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11/23/2010
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documents in English
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World of Warcraft - Communication strategy and integrated marketing

World of Warcraft (WoW) is different from traditional video games due to its unique virtual world that offers a unique gaming experience. The main target audience segmentation of WoW is made on the basis of the three determinants of motivation of the player: immersion, performance or socialization.

Once the product is completed and potential clients defined, it remains to connect the brand to be known and to exist. One of the goals of communication from Blizzard is that it will disseminate information about WoW to recruit new customers.

Another objective, subsequent to the first, is to retain these customers by promoting the benefits of remaining in the community of WoW. In addition to the shared sympathy, Blizzard has enjoyed strong capital credibility.

By highlighting the technical qualities of the game platform, which has a novel artificial intelligence, and the importance of community, which is present worldwide, Blizzard has captured new customers who were once repelled by the technicality and complexity of such games.

The WoW uses a mix of promotions that uses different media to reach their new customers. The keynote address is the same on all vectors and emphasizes identification with the avatar. The key message is: "And you, what do you play?"

In the first part of this document, information will be shared on how WoW recruits its players and more precisely the vectors used to communicate its message, after that the loyalty of the recruited players will be discussed.

Most communication activities are geared towards WoW to capture new customers. This objective of communication serves a different strategic purpose, which is increasing not only the WoW community for the commercial viability of the company, but also the social value of the platform and thus the perception of the target.

The launch of WoW in 2005 coincided with the completion of The Lord of the Rings trilogy. The brand has performed an "ambush marketing" which allowed them to recover part of the capital from among the general public and to redirect the proceeds of WoW.

As the strategy of attracting new clientele to WoW is essentially based on a message to the avatar of a personification, it is not surprising that Blizzard has used the diary of Lord of the Rings. The message can therefore take advantage of the worldwide craze by offering fans the opportunity to extend the adventure by playing a character similar to the heroes of the epic by Tolkien. This was capital sympathy high in the segment of players, since WoW is as a result of the epic Warcraft, composed of 4 sets out of the network and a 6 million-strong fan base.

Tags: World of Warcraft video game, marketing strategy of World of Warcraft, World of Warcraft launch

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