Outdoor Brand Communication "Encounter" Online Games Collide With Sparks
< p > (1) the audience of outdoor and online games is large. < /p >
< p > is conducive to the development of potential consumer groups and brand communication < /p >
< p > according to a network survey data, there are a large number of online game players in the economically developed coastal provinces, and the data of people who are interested in the online games show that users under 30 years old account for 97.4% of online gaming groups. Among them, the user aged 20 years old has the largest proportion of -29, and the proportion exceeds 50%, reaching 55.1%. As we all know, a large part of the audience of outdoor brands is the urban population over 25 years old, and the audience positioning is also gradually expanding the age group to cultivate potential customers. This audience positioning and online game audience can be largely integrated together, if outdoor can be combined with online games promotion, perhaps can play a fast publicity effect. < /p >
Besides P, the audience in these economically developed areas is highly capable of consuming and accepting new things, and can also promote sales of products to a certain extent. Enterprises can also take advantage of the high viscosity and interaction of online games to transform virtual culture into true corporate brand communication, so as to enhance product visibility, pass product information, and turn game players into loyal corporate brand consumers, followers and disseminators. < /p >
< p > (two) several suggestions on cooperation between outdoor and online games < /p >
< p > since outdoor and online games have some combination, if they cooperate, what ways should they start and how to cooperate? Draw some suggestions or thinking directions. < /p >
< p > 1, game equipment < /p >
< p > definition: equipment refers to some equipment equipped, which is extended to non expendable props in games. Such as < a target= "_blank" href= "http://www.91se91.com/" > clothing < /a > belts, jewelry and weapons. After playing the game to a certain extent, we must have the support of equipment when we want to upgrade, and there is no doubt that good equipment is capable of upgrading. In order to upgrade, fans of online games have never been stingy enough to spend money on equipment. < /p >
< p > meeting point: and outdoor equipment category in the < a target= "_blank" href= "http://www.91se91.com/" > clothing < /a > in the world, but the top one, assault clothing, mountaineering a target= "_blank" href= "_blank" > shoes >, tents, backpacks, sleeping bags...... Complex variety selection can absolutely meet the needs of online game equipment. As for how to make use of its function or function, it is necessary for game developers to give full play to their creativity. < /p >
< p > 2, game peripherals < /p >
< p > definition: Game periphery refers to mining potential resources around games by means of games. It includes toys, food, accessories and so on. These different forms of products form a huge industrial chain around games. Several large online game operators in China have noticed the surrounding market of the game, and the neighboring shopping mall launched by Tencent, Dungeon Fighter Online, has become the leading representative of the surrounding culture in China. But from the point of view of the channel, the online distribution structure is limited to the offline distribution channel. The sales of games are mostly dependent on traditional sales channels. Thin product lines and weak sales channels have greatly restricted the development of games. < /p >
< p > the conjunction point: for the traditional outdoor enterprises, they have the advantage of traditional sales channels, while the online channels are scarce. If the two cooperate with each other, the outdoor enterprises that do not have their own online shopping mall can take advantage of this opportunity to join the relevant network mall and develop their own e-commerce so as to achieve win-win results. Is it not a broad road for the current competition of online channels? < /p >
< p > 3, game draw < /p >.
< p > definition: raffle, in real life, is a means for merchants to solicit customers, with lottery to give buyers prizes to achieve publicity purposes. In online games, you can try to let players play sweepstakes. < /p >
< p > conjunction point: if during the activity period, the player completes the specified task of the mission system within the specified time of the day, it can get a qualification to draw the gift package and reward the outdoor package such as XX card. This prize can be a backpack in game equipment, or a physical object. It can promote brand publicity through activities and expand the influence of brands on users. This activity can often achieve unexpected results. Who does not like the good things in the sky? Especially when it is passed on by mouth, the lethality is even more extraordinary. < /p >
< p > 4, self created game < /p >
< p >, that is, cooperation between enterprises and online game companies, and independently create an online game based on outdoor brand story or brand image, and carry out brand promotion and dissemination. Its purpose is clear and the effect is obvious. But enterprises have to consider its capital investment, the cost will be quite high. Secondly, we should also consider that this game can achieve this effect. If it is just a simple brand communication, it may be a little more than gain. < /p >
< p > 5, the title of the game. < /p >
P > definition: Kona Siyoshiya is the name of the sponsorship company in front of the name or activity of the online game. < /p >
< p > the conjunction point: Lining, the leader of Chinese sports brand, set foot in the Internet game marketing very early. It has joined hands with the Fantasy Westward tour to take an implantable marketing strategy, such as the "Lining Cup" tug of war in the Fantasy Westward Journey, and the name "Lining's speed". Compared with the pure offline promotional discount activities, this kind of "moistening things silently" can greatly improve the effectiveness of advertising information and brand impression. < /p >
< p > of course, there are more than several forms of cooperation between online games and outdoor activities. There are more ways and means to wait for us to dig. The author believes that outdoor enterprises can refer to the successful cases of sporting goods enterprises in online games cooperation, and I believe they can get many inspiring ideas from them. < /p >
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