Jessica Bzoch James Dunker Marc Espeso Nina Hood Mike Sawicki Alison Yorinks.

Slides:



Advertisements
Similar presentations
Sports Distribution 2.2 Event & Media Distribution.
Advertisements

10 C H A P T E R © 2001 The McGraw-Hill Companies, Inc. All Rights Reserved1 Streaming Media and Synchronized Multimedia One of the ways the Internet is.
Targeting Generation Y And the Winthrop Student Dr. Cara Peters.
College Football Playoff on ESPN Radio: A New College Football Partnership.
21-1 Chapter 21 The Role of Technology in Sports Marketing McGraw-Hill/Irwin©2007 The McGraw-Hill Companies, All Rights Reserved.
BA 4700 MARKETING MANAGEMENT L.P.CHEW. Industry Background Rapidly Growing, Highly Profitable More than 200 types of energy drinks available in U.S. $3.
PAYAP International College T- Shirts Nan Mya Oo
College Sports College sports have changed much over time Equipment and rules have certainly changed, but college sports have also grown to impact other.
STC National Marketing Opportunities Harnessing the power of the network for media and sponsors! Presented by: Next Wave Productions, LLC, Beverly Hills,
305HipHop.com TIP: Hit F11 to go full screen!. The size of the South Florida’s Hip Hop Community market and why they are important. – United States census.
Franchise Project Chris Weigl Garret Young.  Oklahoma City, OK  Pop. 579,999  29 th Largest City in the U.S  History of Professional Sports Teams.
Driving Your Brand Objectives Paul Richards Racing.
College & Amateur Sports.  National Collegiate Athletic Association  The governing body of most college athletics  Creates and enforces guidelines.
Mecca Cosmetica prides itself on “helping you look and feel your best”. With 25 stores across Australia and New Zealand their retail proposition focuses.
Economic Impact of Sports Marketing
Overview The Video Game Industry Competitive Landscape
Starting a US Youth Soccer TOPSoccer Program. Establish a start-up group Don’t need to do it alone, there’s probably someone else interested.
Entertainment Distribution ENTERTAINMENT Written by: M. Reed Georgia CTAE Resource Network 2010.
Standard Two: The FAN The FAN Standard Two Lesson 2.1.
Business proposal. Community today XboxRussia community ( is the meeting place for people who adore playing videogames on Xbox consoles.
ADVERTISING A. Yereshchenko Form 11 A Teacher: E. B. Kosheleva.
#ChargeOn ASHLEIGH BECKER CHELSEA KIRBY CHRISTIAN PEREZ JENNIFER WINSTON Group Project Presentation, Spring, 2014 for Dr. Desiraju’s MAR3613 class.
Chapter 2 College and Amateur Sports. Lesson 2.1 Marketing College Athletics.
 What is Marketing? –  The process of developing, promoting, and distributing products and services to satisfy customers’ needs and wants.
My favorite player!! By: Vincent 6-b. His childhood During the age of 3, he lived in a broken down shack in the middle of the Philippines.He was one of.
Advertiser Information. The Skybox Experience More fans attend high school basketball and football events than the same sports at the college and professional.
The FAN Standard Two Lesson 2.1. Standard Two Students will assess the fan’s role in sports marketing as a spectator and consumer.
The magazine market is very crowded with lots of magazines each having their own genre to aim at a very niche audience. It is difficult to produce a magazine.
Sponsorships VBS Lesson 7. SPORTS MARKETING Learning Targets I understand how to negotiate a sponsorship deal. I understand the perceived value of various.
FIFA’08 Initiative for Electronic Arts. 2 Brief Product: FIFA’08 – soccer computer game Target audience: people who like soccer Goal: To expand audience.
Chapter 15 Electronic Media.
Entertainment Distribution ENTERTAINMENT. DISTRIBUTION ENTERTAINMENT Movies are over 100 years old Television is over 60 years old Public use of the internet.
VIDEO GAMING HISTORY OF GAMING The history of video games goes as far back as the early 1950s.
Super Bowl History. Super bowl is the largest day for U.S. consumption, after______________________ Thanksgiving.
MEDIA PLANNING VBS – Lesson 4 “NOTES”. Learning Target: I can create a media plan by analyzing market research. VBS – Awareness of 74% or above with weekly.
Using Sports To Market Products.  Wheaties  1936 athletes became a permanent fixture  Lou Gehrig  Considered a great honor  Some athletes have it.
Hello! Chapter 4 Marketing Products and Services Through Sports Wheaties Project.
Television in the 50’s By: Cortney Dlubak News Broadcasting Commercials Candidates Sports.
Sports Distribution Event & Media Distribution Standard 2.2.
Public Relations and the Net Moving into the World of Cyberspace.
A Presentation of: Donald I. Price and Kabir C. Sen’s Economic Analysis: The Demand for Game Day Attendance in College Football: An Analysis of the 1997.
1.01Intro. to Sports and Entertainment Marketing.
ESPN Sports Radio 1080 The FAN Hunt for the Host 2.
Spring 2008 Marzieh Chapardar Nahid Karimaghalou Broadcast.com.
Where can you find 55,000+ affluent and connected participants in San Diego? How can you interact with these individuals on a daily basis at home, at.
Promotion How will customers be made aware that the product or service is available? Which of the following promotional activities will be best: –Advertising?
TICKET PRICING Ticket Prices: Pool Stages - £10 for Adults, Juniors £5 Semi-finals - £15 for Adults, Juniors £5 Finals - £25 & £20 for Adults, Juniors.
PR CAMPAIGN PROPOSAL Prepared for: Bet365 and ICS.
Sports Marketing Chapter 1.2.  Different sports compete for fan loyalty and revenue. College, professional, and amateur sports all want apiece of the.
By Kamron Murray-Henderson. I am here to introduce this production of this presentation. This presentation will be about advertisement, and about what.
USING SPORTS TO MARKET PRODUCTS 4.1. A wide range of demographic groups enjoy sports. The young market flocks to the X Games. Baby boomers with hearty.
By : Paige Gambell.  I chose the Iowa Hawkeyes is because they are my favorite football team. I also chose them because I wanted to learn more about.
College & Amateur Sports.  National Collegiate Athletic Association  The governing body of most college athletics  Creates and enforces guidelines.
March Madness By the Numbers…. $7.5 billion Kantar Media estimates that the men’s basketball tournament has generated $7.5 billion of national TV ad expenditures.
Is there one group that still needs to present? Chapter 4 Marketing Products and Services Through Sports.
We thank the Office of Research and Sponsored Programs for supporting this research, and Learning & Technology Services for printing this poster. Introduction.
Standard Two  Students will assess the fan’s role in sports marketing as a spectator and consumer. 1.
EVENT DISTRIBUTION Sports Entertainment and Recreation Marketing.
Chapter 15 Electronic Media. Objectives To gain an overview of current electronic media To become familiar with the technological basics and terminology.
Chapter 2 College and Amateur Sports. Lesson 2.1 Marketing College Athletics.
The FAN Standard Two Lesson 2.1.
Sport & The Media.
The FAN Strand 5 Standard 1 and 2.
2.2 Event & Media Distribution
The FAN.
Broadcast Rights and Revenue
2.2 Event & Media Distribution
The FAN Standard Two Lesson 2.1.
The FAN Standard Two Lesson 2.1.
2.2 Event & Media Distribution
Presentation transcript:

Jessica Bzoch James Dunker Marc Espeso Nina Hood Mike Sawicki Alison Yorinks

Electronic Arts, Inc. Bus Tour and NCAA Football

 A major American developer, marketer, publisher, and distributor of video games. Founded and incorporated in 1982 by Trip Hawkins  Originally, EA was a home computing game publisher. In the late 1980s, the company began developing games in-house and supported consoles by the early 1990s. EA later grew via acquisition of several successful developers. By the early 2000s, EA had become one of the world's largest third-party publishers.  On May 4, 2011, EA reported $3.8 billion in revenues for the fiscal year ending March 2011, and on January 13, 2012, EA announced that it had exceeded $1 billion in digital revenue during the previous calendar year.

Competitive landscape is non-existent, no other college football game. 1.Action 2.Shooter 3.Sports

Target Audience From EA report: Males between the ages of 18 and 24 Approximately 15 million people

Watch Comedy Central, ESPN ESPN: 94% men between Tosh.O: #1 for 18-34

Top 3: Hits & Hip Hop Hits slightly more female Hits again Modern Rock at 4 th

For video games, big on Word of Mouth, Social Media, and other Internet sources.

 Do you play video games? If yes, which ones; if no, why not?  What is you favorite thing about tailgating?  What is your least favorite thing about tailgating?  What are your feelings about college sports?  Where do you normally go to watch college sports?

 We interviewed 15 college males ages 19-25, who attend the University of Central Florida. This is the core of our demographic we hope to reach out to.  86 % of the males we interviewed do play video games, out of that 77 % of them enjoy playing combat type games and 69 percent enjoy sporting type games  93 % of the males intervened agreed that the thing that like mot about tailgating is the social aspect of the event that build into the actual game. ▪ 1 participant admitted that he does not like to tailgate.  60 % of males interviewed admitted to liking college sports, the latter preferred professional but still admitted to watch college sports.  Majority of the males interviewed will watch the sports programming at home but enjoy when they go out to either a bar or tailgating to watch with friends.

 A college football video game by EA Sports and developed by EA Tiburon.  A new momentum-based tackling system has been introduced, including double-hit tackles, and an overall increase in the number of tackle animations.  A coach mode has also been added, where players can call plays, and make pre-play adjustments as well as watch them unfold, through a broadcast- style camera. Field grass is now rendered in 3D for instant replays.

 Main selling point: live your NCAA football fantasy.  Create your own player, for your own team, to live out the pageantry of the college football season.

 Updated Graphics  Dynasty Mode  Cooperative and competitive multiplayer  Official mascots, bands, and fields

 Increase awareness of the game by 30% by launch  Increase pre-orders compared to last year

 Bus Campaign  Lots of involvement  Tons of attention  Has a WOW Factor  New Idea Entirely  Visit Campuses During Football Season  14 Regular Season + 4 Bowl  Neutral Site Games  SWAG  Shirts  Water (and Red Bull)  Advertising  Games (also, Girls)  Not a tour; An Experience

Bus Length: about 25 feet

 Bus is over 45’ Long  6 Fridges of Red Bull  6 of Smart Water  14+ Tour Stops  Country Wide  Coming To A Game Near You!

21,713 miles covered over the entire duration of the bus campaign

 Event will be held near the IOA plaza  Footprint fees will be $25,000 Bright House Stadium home of the UCF Golden Knights University of Central Florida

Custom NCAA wristbands EA Vinyl Decals & Stickers EA Shirts

 Game plays during the tailgating events  Fourteen schools will be a part of the event where 64 random contestants per school will face off in the games  All 64 winners will receive a free EA t-shirt for competing  Top 2 winners per school will be invited to the national championship games in Miami  There will be only one winner of all the games who receives a $10,000 scholarship from the campaign and bragging rights until the next year’s bus tour!

 Provide information on game & bus tour  Network/connect with consumers- personal  Icons placed on flyers, posters, banners  Statistics (info.) about target market Football-13-Bus-Tour/

 And here’s Mike with his one of a kind Radio Stylings.  Will be broadcast on top three stations in each city  Top 40’s, Hip-Hop, Rock  Cost is ≈$1000 each  8x daily for 2 weeks

Prevost H3-45 VIPNew 45' fully customized tour bus $ 1,000, $ 200, Apex 5040 Elite55' Stage Trailer w/ Game Stations $ 600, $ 120, Semi-TruckPenske tandem-axel Sleeper Truck $ 120, $ 24, Body WrapsFull body wraps for truck, trailer, bus $ 60, Game Stations*Game Station set-up x 25(see below) $ 43, $ 45, Samsung 37" 1080P TVs $ 14, $ - Sony PS3 $ 6, $ - Microsoft Xbox 360 $ 6, $ - BoomChair Sky Lounger $ 6, $ - Cables & Surge Bars $ 2, $ - Aluminum Stand $ 7, $ - Tangibles Sub-total $ 449,000.00

Bus CrewCampaign Manager $ 40, Equipment Officer $ 20, Logistics Officer $ 20, Assistants x 6 $ 60, Campus Rep x 15 $ 30, Drivers x 2 $ 30, ExpensesGas & Tolls for Bus/Trailer $ 28, Conference Crew x 18 $ 32, $ 54, Expense Account $ 30, $ 50, Set-up Cost $ 810, $ 800, InsuranceBus, Truck, Trailer Insurance $ 250, Event Insurance $ 250, General Insurance $ 250, Intangibles Sub-total $ 1,882,000.00

Marketing MaterialsT-Shirts $ 360, $ 400, Armbands $ 45, Decals $ 8, $ 10, Red Bull* $ 67, $ 70, Smart Water* $ 67, $ 70, IMG†School Sponsorship $ 720, $ 800, Posters & Flyers $ 11, $ 12, Radio Slots $ 306, $ 194, Marketing Sub-total $ 1,395,000.00