A marketing plan for Netopia

The Internet Cafe industry in the Philippines once boomed. It used to have a higher rate of access compared to home, but nowadays, many prefer to make use of their home internet connection. Due to lower costs of Internet connection, the strength of competition, and even the rise of smart phones and...

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Main Authors: Brandes, Nichola F., Buenaventura, Jia E., Carandang, Patrician Gabrielle C.
Format: text
Language:English
Published: Animo Repository 2013
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Online Access:https://animorepository.dlsu.edu.ph/etd_bachelors/18138
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Institution: De La Salle University
Language: English
id oai:animorepository.dlsu.edu.ph:etd_bachelors-18651
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spelling oai:animorepository.dlsu.edu.ph:etd_bachelors-186512022-01-24T04:35:19Z A marketing plan for Netopia Brandes, Nichola F. Buenaventura, Jia E. Carandang, Patrician Gabrielle C. The Internet Cafe industry in the Philippines once boomed. It used to have a higher rate of access compared to home, but nowadays, many prefer to make use of their home internet connection. Due to lower costs of Internet connection, the strength of competition, and even the rise of smart phones and tablets, greatly affected the growth of Internet Café. However, it is seen in the gaming industry that many still go toInternet Cafés to play online or network games. Even gaming publishers consider Internet Cafés as part of their growth. As seen in the access of the gaming industry, it is profitable. Netopia Internet Café has long been in the market for sixteen years. Two computer enthusiasts, namely James Guiab and Axel Kornerup, initially owned it during the year 1996. It was acquired by the PLDT Company during the year 2001. It was then sold to IP Ventures in the year 2011. This marketing plan aims to target college students belonging to the socio-economic class C with ages ranging from 16 years old to 25 years old. The objectives of this plan are the following: (1) to increase brand awareness by 5%, (2) to increase sales by 10%, (3) to increase product conversion by 44%, and (4) to increase retention by 32%. In order for the objectives to be achieved, a new and improved gaming division will be introduced by Netopia which is Netopia Extreme. Through extensive programs using advertising, consumer promotions, and public relations, Netopia aims to strengthen its gaming image and at the same time offer the market a whole new gaming experience never been offered before by the company. 2013-01-01T08:00:00Z text https://animorepository.dlsu.edu.ph/etd_bachelors/18138 Bachelor's Theses English Animo Repository Marketing
institution De La Salle University
building De La Salle University Library
continent Asia
country Philippines
Philippines
content_provider De La Salle University Library
collection DLSU Institutional Repository
language English
topic Marketing
spellingShingle Marketing
Brandes, Nichola F.
Buenaventura, Jia E.
Carandang, Patrician Gabrielle C.
A marketing plan for Netopia
description The Internet Cafe industry in the Philippines once boomed. It used to have a higher rate of access compared to home, but nowadays, many prefer to make use of their home internet connection. Due to lower costs of Internet connection, the strength of competition, and even the rise of smart phones and tablets, greatly affected the growth of Internet Café. However, it is seen in the gaming industry that many still go toInternet Cafés to play online or network games. Even gaming publishers consider Internet Cafés as part of their growth. As seen in the access of the gaming industry, it is profitable. Netopia Internet Café has long been in the market for sixteen years. Two computer enthusiasts, namely James Guiab and Axel Kornerup, initially owned it during the year 1996. It was acquired by the PLDT Company during the year 2001. It was then sold to IP Ventures in the year 2011. This marketing plan aims to target college students belonging to the socio-economic class C with ages ranging from 16 years old to 25 years old. The objectives of this plan are the following: (1) to increase brand awareness by 5%, (2) to increase sales by 10%, (3) to increase product conversion by 44%, and (4) to increase retention by 32%. In order for the objectives to be achieved, a new and improved gaming division will be introduced by Netopia which is Netopia Extreme. Through extensive programs using advertising, consumer promotions, and public relations, Netopia aims to strengthen its gaming image and at the same time offer the market a whole new gaming experience never been offered before by the company.
format text
author Brandes, Nichola F.
Buenaventura, Jia E.
Carandang, Patrician Gabrielle C.
author_facet Brandes, Nichola F.
Buenaventura, Jia E.
Carandang, Patrician Gabrielle C.
author_sort Brandes, Nichola F.
title A marketing plan for Netopia
title_short A marketing plan for Netopia
title_full A marketing plan for Netopia
title_fullStr A marketing plan for Netopia
title_full_unstemmed A marketing plan for Netopia
title_sort marketing plan for netopia
publisher Animo Repository
publishDate 2013
url https://animorepository.dlsu.edu.ph/etd_bachelors/18138
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