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首页> 外文期刊>Journal of Global Economics >McDonald's Japan: AR and IoT Marketing Strategy with Pokemon GO
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McDonald's Japan: AR and IoT Marketing Strategy with Pokemon GO

机译:麦当劳日本:Pokemon GO的AR和物联网营销策略

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This business case introduces the marketing campaign launched by McDonald’s Japan in July 2016, using the new smartphone version of the popular game Pokémon GO, whose extraordinary success attracted the attention of social platforms, businesses, and academic audiences. The alliance between McDonald’s Japan and Niantic-Pokémon is a good example of the social impact of modern games based on geolocation and augmented reality, and how this can embody new business models and marketing strategies. For McDonald’s Japan, this alliance attracted a large number of new consumers to its restaurants at a trivial cost. The results for the company were immediate and significant, driven by the community of 3.4 million game subscribers in Japan: it received 1.5 to 2 million daily visits across its 3,000 locations, had an estimated sales increase of 22%, and earned an increase in market capitalization of 9.8%. This marketing strategy connected the underlying culture of the former players of the first Pokémon GO for Nintendo DS with the values of the McDonald’s brand, attracting to the restaurants a new segment of customers aged from their mid-30s to their 40s as well as their children.
机译:该商业案例介绍了由麦当劳日本公司于2016年7月发起的营销活动,其中使用了流行游戏《神奇宝贝GO》的新智能手机版本,该游戏的非凡成功吸引了社交平台,企业和学术界的关注。麦当劳日本和Niantic-Pokémon之间的联盟是基于地理位置和增强现实的现代游戏对社会的影响的一个很好的例子,它如何体现新的商业模式和营销策略。对于麦当劳的日本而言,这一联盟以微不足道的成本吸引了众多新顾客光顾其餐厅。在日本拥有340万游戏订户的社区的推动下,该公司的结果是即时而显着的:它在3,000个地点每天接待了1.5到200万访问量,估计销售额增长了22%,并赢得了市场的增长股本为9.8%。这种营销策略将任天堂DS的第一只神奇宝贝GO的前玩家的潜在文化与麦当劳品牌的价值联系在一起,从而吸引了餐厅,吸引了30岁至40多岁的新顾客群以及他们的孩子。

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