Difference between pages "Template:Book" and "Branding and marketing"

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From chapter {{{1}}} in the [[Wardley Mapping|book]]:
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This is traditional marketing. Target a message to a specific segment of customers persuading them that your product is right for them.
[[Category:Chapter {{{1}}}|{{PAGENAME}}]]
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<noinclude>
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==Key Elements==
[[Category:Shortcuts|{{PAGENAME}}]]
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[[Category:Wardley Book|{{PAGENAME}}]]
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==Context==
</noinclude>
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==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.
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(need reference to Kristoff comments on LEF page)
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==Counter Plays==
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==See Also==
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[[Gameplay Patterns]]
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https://community.wardleymaps.com/t/gameplay-influencing-your-customers/378
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[[Category:Gameplay]]
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[[Category:User Perception]]

Revision as of 17:25, 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.

(need reference to Kristoff comments on LEF page)

Counter Plays

See Also

Gameplay Patterns

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