Difference between revisions of "Branding and marketing"

From WardleyPedia
Jump to: navigation, search
(Examples)
(Examples)
 
Line 11: Line 11:
 
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.
 
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).
 
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.
+
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>
 
 
(need reference to Kristoff comments on LEF page)
 
  
 
==Counter Plays==
 
==Counter Plays==

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