McDonald's Japan: AR and IoT Marketing Strategy with Pokemon GO

J. Calvo
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引用次数: 1

Abstract

This business case introduces the marketing campaign launched by McDonald’s Japan in July 2016, using the new smartphone version of the popular game Pokemon GO, whose extraordinary success attracted the attention of social platforms, businesses, and academic audiences. The alliance between McDonald’s Japan and Niantic-Pokemon 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 Pokemon 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.
麦当劳日本:《Pokemon GO》的AR和IoT营销策略
本商业案例介绍了麦当劳日本公司于2016年7月推出的营销活动,利用热门游戏Pokemon GO的新智能手机版本,该游戏的非凡成功吸引了社交平台,企业和学术界观众的关注。麦当劳日本与《精灵宝可梦》的合作便是基于地理定位和增强现实的现代游戏所产生的社会影响的一个很好的例子,以及它如何体现出新的商业模式和营销策略。对于麦当劳日本来说,这种联盟以微不足道的成本为其餐厅吸引了大量新消费者。在日本拥有340万游戏用户的社区的推动下,该公司获得了立竿见影的显著成果:该公司在3000个地点的日访问量达到150万至200万,销售额预计增长22%,市值增长9.8%。这一营销策略将任天堂DS第一部《Pokemon GO》的前玩家的潜在文化与麦当劳品牌的价值观联系起来,吸引了30多岁至40多岁的新客户群以及他们的孩子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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