SSMBA PROGRAM
MARKETING MANAGEMENT
Professor Ted Wallin
MARKETING PLAN
(OCULUS RIFT)
Bielma, Ricardo
Khanh Huong, Pham
Richards, Jason
Shatayeva, Jamilya
[MARKETING PLAN] 2
MARKETING PLAN: OCULUS RIFT
TABLE OF CONTENTS
I.
COMPANY OVERVIEW ............................................................................................................. 3
II.
BUSINESS MISSION .................................................................................................................. 3
III. SITUATION ANALYSIS (SWOT ANALYSIS)......................................................................... 4
IV. OBJECTIVES
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Dev kit preorders were made available for $300 on the website starting on 26
September, 2012. These kits sold at a rate of 4-5 minute for the first day, before slowing down throughout the next week. As of October 14, 2013, Oculus is still accepting dev kit preorders on its website.
II. BUSINESS MISSION:
Oculus VR is a company that is working to develop a virtual reality for video gaming. Our goal is to make VR gaming a reality that feels authentic, comfortable, and affordable to the masses.
The company hopes to bring the product to market in 2014 and when people discover gaming in an immersed environment, the gaming world will be forever changed. As the founder of Oculus Rift stated, the ultimate mission for Oculus
Rift is:
“To put players inside the game”
Palmer Luckey, founder of Oculus VR and inventor of the Oculus Rift [2]
[MARKETING PLAN] 4
III. SITUATION ANALYSIS (SWOT ANALYSIS):
The strengths, weaknesses, opportunities and threats for the product are summarized in the following table:
Strengths
Unique product
Cooperation with Valve and
Epic Games
Affordable price
Hype in the media around the product Support all devices, 1 headset for all devices
Big and enthusiastic developers community
Independent company
Weaknesses
Many major game releases do not support it now
A lot of people convinced they don’t need virtual reality
In the push of new technology
old
Virtual reality systems are used for simulating different real life situations on the computer which looks approximately same as the real world. In these tools, user need to wear some special cloths which has sensors attached, these sensors observe and record all the activities and responses of the user. These tools are very useful in training of many technologies like in pilot training of Boeing dreamliner, or some new technology etc.
Marketing is essential for every business, be it a small household business or a large multinational group. All businesses depend on marketing in one way or the other. Setting of goals according to entrepreneur’s visions marks the starting o f the plan. It is better to do proper research and documentation before launching a product in the market or else the results will not be according to one’s thinking. Raymond Morose is the owner of Pet Palace and has been running this business for the last 44 years (Manta, 2010). Raymond Morose is running the business with a small staff but is very clear about his goals, as he has set his goals according to SMART approach. SMART stands for specific, measurable, achievable, relevant, and time-based and
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
There are two (2) very different target markets and sales forces discussed in the videos. Identify some of the key differences between the organizations’ sales forces and target markets. Explain the value of developing a sales force based on the target market. Use examples from each video to support your response.
Virtual reality(VR) is a relatively new frontier in the technology industry. So new in fact, that, at its current stage, what it is and its potentials are unfamiliar to the general public. VR originally started gaining momentum as a new platform to game on, but its potential must be analyzed broadly in more than just one vocation. Because of the immersion VR provides, it has an immense capacity to benefit the educational field. Everyone is unique in the way they learn best; some people learn best by reading, some people learn audibly better, and, some people learn visually.
Virtual reality continues to expand in numerous forms, from games to interactive art to full length feature films, and it shows no signs of slowing down. In March of this year, Hulu announced that it has developed a virtual realty app that is set to stream 25 pieces of VR content, converting many 2D shows into 3 dimensions, and some with 360 degree views. Although the Hulu VR app is only exclusive to Samsumg’s Gear VR headset, they recently expanded to include the Oculus Rift, which may cause a slight ruffle in the audience it reaches. Teaming up with Huffington Post’s RYOT Studio, Hulu is set to produce 2 new shows,
Imagine a world, that is anything and everything. Race a dream car. Meet a superstar. Go to Paris, New York, London, or even see the Great Pyramids. A virtual reality - an idea that is coming to life, an idea that will change the world, whether it be good or bad. Ernest Cline, the author of Ready Player One, warned us that virtual reality is going to change the world. Ready Player One is a story about a teen named Wade, in a world where video games are everything. A virtual reality world called the OASIS changed the world into a place where people are antisocial and don’t care about the world anymore. Change with VR can already be seen with the invention of the TV, the phone, the iPhone, and numerous other inventions, It’s already happening - the world is blowing up over Vive, Oculus, Hololens, and more, and VR is going to make things happen: such as solving problems. Is change happening? Are problems going to be solved? Yes, we can already see change.
Microsoft is trying to establish the Xbox One as the video game console leader in the Video Game Industry. The Xbox One is a third generation video game console for Microsoft. The video game industry continues to have steady growth. However,
Once the technology had been developed to a point where it could actually be utilized, VR was often seen as more of a tool than a new method of entertainment. The technology was fine-tuned and then used in flight simulators during the 70s to train pilots before they got into a real plane. The technology then made its way to the entertainment industry during the video-game boom of the 80s. Since its inception, Virtual Reality technology has found a wide range of uses in very unpredictable ways. The military, the space program, medical students and even driving schools use virtual training environments that take place in a version of Virtual Reality.
Microsoft Xbox is providing elite gaming systems as well as games and accessories to hard-core gamers.
Start date of January 30th, 2012. The first 45 units would be ready May 23rd, 2013 with the
“I pledge my honor that I have not violated the Chicago GSB Honor Code during the Preparation of this assignment.”
VR systems support 3-dimensional graphics, wide angle of view, stereovision, and viewer-centered perspective. In many VR systems the participant is not seated and is free to walk about and gesture broadly. These features make a computer system which is closer to a workshop, an operating room, or a national park than it is to a desk in an office. This perspective allows freedom in the creation of human-computer interfaces that is not afforded by the current standard interfaces [4].
They provide a wide range of exquisite tea and all day dining TWG Tea experience to their consumers. The luxury tea and European concept are catered to all professionals around the world. TWG Tea has retail outlets and tea boutiques spanning from Asia-Pacific to the Middle East, mainly in countries such as Singapore, Japan, Hong Kong, Malaysia, Thailand, United Arab Emirates, United Kingdom, and the United States of America. TWG Tea’s sheer passion for tea has earned them an international recognition through their exclusive blends, tea patisseries and other tea infused specialties. They offer more than 800 different single estate fine harvest teas in every season and continue to surprise us with new varieties and creations of tea in collaboration with some of the world’s most renowned estates.
Seeing is believing, these words are the best combination to understand the meaning of Virtual Reality (VR). VR is one of the best asset and aspect of our future. No other technology has seen such a revolution like VR has. It is practically in use in almost every field such as entertainment, gaming, defense, robotics, medical, healthcare, military, education, fashion, heritage, business, engineering and many more fields. VR sometimes called Virtual Environment has drawn much attention in the last two decade. Extensive media coverage causes the much more rapid increase in the interest of the masses. Very few people, however, really know what VR is and what are its open problems are. In this report a historical overview of virtual reality is presented, basic terminology as an introduction are listed, followed by applications of this technology in science, work, and entertainment areas. Its present developments are thoroughly discussed in this report. Finally, the future of VR is considered in two aspects: technological and social. New research directions, technological frontiers and potential applications are pointed out. The possible positive and negative influence of VR on life of average people is speculated.