Internet gaming (or i-gaming), a new
industry fueled by technology and globalization, has taken off in recent
years and is now well-developed, becoming a US$17 bn industry over the last decade and a
half, having grown by 30-40% in the first few
years. But it poses significant challenges for the marketer. What is i-gaming? How is
it marketed? How are new customers/consumers attracted and existing
ones retained? What are some of the image/ethics issues involved and how should this
offering be pitched?
The well-known "Four Ps" framework
can be useful here in analyzing the marketing challenge of this unique and growing
business. As every MBA student knows, the
"marketing mix" - popularized after Neil H Borden
in 1964 - includes concepts such as product planning, pricing, branding,
distribution channels, personal selling,
advertising, promotions, packaging, display,
customer servicing, and the physical handling of
the product. E Jerome McCarthy later grouped them into the four famous
categories considered in this article. Here, we look
at a study of the i-gaming industry in Malta, a small Mediterranean island with
an attractive regulatory environment, targeting offshore customers in Europe and beyond. |