Coca cola india
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Coca Cola India“Little drops of joy”
GROUP MEMEBERS:-
• Manali Gandhi• Rama Mishra• Shashank Chauhan
Introduction
• Coca Cola was founded in 1886 by pharmacist John Stith Pemberton.
• It is worlds leader in beverage retailer ,manufacturer and marketer of non-alcoholic beverage concentrates and syrups.
• Providing employment nearly about 92800
• It was reentered in India in 1993 with it brand name Coca Cola.
Products Offered in India
• Coca Cola • Thums Up • Sprite • Limca • Minute Maid Pulpy Orange • Mazza • Kinley • Georgia
Market Segmentation
What is Segmentation?
Segmentation Of ThumsUp
• Adults
• Strong Taste
• Rural
Targeting
• What is Targeting ?
Targeting Of ThumsUp
• Youth Aged between 30 – 45
• Rural Area
• Strong Taste for people who thing Coke and Pepsi are mild Brand.
IS THERE A NEED TO CHANGE THE ‘TARGET CUSTOMER SEGMENT’ & ‘POSITIONING’ OF “THUMS UP”?
“NO”
• Between 2010-2030, India will add 241 Million people in working age population (children currently in education system)
• As of today, 72 % of India's population is below the age of 40, 47% of Indians is under the age of 20 & 10% of the world population is an Indian under 25.
• This predominance of youth in the population is expected to last until 2050.
Reasons for not changing TG
Products & Brands
Product Brands
Emphasis on product benefits
Emphasis on product benefits and emotional benefits
Easy to replicate Difficult to replicate
Provides short term gain Provides long term gain
• Initially positioned as a refreshing drink• The brand was re-positioned as a “manly” drink,
drawing on its strong taste qualities.• Thums-Up kick-started an aggressive campaign directly
attacking Pepsi’s TV ads, focusing on the strength of the drink hoping that the depiction of an “adult” drink would appeal to young consumers.
• “Grow up to Thums-Up” was a successful campaign. The brand’s market share and equity soared.
• The advertisements struck the minds of many Indians and caught the imagination of youngsters who want to be seen as men.
Brand Positioning
• The latest ‘Thums-Up communication for 2010 takes the whole idea of “I Will Do Anything For My Thunder” attitude of the Indian male to the next level by adding a layer of fun and playfulness to it.
• The Thums-Up drinker indulges in adrenalin pumping action to get a bottle of his favourite soft drink Thums Up because he loves to do it and not because he has to.
• The latest advertisements reflect this with Akshay Kumar performing stunts on bikes and cars to get a bottle of his favorite Soft Drink – Thums Up.
Brand Positioning
Period Brand Positioning tag Line
1977-80 Refreshing drink, happiness
Happy days are here again
Mid 1980’s Masculine I am the thunder
1988-1993 Masculine Taste the thunder
1993-95 Coke ignored the brand
1995-2006 Masculine, Confident, Adventurous
Taste the thunder
2006- present Masculine, Playful, Humorous, Confident
Taste the thunder
Brand TrackingBrand Tracking
Masculine Feminine
Carbonation level High
Carbonation level Low
Thums-up
PepsiCoke Fanta
Mountain Dew
Brand personality development
• Inside out approach.• Thums up “has unusually high
carbonation” it goes very well with the Indian taste buds.
• Not everybody can drink Thums up(due to its strong carbonation) but the people who like it don’t settle for anything less.
• Brand “Thums Up” has done quite well over the years & changing Positioning might affect its sales
• Customers in the age group of 12 to 35 years associate themselves with the “macho” image portrayed by “Thums Up”
• Very difficult for the customers other than those in 12 to 35 years to associate themselves with the “macho” image of “Thums UP”; hence exclusivity for target segment
Reasons for continuing current positioning
The Way forward withCurrent positioning
•Increase awareness through campaigns similar to past onesRoute 1
•Increase customer base, awareness and interest through association with online gamingRoute 2•Promote consumer brand experience, consumer loyaltyRoute 3
Routes
Emphasizing the current positioning
ROUTE 1
• Contemporizing the existing theme of campaigns• Concentrate on increasing awareness and reach• Target group would primarily be males in the age
group of 12 – 35
• Click a picture of self doing something adventurous/ daring– Thums up in picture
Marketing Objective
• The campaign would be run with multiple themes• Each theme would stress on a particular masculine
trait– Aggression (gaming)– Adventure (cliff hanging)– Sport (cycling, horse riding)
Creative Strategy
• The existing spread would be used between TV, Print, outdoor and Radio
• Social media– blogs, twitter etc.– Flickr, Picasa– Facebook
Media Planning
Taste the thunder
Consumer Promotion – Online Gaming
ROUTE 2
• Association of brand Thums Up with Online gaming• Spread brand awareness among online gamers and
gaming lovers in India• Thums Up brand’s association with confidence,
adventure and masculinity is maintained
Marketing Objective
• Youth interested in virtual reality games in action/adventure genre
• Typical profile:– A male from the top 8 metros & nearby tier 1,2 cities– Average age 22– Belongs to the affluent SEC A– 60+% of total gamers play games in Action/adventure
genre– Youth who follow virtual reality gaming contests
Target Group
Action & Reward• Screening rounds in 8 cities where gamers will
compete against each other to progress to the next round
• Prizes will include gaming devices for finalists and opportunity for winners to participate in CPL Gaming Championship in the US
• Free sampling of Thums Up at the venues• Spot contests for audiences and merchandise given
away
Action & reward
• Print Media• Advertisements in National dailies announcing the campaign• Advertisements in local dailies where the screening rounds are carried out
• Television• An advertisement announcing the campaign
• Social Media• Live updates about the progress of the tournament on social networking
websites• Contests for audience to be announced on social media to increase the traffic
of target audience
• Online• Videos uploaded of thrilling moments of the game on vide hosting websites• Live streaming of finals will be available for viewing• Campaign promotion advertisements on ibibo.com
.Media Planning
• Models in various stages of battle with tech weaponry–Male traits like aggression, strategy depicted–Armory/weaponry depicted
Creative Strategy
Consumer Promotion –Outdoor
ROUTE 3
• Increase awareness and interest among TG• Experience the ‘Thums Up’ promise• Consumers will ‘live the brand’
• TG would be pan India youth between 18 35• Promotion would be active in 4 metros, Pune,
Chandigarh, Hyderabad, Bangalore
Marketing Objective & TG
• Auditions would be conducted in the aforementioned 8 cities
• The final 5 get a chance to perform stunts judged by Akshay Kumar
• The winner gets a chance to act in a • ‘Thums Up’ commercial with Akshay Kumar
Action & Reward
• Higher proportion of media budget would be allocated to T.V. and Radio
• Print and Social Media marketing
Media Planning
• Models doing extremely exaggerated, difficult stunts to reach the Thums Up bottle
Creative Strategy
•Increase awareness through campaigns similar to past onesRoute 1
•Increase customer base, awareness and interest through association with online gamingRoute 2•Promote consumer brand experience, consumer loyaltyRoute 3
Which route do you prefer?
• Improving the consumer interaction with brand, thus improving brand loyalty
• Promoting the Thums Up experience and giving the consumer a chance to live the experience
• A nationwide appeal
Think Free recommends #3
• Sharper edges are added to the ‘Thumb’ in the Thums-Up sign to bring out the core masculine values of brand Thums-Up more prominently.”
Conclusion
• Brand understood his insecurities and his anxiety, his determination to survive, and his desire to succeed. This was probably the strongest concept in Indian advertising that connected to the young Indian male.