Hasbro Case v6
Hasbro Case v6
Hasbro Case v6
Hasbro Games
POX
POX is a handheld electronic game released by Hasbro in 2001. The game includes both single
-player and multi-player modes and a 30-foot (9 m) wireless connection range.
The $25 game, which was aimed at boys 8 and older, was designed for play as quiet and insidious as the
transmission of germs. When switched to multi-user play, a hand-held Pox unit automatically seeks out
other units up to 30 feet away and goes into battle via radio frequency, even from inside a backpack,
desk or car.
VALUE PROPOSITION
1 Unique Features
The new POX has been loaded with unique features such
as Wireless Technology, Handheld, Portable Handheld.
2 Fantasy Elements
Hasbro's newest toy is so unique it
requires a unique launch strategy. Let's
Existed in its own world, Unique Characters and Story. visit the value propositions that can
Something particularly known to one who plays the game. market the product, unlike previous
campaigns.
Hasbro's newest toy is so unique it requires a unique launch strategy. Let's visit the value propositions that can market
the product unlike previous campaigns.
Unique
Leveraging the newly installed features and to promote the Features
features as the USP.
Fantasy
Collecting
Promote the non-traditional elements to customers that are more Elements
attracted towards fantasy and are linked with the story associated
with the POX.
Follow the approach of Fantasy, Competition & Collecting to create Competition Story
a constant buzz in the Market
Factors as a Barrier & Adoption
Retention rate
NPS
2 Role of Retail Channels in Conjunction with the Communication Strategy
Product • Should have high accessibility and high inventory since excitement
Accessibility and expectations for POX was very high
2 Comparing Proposals
Target Audience (Tweens) Aged 8-12, Across all ethnic groups, Collected
trading cards, Played Electronic Computer games
The objective of the campaign is to effectively communicate the value proposition to the targeted customers, and we
recommend Grey Worldwide to lead the campaign for Hasbro.
4 Examples of Events association with a brand
Event Name Brand Associated Impact
Femina Miss India Femina • Femina has become synonymous with the annual pageant since inception in 1964.
(since 1964) magazine- • 160,000 followers across Instagram and Facebook
The Times group
Filmfare awards Filmfare • Bollywood centric event gives high visibility to Times Group across customer
(since 1954) magazine- segments
The Times Group • 12 million followers across different digital mediums
Lakme Fashion Lakme • Reach increased by 40% despite going virtual in 2020
Week • 3.2 million followers across the digital medium and pan India outreach
(Since 1999)
Tata Mumbai Tata Group • Largest sporting philanthropic event in India. Raised 319.5 crores since its
Marathon inauguration in 2004 with 49.5 Crores raised in 2020.
(Since 2004) • 55000 runners in 2020 edition and more than 2 million followers in digital mediums
MTV Roadies MTV • Youth centric reality show that involves performing tasks
(Since 2003) • 10.2 million followers across the digital medium, with special following by youth
To increase the viewership and awareness of the Lakme Fashion Week , we propose the following :
• Seamlessly integrate the virtual platform with the event to enhance the customer reach and top of mind awareness, if
offline shows are done
• Provide the opportunity to the customers to buy directly from the runway, thus better conversions
• Platform based show will enhance B2B marketplace and provides a better visibility to sponsoring brands