal role, while ad messages on soda bottles, in<br />

have as their marketing objectives expanding distribution and sales of their product in<br />

certain market areas. Companies often have secondary marketing objectives that are<br />

related to actions they must take to solve specific problems and thus achieve their primary<br />

objectives. IMC International Perspective 7-1 provides an example of how companies<br />

invest to pursue multiple objectives.<br />

Once the marketing communications manager has reviewed the marketing plan, he<br />

or she should understand where the company hopes to go with its marketing program,<br />

© The McGraw−Hill<br />

Companies, 2003<br />

fast-food restaurants, and on college campuses will be<br />

commonplace. High-tech trucks and vans equipped with<br />

games will tour the United States to allow trial. Nintendo<br />

will host Gamecube parties throughout the country,<br />

while Sony will employ Britney Spears and Snoop<br />

Dog at its events. Not to be outdone, Microsoft is taking<br />

its rigs on the road to 40 cities to throw “Xbox<br />

Bashes.” In all, the companies will use multiple print<br />

ads, street marketing teams, college marketing teams,<br />

events, sponsorships, TV ads, and the Internet.<br />

The budgets are outrageous as well! Consider that<br />

Microsoft ($500 million worldwide) and Nintendo and<br />

Sony ($250 million each in North America, and Nintendo<br />

at total of $475 million worldwide) will spend<br />

five times as much in 2002 as Coke did in 2001 to<br />

advertise Coke and Diet Coke. Sega spent over $10 million<br />

in the first quarter alone!<br />

Meanwhile, the blitz is hitting Europe as well. The<br />

first advertising by Microsoft broke during the<br />

Olympic Games, followed by a larger TV campaign with<br />

the product launch date in March. A direct-marketing<br />

campaign followed, using a database supported by the<br />

playmore.com website (fondly referred to as the company’s<br />

“brand experience” website) as well as 7,000<br />

prelaunch demo units in department stores. Additional<br />

brand advertising will also follow the introduction of<br />

individual game releases.<br />

The battle for brand share will be intense—maybe<br />

more intense than the games themselves. For example,<br />

Microsoft has already dubbed its positioning as “positive<br />

and inclusive,” as opposed to what it calls PlayStation2’s<br />

“dark and exclusive” strategy. Then again,<br />

maybe PlayStation knows something. As noted by one<br />

industry observer, “The industry has more casualties<br />

than successes.”<br />

Sources: Ravi Chandiramani, “Microsoft Xbox Adopts ‘Positive’<br />

Brand Positioning,” Marketing, Jan. 24, 2002, p. 1; Kenneth Hein,<br />

“Videogame Manufacturers See 0 Ceiling on Selling Season,”<br />

Brandweek, Mar. 18, 2002, p. 13; Alex Pham and Greg Johnson, “Console<br />

Industry Taking the Game to a Different Level—Mainstream,”<br />

Los Angeles Times, Sept. 10, 2001, p. C1.<br />

197

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