Professional Documents
Culture Documents
Pvt Ltd.
Sneha Kundu
PROFITABILITY ASSESSMENT
Assumption :
1. Cricket products Core competency of
GameInCorp (69% sales contributor)
2. Returns on investment to promote cricket
Relatively high, brand image promotes sales
1.
2.
INDUSTRY CONDITIONS
MARKETING
1.
2.
3.
EXTERNALITIES
vantages of
igh Brand recognition
ncerese in loyal customer
pontaneous conversion of targeted audience
igh flexibility of modifications of offers
ow marketing cost
etter data availability for impact analysis
Advantage
s
Disadvanta
ges
4.High flexibility of
modifications of offers
4.Regular maintenan
and commitment in
updating Social
platforms
3.Spontaneous
conversion of targeted
audience
dvantages of
2.Incerese in loyal
short term ROI generation
customer
getive comments and Hackers attack
d branding can doom the image of company
gular maintenance and commitment in updating Social platforms
1.High Brand
tting involved with social media is time consuming
recognition
2.Negetive comment
and Hackers attack
Advantage
s
Disadvanta
ges
4.High flexibility of
modifications of offers
4.Regular maintenance
and commitment in
updating Social
platforms
3.Spontaneous
conversion of targeted
audience
2.Incerese in loyal
customer
2.Negetive comments
and Hackers attack
1.High Brand
recognition
vantages of
igh Brand recognition
ncerese in loyal customer
pontaneous conversion of targeted audience
igh flexibility of modifications of offers
ow marketing cost
etter data availability for impact analysis
Advantages
3.Spontaneous
conversion of
e
nc
ielo
aeud
d
te
e
al
y
rg
ta
in
s
2.Incere
customer
dvantages of
y of
short term ROI generation
4.High flexibilit f
modifications o
getive comments and Hackers attack
offers
d branding can doom the image of company
gular maintenance and commitment in updating Social platforms
tting involved with social media is time consuming
g cost
5.Low marketin
term RO
generatio
2.Negetive
comments and
Hackers attack
g can
3. Bad brandin
e of
doom the imag
company
APPLICATION
CONCLUSION
Demographics Similarity
Target Audience
Channel Popularity
CHANNEL SELECTION
CRITERIA
Cost Effectiveness
Demographics of
GameInCorp customers
are indicators of its
brand image &
strengths
Hence demographics of
channel followers
should be aligned to
the overall firms
demographics,
provided the firm is
not using the forum for
brand
makeover/image
change
Out of the 4
channels,
Social Media
1 is most
popular(2174
followers)
91%
Average
demographics
deviation is
lowest for
Social Media 1
(~10%)
Also 98% of
the followers
are less than
40 years
The overall
cost for using
the channel
comes out to
6400 INR
74%
77%
69%
APPLICATION
CONCLUSION
Demographics Similarity
Target Audience
Channel Popularity
CHANNEL SELECTION
CRITERIA
Cost Effectiveness
Demographics of
GameInCorp customers
are indicators of its
brand image &
strengths
Hence demographics of
channel followers
should be aligned to
the overall firms
demographics,
provided the firm is
not using the forum for
brand
makeover/image
change
Out of the 4
channels,
Social Media
1 is most
popular(2174
followers)
91%
Average
demographics
deviation is
lowest for
Social Media 1
(~10%)
Also 98% of
the followers
are less than
40 years
The overall
cost for using
the channel
comes out to
6400 INR
74%
77%
69%
Customers (Million)
2174
Channel Popularity
Target Audience
Demographics of
GameInCorp customers are
indicators of its brand
image & strengths
Hence demographics of
channel followers should be
aligned to the overall firms
demographics, provided the
firm is not using the forum
for brand
makeover/image change
Out of the 4
channels,
Social
Media 1 is
most
popular(217
4 mn
followers)
Average
demographic
s deviation is
lowest for
Social Media
1 (~10%)
Also 98% of
the
followers
are less
than 40
years
208
200
74%
77%
69%
The overall
cost for
using the
channel
comes out
to 6400 INR
Cost Effectiveness
590
20.00
13.78
2.94
4.81
*Social media 1 has male female target base of 50% each,60% of brick and mortar store customers are male;50/60=0.83 deviation
**(.83+09+95+.78)/3=0.91
+ 6400/8000=80%
Engagement %
8.25%
---
(-)
Response Time (+)
Competitor
3
Competitor
6
Competitor
8
(+)
(-)
Competitor
1
Competitor
4
Engagement % (-)
Response Time (-)
Competitor
2
Competitor
5
Competitor
7
Average engagement as % of
followers has been found to be
8.25% from the given data of the 8
competitors
Engagement %
(+)
Response Time
Response Time
(+)
Engagement %
8.9
hours
25%
20%
Engagement as % of followers
15%
8.25%
10%
5%
8.9
0%
0
10
15
20
25
30