Professional Documents
Culture Documents
Thums Up: Goa Institute of Management
Thums Up: Goa Institute of Management
Thums Up: Goa Institute of Management
Contd..
Earlier positioned as a Refreshing Cola, with slogans such as Thums Up Makes it Great and Happy Days are here Again Post-1996 , it moved towards a more individualistic, masculine positioning Strategy rooted in Consumer Insight : Indian market where most of soft drink consumption was outdoors and majority of consumers were male Using strong taste of Thums Up product , brand is able to provide value to defined target group
Situational Analysis
Background Background
Thums-up launched in 1977 by the Parle group. Known for its strong taste and high carbonation levels Bought by Coca-cola in 1993 after failed attempts by it to kill the brand. Later re-launched it as a flanker to compete with Pepsi.
Masculine
Mountain Dew
Pepsi Coke
Fanta
Feminine
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.
IS THERE A NEED TO CHANGE THE TARGET CUSTOMER SEGMENT & POSITIONING OF THUMS UP?
NO
Reasons For for continuing current Positioning positioning Reasons Not Changing
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
Routes
Route 1
Route 2 Route 3
Increase customer base, awareness and interest through association with online gaming
ROUTE 1
Emphasizing the current positioning
Creative Strategy
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)
Media Planning
The existing spread would be used between TV, Print, outdoor and Radio Social media
blogs, twitter etc. Flickr, Picasa Facebook
ROUTE 2
Consumer Promotion Online Gaming
Marketing Objective
Association of brand Thums Up with Online gaming Spread brand awareness among online gamers and gaming lovers in India Thums Up brands association with confidence, adventure and masculinity is maintained
Target Group
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
Media Planning .
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
ROUTE 3
Consumer Promotion Outdoor
Media Planning
Higher proportion of media budget would be allocated to T.V. and Radio Print and Social Media marketing
Creative Strategy
Models doing extremely exaggerated, difficult stunts to reach the Thums Up bottle
Route 1
Route 2 Route 3
Increase customer base, awareness and interest through association with online gaming
References
http://spoonfeedin.blogspot.com/2008/09/business-indiacoca-colaleads-over.html http://economictimes.indiatimes.com/news/news-byindustry/services/advertising/Coke-Indias-new-Thums-Up-ad-mostexpensive-ever/articleshow/5421850.cms http://drypen.in/case-studies/case-study-brand-thums-up.html Datamonitor