Difference between revisions of "Branding and marketing"

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(Created page with "This is traditional marketing. Target a message to a specific segment of customers persuading them that your product is right for them. ==Key Elements== ==Context== ==Examp...")
 
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==Examples==
 
==Examples==
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Traditional marketing goes here. Blatant examples include:
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Blackberry’s “It’s not a toy. 2” ads that rendered iPhones as toys, and attempted to bind BB users to BB user professional status.
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Telecoms launching brands aimed at specific user groups (NJU mobile 1 as a brand targeting teenagers, but being in fact a subsidiary of Orange 2).
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Note: This gameplay requires the brand and messaging focused on a very specific group of customers and aimed at winning them.<ref>https://community.wardleymaps.com/t/gameplay-influencing-your-customers/378</ref>
  
 
==Counter Plays==
 
==Counter Plays==
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==See Also==
 
==See Also==
 
[[Gameplay Patterns]]
 
[[Gameplay Patterns]]
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https://community.wardleymaps.com/t/gameplay-influencing-your-customers/378
  
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]
 
[[Category:User Perception]]
 
[[Category:User Perception]]

Latest revision as of 17:31, 1 March 2024

This is traditional marketing. Target a message to a specific segment of customers persuading them that your product is right for them.

Key Elements

Context

Examples

Traditional marketing goes here. Blatant examples include:

Blackberry’s “It’s not a toy. 2” ads that rendered iPhones as toys, and attempted to bind BB users to BB user professional status. Telecoms launching brands aimed at specific user groups (NJU mobile 1 as a brand targeting teenagers, but being in fact a subsidiary of Orange 2). Note: This gameplay requires the brand and messaging focused on a very specific group of customers and aimed at winning them.[1]

Counter Plays

See Also

Gameplay Patterns

https://community.wardleymaps.com/t/gameplay-influencing-your-customers/378