Term Paper on "Neopets Global Marketing"

Term Paper 5 pages (2025 words) Sources: 5

[EXCERPT] . . . .

Neo Pets Case Study

NeoPets Case Study

Neo-Pets

Company history

Company philosophy

Type of company culture and market suitability (Is NeoPets Suited for launching this new line?)

What is the Youth Market?

Definition and Characteristics of the Youth Market

Importance of the Youth Market

Trends of the Youth Market

What are some of the marketing methodologies that will help Neo-Pets? (With the appropriate marketing mix, strategic vision, and international expertise, neo-Pets is primed for this market niche).

What research instruments might be appropriate

What are the international implications

What are some regulatory issues

Youth Market is current market niche

a. Characteristics and synergies of youth market for Neo

Market/Product extensions

c. New Product Development

Conclusions and Implications

a. Predictive life cycle

b. Ways to ensure not a fad product

c. ROI vs. advertising expense

Neo-Pets -- NeoPets is a California based internet company acquired by Viacom's MTV in 2005. The company is focused on the Youth Market, and offers memberships to allow users to enter into its site, create virtual pets, interact with those pets, and custom build traits for their characters. In essence, users are entering a new town, complete wi
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th all the bureaucratic limitations, etc. The skill in the game, a reality-based family game, is based on individual abilities to appropriate interact and bond with several of the creatures already on the site. NeoPets earns money from advertising, promotions, and brand/logo tie ins for clothing, or other unique marketing materials that will duly help brand the current line. There is a "pay to play" version, about $8.00/month; and the site is clearly gearing a new niche population to be ready for more sophisticated forms of virtual reality (Kushner, 2005).

The company sees themselves as more than just an Internet entertainment provider, instead, they view themselves as technological advanced social engineers for the virtual world -- new characters, new rules, new interactions continually evolve. With 110 U.S. based staff and another 20 in Singapore, liquid cash and funding, they are well poised to make a huge splash in this up and coming market.

The Youth Market -- the Youth market is stratified into the Tween (8-12); Teen (13-19); College (18-21); and Young Adults (21-25ish). For most advertisers and retailers, this is a difficult group with whom to consistently connect -- they do have disposable income, but also are fickle and rarely brand loyal. Placement of product on the teen and above category, for instance, seems to make more sense than any of the advertising commercials of the past (e.g. The rather overt National Guard presentation during the infomercials right at the edge of the theater auditorium (Yarrow and O'Donnell, 2009). At present, NeoPets seems more oriented towards the younger edge of the youth market, but plans are in place to expand the sophistication and robustness of the games, characters and interactions. This will likely prove appropriate as the younger users move into Middle and then Secondary school.

Marketing Methodologies -- While it is often true that web-based marketing research is easier, faster, and therefore, less expensive than more traditional methods, there are several factors that would point towards using more traditional methods (e.g. Mall Intercepts, Telephone or Written surveys, or Focus Groups.)

There is little statistical control over respondents over the Internet, therefore skewing the target information population. Regardless of the criteria asked, there is no way to control who answers the question, and without sophisticated IP Address tracking, how many times an individual client might answer that question.

Because the product is designed for children of all races and socio-economic levels, it is important to have a population that is representative of that group as well. A focus group, carefully chosen, would represent a better statistical sample, and if more date was needed to correlate, a Mall Intercept would be able to target specific demographic types. Further quantitative research (e.g. telephone or written) could be targeted using 3rd party research to glean just the population make-up needed.

Internet research also tends towards a significantly less targeted population because much of it ends up in SPAM or blocked folders, and there is a bias towards answering questions based on security and privacy issues.

There are more potential technical problems in internet-based research. The cost appears to be lower unless something happens to negate the data collected.

Although this is becoming less of a problem, the assumption of the households with a computer tends towards bias in the sample. (McQuarrie, 2005).

Once there is an agreed upon strategy, NeoPet could easily mount a nation-wide, or even global, study to examine features, benefits, visions, and basic intrinsic value for the program. This could easily be accomplished through focus groups; then possibly partner with other groups to provide incentives for joining. One niche would be to hire and train educational consultants who would visit curriculum specialists in various school districts and try to find ways that NeoPet could enhance that experience. Many schools would welcome individual help -- if a certain school was going to focus on a particular aspect of American history, perhaps a virtual program that covered many grade levels could be developed. Advertising could be minimized by finding relevant sponsors and have ads only when certain game or activities occur, and leave content ad free. This is not, of course, limited to the United States, but could be used as NeoPet expands globally.

Niche Marketing -- the typical "user" at present is aged 9-11 are considered "at risk" by some groups since there are so many brand and advertisement placements with the NeoPets virtual world (Pace, 2006). While in many cases there are no "overt" sales -- companies like Target, Wendy's, McDonalds, etc. are so prominent in the makeup of the NeoPet world that it is a given that this age group simply expects them to be part of their world.

One of the more powerful issues surrounding NeoPets is just this; they are able to market and cross market at almost every juncture. For NeoPets, this immersive advertising allows ads into the cite content and emphasize them by playing "adventure games," taking part in meetings, helping to plan a larger city area, etc. Not only can retailers sell clothing, supplies, and other branded product items, they can easily directionalize users towards a particular movie and/or television show. With the nation concerned about the activity levels of Tweens and Teens, then, this niche marketing may be considered negative by some (Ha, 2004). Society will need to decide how it wants to handle the development costs of technology -- children see advertisements on television, cable or not; in magazines, and certainly understand it is part of society. It is naive to think that NeoPet could even consider funding the complex server and creative needs of development without capital influx. Regulations already exist regarding "adult content," and certainly, as NeoPet evolves, the maturity "level" of certain scenarios and content will change based on the age of the user, parental permission, and likely culture.

There should also be no reason this evolution could not continue well into the adult market. Virtual games are already popular, why not virtual vacations, other learning experiences, documentary type interfaces (an evening with Lincoln, for instance), or simply fun puzzle or adventure programs. Once into the adult market, NeoPets could establish a larger portion of the entertainment, game market share for the whole family! Imagine getting a group of neighborhood friends together to play a neighborhood hockey game in mid-summer without worrying about an ice rink or location -- as long as everyone had a PC and Internet hook up.

Despite some of the negatives, the site also has people who are firm believers in its ability to allow greater creativity and a place "to belong" for many latchkey children. For instance, the site is so flexible that it can cater to different cultures, languages, religious beliefs, and even shopping patterns. The world is moving into a global village paradigm -- this is a fact. Allowing children to reach out and create within an diverse environment is both cognitively rational and entertaining. The simple fact is, however, like television and box office fees, someone has to help subsidize the research, development and hosting costs for innovating products ("Neopets, the Leading Virtual World," 2008). As a pioneer into the virtual world, some criticism is, of course, expected. However, the number of positive actions that are possible in a site like this are seemingly endless:

Children can learn to speak and interact in a different cultural and linguistic setting.

Children can learn about careers, jobs, educational issues (the environment, weather, clouds, the sea, etc.) in a way that is both entertaining and relevant.

Historical worlds might be created, allowing for exploration, say, into Dante's world; or the reenactment of a famous battle using what if software.

Like many of the SIMM games, if the economic or ecological world is out of balance, the program has problems -- what a great way to teach children about the balance of nature.… READ MORE

Quoted Instructions for "Neopets Global Marketing" Assignment:

To whom it may concern: I need a four-page paper and an outline page for a total of five pages. The outline must have a clear topic sentence, thesis, and hypothesis. The APA rules for formatting, quoting, paraphrasing, citing, and listing of sources must be followed. The paper must contain at least five (5) references. All questions below must be incorportated and answered in the paper.

NeoPets Global Marketing Case

Prepare a paper discussing NeoPets marketing.

Incorporate in your analysis responses to the following questions:

1. In the past, we*****ve seen many types of children*****s products, ranging from Ninja turtles to Hula Hoops that have turned out to be fads. How do you think NeoPets can prevent its concept from becoming a fad?

2. Although NeoPets has been successful thus far in gaining members by word of mouth, should it turn to some more proactive promotion? If so, what should it be?

3. What country-to-country differences in acceptability of NeoPets might exist? How might NeoPets deal with them?

4. Examine each of the criticisms about NeoPets***** practices. What should NeoPets and regulatory agencies do about each of them?

5. NeoPets depends mainly on a youth market. Can it extend its concept to an adult market? If so, how?

NeoPets Global Marketing Case Study

The present generation has been dubbed the game generation, because so many people have been brought up on video and computer games. Playing these games has in many ways molded the generation*****s behavior, such as influencing it to be more independent-minded and risk taking than we fain in the baby boomer generation that preceded it. Some management consultants have even recommended that present business leaders play on a game system, such as Sony*****s Play station, in order to understand the newcomer*****s international origin and play8ng of games, there is a new generation that transcends national boundaries and thinks more globally than generations before it.

As people, especially males in their twenties have increased their time playing games they have spent less time watching television. Companies have responded to this trend by increasing their advertisements on the Web. DFC Intelligence, which reports on the interactive entertainment industry, estimated that expenditures for in-game advertising in 2004 was around $200 million and will reach $1 billion by 2008. One segment of advertising in the game market is youth in 2004 in the United States alone, children aged 13 and under influenced family spending of $600 billion and had another $40 billion in pocket money that they spent on everything from candy to clothes. General Mills vice president of marketing said, As kids spend more time on the Internet and less on TV, it makes sense to shift advertising expenses. By 2005, companies were spending about $15 billion to advertise on the Web to the youth market.

NeoPets, acquired by Viacoms MTV in 2005, was on to the first companies to tap the potential of the youth market on the Internet. Two British college students conceived the NeoPets notion in 1999. In the following year, Dohring, Inc., a market research firm, bought the concept. Its chairman and CEO, Dough Dohring, said, I saw it like Disney in the early days. You introduce the characters in an entertainment medium, create a worldwide following, and then create products to generate a business model. NeoPets is headquartered in Glendale, California (US). Although it does not release revenue figures, Dohring indicated that the company became profitable after only four months and has revenues in eight figures (U.S. dollars). In 2005, it has almost 100 employees, of whom half produce content for the Web site. NeoPets is the first company to start on the Internet and then be successful at capturing profitable offline sales.

What does NeoPets do? It offers free membership for users to create virtual pets and play games. It has designed about 50 mythical animals that members can adopt, name, and give personalities. For instance, members can endow their pets with friend-seeking or bullying personalities. Once they have their virtual pets, they can solve puzzles and play more than 100 games with their pets. They can participate in chat rooms, read and write articles in the Neopian Times (It has about 80 pages of content from members per week), invest in the stock market (Neodaq), and go with their pets to visit a variety of virtual locations. These locations include eating places, a post office that sells commemorative stamps, a hospital, and a movie theater. The site includes real-life things like calculators, weather reports, and maps. However, members must feed and take care of their animals. For instance, the animals get sick, but do not***** die, if they are not fed. At that point, they may need medicine from the pharmacy or hospital. Well come back to the question of how members obtain food and medicine; however, the need to take care of animals regularly brings members back to the Web site frequently. NeoPets also encourages members to return by constantly adding content and by creating outages of foods and medicines to keep members looking for pet supplies.

NeoPets earns about 60 percent of its revenue from advertisers on its Web site and about 40 percent from merchandise sales (such as toys, jewelry, and play8ing cards sold at Target) and tie-in promotions, such as cards and toys that McDonald*****s gave with its Happy Meals. NeoPets permits no banners or pop-up ads. Instead, it uses what it calls immersive advertising, in which a game and advertising are inseparable. For instance, members and their pets may play games with the rabbit that is on General Mills***** Trix box or play golf by using a Reese*****s***** peanut butter ball. All the products and services that members buy are associated with the sponsors. NeoPets has its own currency, Neopoints, that members earn by playing games, solving puzzles, watching ads, and answering questionnaires and contest questions that deal with thee advertisers products. Advertisers pay NeoPets in four ways: 1. by placing an item, shop or immersive and on the web site; 2. paying a sliding scale fee based on the number of times viewers go to the connect to the company link from the Web site; 3. paying for the number of times that members connect to the company link from the Web site; and 4. pay8ing for market research. In terms of research, Universal Pictures assessed awareness of a forthcoming children*****s movie, and Wal-Mart found out how many had visited its store in the laws two months. Members complete between 6,000 and 8,000 questionnaires per day, and NeoPets can report, for example, on whether teenage boys or teenage girls are more interested in a new cereal-related character.

The advertisers, which Neopets lines up through both direct sales and ad agencies, look like an A-list of companies, including the Cartoon Network, Disney, DreamWorks, General Mills, Hasbro, Kellogg, Kraft Foods, LEGO, Mars, Mattel, McDonalds, Nestle, Procter & Gamble, and New Line Cinema. The appeals to advertisers are several. First, NeoPets consistently ranks in the top 100 Web sites for stickiness, the time each user spends on the site. In fact, a study by Media Metrix in 2005 showed it to be the second stickiest site on the Web. NeoPets has been getting about 2.3 million hits per month, which is more than any other entertainment Web site, and it has had a growth of about 27,000 new users per day. Almost all the membership and growth worldwide have been by word of mouth some surveys show that there have been double-digit increases in trying a product once members have seen it in an embedded games.

Unlike video games that appeal mainly to males, about 60 percent of NeoPet members are females. About 39 percent of members are under age 13, 40 percent between 13 and 17, and 21 percent over 17. The company attributes the appeal to females to its lack of violence and inclusion of puzzles and poetry contest.

NeoPets claims that the site offers a substantial learning experience because it deals with economics, business, computer programming, and writing. For instance, prices go up when there is additional demand and, stock market prices are variable, members have to earn and save enough to buy their supplies, and members cannot ignore a discarded pet because it will send them e-mails for help or to ask for another chance.

Given the Internet nature of NeoPets, the company*****s membership was international from the start. By 2001. it estimated that 40 percent of its business was outside the United States, mainly in other English language countries. It has since added linkages to nine other languages with translation so that members from different language areas can chat by email with each other. With these languages, NeoPets is available to 89.9 percent of global Internet users. If it were to add Malay, Arabic, Russian, and Polish, it would serve another 5.5 percent. Further, in some low-income countries, internet cafes offer access to many more people. Given the international dispersion of membership, NeoPets is able to provide national versions so that members care connected to these versions when the system reads their email addresses. These versions allow the company to give advertisers the option of omitting certain locations, such as where they may have no operations, and then paying less for the advertising services. It also allows the company to add local advertisers.

Given the age of the bulk of NeoPets members, the company has been careful to protect them. All children under age 13 must have parents sign and either fax or post an approval before allowing them to use the site. Although children age 13 and over must provide demographic information along with their names, NeoPets provides only aggregate information to advertisers. Thus, members receive no free samples or follow-up advertising. NeoPets Web content is nonviolent. For instance, although the pets can combat each other in games there is no bloodshed. NeoPets has developed a proprietary monitoring system to prevent profanity, stalking, or anything vaguely sexual in the chat rooms. In addition, it has 14 staff members who monitor chat rooms and message boards 24 hours a day. NeoPets allows no religious or political postings, nor did it allow any mention of 9/11. It wants to maintain a strictly fun experience.

Nevertheless, NeoPets has its critics. The primary criticism is about its advertisements to children. Commercial Alera, a nonprofit group founded by Ralph Nader, says that content should be clearly labeled as advertising. Presently, although some advertisers put a notice at the beginning of a game, such as in the Lucky Charms game, there is nothing within the games to so indicate. In contrast, television advertising clearly labels content, and there is often an announcement such as *****Kids, well be right back after this message.***** Whereas a television ad may run 20 seconds, children may play an advertising game for 20 minutes. The American Psychological Association says that children under age 9 have difficulty distinguishing ads from entertainment, and those under age 12 seldom make intelligent purchasing decisions.

There have been other objections as well. A parents group in Australia complained that the McDonalds game promoted gambling because of giving prizes on the basis of chance NeoPets then removed some games from the Australian version of the web site. Some conservative Christian and Jewish groups have disapproved of the prohibitions of religious content. Some critics have claimed that the overabundance of junk food ads is a contributor to obesity. They have also worried that so much time on the web site hurts children*****s studies and extracurricular activities. Finally, in spite of all NeoPets precautions, a hacker managed to get into the web site and lure a 12-year-old British girl to have sex.

Neopets has recently signed an agreement with Warner brothers to make an animated film using NeoPets characters to be released in 2007 or 2008. It has also reached agreement with Sony to develop a video game involving its pets for Playstation2. If successful, these moves may result in attracting a new following. NeoPets has also signed agreements with index of Japan for a mobile site for connectivity in the Asian market and with the In-Fusio for mobile phone connectivity elsewhere. In the meantime, NeoPets has spawned some copies, such as PowerPets, Cyberpets, and Virtual Dog, but none of these has developed a following nearly as large as NeoPets.

How to Reference "Neopets Global Marketing" Term Paper in a Bibliography

Neopets Global Marketing.” A1-TermPaper.com, 2010, https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389. Accessed 4 Oct 2024.

Neopets Global Marketing (2010). Retrieved from https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389
A1-TermPaper.com. (2010). Neopets Global Marketing. [online] Available at: https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389 [Accessed 4 Oct, 2024].
”Neopets Global Marketing” 2010. A1-TermPaper.com. https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389.
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[1] ”Neopets Global Marketing”, A1-TermPaper.com, 2010. [Online]. Available: https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389. [Accessed: 4-Oct-2024].
1. Neopets Global Marketing [Internet]. A1-TermPaper.com. 2010 [cited 4 October 2024]. Available from: https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389
1. Neopets Global Marketing. A1-TermPaper.com. https://www.a1-termpaper.com/topics/essay/neo-pets-case-study-neopets/558389. Published 2010. Accessed October 4, 2024.

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