Marketing management philosophy


Case Study:

Little more than three years ago you had probably never heard of Harmonix. In 2005 the videogame design studio released Guitar Hero, which subsequently became the fastest videogame in history to top $1 billion in North American sales. The game concept focuses around a plastic guitar-shaped controller. Players press colored buttons along the guitar neck to match a series of dots that scroll down the TV in time with music from a famous rock tune, such as the Ramones’ “I Wanna Be Sedated” and Deep Purple’s “Smoke on the Water.” Players score points based on their accuracy. In November 2007, Harmonix released Rock Band, adding drums, vocals, and bass guitar options to the game. Rock Band has sold over 3.5 million units with a $169 price tag (most videogames retail at $50–60). In 2006 Harmonix’s founders sold the company to Viacom for $175 million, maintaining their operational autonomy while providing them greater budgets for product development and licensing music for their games. Harmonix’s success, however, did not come overnight. The company was originally founded by Alex Rigopulos and Eran Egozy in 1995, focused around some demo software they had created in grad school and a company vision of providing a way for people without much musical training or talent to experience the joy of playing and creating music. The founders believed that if people had the opportunity to create their own music, they would jump at the chance. Their software, which they eventually dubbed The Axe, provided basic music composition tutorials and allowed participants to use a joystick to improvise solos along to popular music tracks. They attempted to market their creation through an interface with Japanese karaoke machines, a demo package deal with Intel, and even in an exhibition at Disney’s Epcot. And while the software always proved technically impressive, people generally expressed little initial interest in trying it out, or else it just didn’t seem like they were having much fun. In 2000, Rigopulos and Egozy hit on a concept that would engage consumers, and Harmonix became a videogame company. Where The Axe software provided an improvisation program with no set goal, most videogames were designed with a purpose and offered competition, which helped engage, direct, and motivate players. At the time, the market for music-based games had not fully developed, but especially in Japan, rhythm-based games, in which players would tap different combinations of buttons in time with a beat or a tune, were becoming increasingly more popular. Harmonix created two games, Frequency and Amplitude, in which players hit buttons along with a beat, unlocking tracks for different layers of instruments in a song. Neither of the games proved especially successful, however, as both were very complex and the expense of generating initial interest proved too high for their publisher, Sony, to continue funding them. Harmonix finally found some measure of success in its 2004 release of Karaoki Revolution, in which players would use a microphone or headset peripheral to score points singing along to pop songs. In a way, it allowed gamers to play the role and be a part of the music. In 2005, when Red Octane, a company that had found success making peripheral videogame controllers, contacted Harmonix about creating Guitar Hero, their philosophy for attracting gamers was based off a similar concept. Guitar Hero put players in the role of the lead guitarist in a rock band, climbing its way to stardom. The game soundtrack, filled with remixes of classic American rock ‘n’ roll hits, would appeal to a broader musical audience and the guitar controller put the iconic instrument of American rock ‘n’ roll directly in the player’s hands. The game was released in November of that year, and when retailers set up in-store demo kiosks, game sales went through the roof. After the success of the first game, even real rock stars began to pick it up, demonstrating its broad appeal. Music labels started to jump on the bandwagon, allowing the licensing of actual songs rather than just composition rights. Rock Band 2, which came out in September 2008, includes songs by AC/DC and Bob Dylan. Gamers can also download additional songs, like The Who’s greatest hits, onto their Xbox 360s and Playstation 3s at $1.99 per song, only a dollar more than purchasing a song from Apple’s iTunes music store. Licenses for Rock Band have even been secured for songs by the Beatles, which have yet to be licensed to iTunes or other electronic media stores. As the market for music videogames has matured, sales are now expanding beyond the traditional gamers to first-time gamers and even families. The Rock Band franchise has sold over 5 million units since its release in 2007, and with the release of Rock Band 2, the hits just keep on coming.

Q1. What marketing management philosophy did Harmonix use at first and how did their philosophy change?
Q2. As a firm, how do you think Harmonix would describe its business?
Q3. To whom was Harmonix’s product directed and how did they create a product that would appeal to that audience?

Your answer must be, typed, double-spaced, Times New Roman font (size 12), one-inch margins on all sides, APA format and also include references.

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Marketing Management: Marketing management philosophy
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