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Marketing for Knowledge Transfer

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External Market (Companies, Individuals, Staff & Students) to be ... Stationery. Letterheads. Fax. Business Cards. Presentations. Fonts. Web Site - look n' Feel ... – PowerPoint PPT presentation

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Title: Marketing for Knowledge Transfer


1
Marketing for Knowledge Transfer
16th Jan 2008
  • Alan Fitzgerald
  • Marketing IT Manager, WestFocus

2
  • WestFocus Knowledge Exchange
  • Marketing Strategy
  • Web Portal Intranet
  • Branding
  • PR
  • Collateral
  • Entrepreneurial Learning Games

3
Marketing Strategy
  • External Market (Companies, Individuals, Staff
    Students) to be served by multiple web sites in
    the WestFocus Portal
  • Internal Market (250 WestFocus staff) served by
    the WestFocus Intranet
  • Strong and consistent Branding
  • Minimal hard copy collateral
  • Electronic newsletters

4
Web Portal Intranet
  • The Portal contains 13 Web sites
  • 12.5 million hits (3 years)
  • 660,000 visitors (136,000 unique)
  • 670 visitors per day average since Feb 2005
  • 20,000 downloads of the Newsletters
  • Corporate homepage contains
  • Consolidated news from all sites
  • Consolidated events from all sites
  • Case Studies
  • Hot links to various parts of the portal
  • Newsletter sign-up
  • Search facility
  • Many web sites have a unique URL

5
WestFocus Intranet
  • Content Management
  • Template driven
  • No HTML required
  • Contact Management
  • Companies people
  • Events
  • Marketing
  • Email campaigns
  • surveys
  • Reports
  • Projects
  • Administration

6
Branding
  • House Style Guidelines
  • Logos
  • Stationery
  • Letterheads
  • Fax
  • Business Cards
  • Presentations
  • Fonts
  • Web Site - look n Feel

7
Public Relations
  • Outsourced approach
  • Focus on local rather than national
  • Brand centric
  • Case Study or event (Seminars / Exhibitions)
    focussed

8
Collateral
  • General Brochure
  • Brief Guide
  • Case Studies
  • Giveaways
  • Pens
  • Bags
  • Christmas cards
  • Innovations Day DVD
  • Exhibition Stands
  • Learning Games

9
Entrpreneurial Games The Apprentice
Entrepreneur
10
The Apprentice Entrepreneur
  • A range of PC based games
  • Each game to be based on a different industry
  • PC pre-game questions assess entrepreneurial
    qualities, and the answers are used to provide
    different amounts of seed capital and a mentor
    for the players
  • To establish and operate a business for up to 1
    year (in accelerated time) by reacting to the
    games real-life circumstances

11
The Approach
  • Must be Fun !
  • Interactive
  • No winner !
  • Based on serious gaming video technology
  • Approximately 10 - 15 hours PC gameplay to
    complete
  • Able to see the effect of trying different
    business strategies
  • To be used as stand alone or as part of a
    teaching module

12
E-Trader
  • Theme
  • Creating running an internet-based retailing
    business for 6 months
  • Knowledge areas addressed
  • Business strategy
  • Web design
  • Advertising
  • Order fulfilment
  • Stock control
  • Distribution
  • Cash Flow

13
Game Features
  • Pre-game tasks
  • elevator pitch
  • Prepare and launch a web-site
  • Decisions on premises etc..
  • Optional tasks in the game
  • Business Plan
  • Marketing Plan
  • Enterprising Vitae
  • Variable amount of start-up capital to spend on
    stock, marketing etc.
  • Uses a desktop email as the customer
    interface and with the mentor who offers advice
    and guidance throughout the game
  • Noogle search engine available in the game
  • Daily cash flow analysis available
  • Game algorithms dictate flow of orders depending
    on
  • Quality of web site (Noogle related)
  • Advertising spend
  • Quality of order fulfilment
  • Accelerated time
  • Warning of bankruptcy gives opportunity to
    modify strategy

14
Screenshots
15
DJ Life
  • Theme
  • Creating operating a mobile DJ business
  • Knowledge areas addressed
  • Business strategy
  • Equipment purchase
  • Stock control
  • Time management
  • Negotiation
  • Marketing
  • Cash Flow

16
Game Features
  • DJ Rating dependant on actual gig performance,
    which each lasts 1.5 minutes.
  • Better gig venues pay more for DJ services
  • DJ equipment subject to wear and tear
  • Accelerated time
  • Comprehensive game algorithms dictate
  • Gig frequency turnout
  • Negotiating criteria
  • Mixing evaluation
  • Pre-game tasks
  • Entrepreneurial attitude questions
  • Purchase equipment
  • Marketing
  • Practice mixing
  • Optional tasks available as before
  • Specially commissioned music loops in nine genres
  • Variable amount of start-up capital to spend on
    equipment, marketing etc.
  • Uses a mobile phone as the game interface
    throughout the game
  • Negotiating with Venue owners

17
Screenshots
18
Conclusions
  • Early player reaction is very positive
  • High addictive factor once started
  • Suitable for both undergraduates and senior
    school
  • Players dont realise theyre learning
  • Safe environment to try different business
    strategies
  • Fun !

19
  • Thank you for listening !
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