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Lenovo
CoBranding
with
Danette
By Zeeneo
15 Jan- 15 March 2013
Zeeneo
Marketing Manager
M.Ghazizadeh

Danette kids engagement Campaign
: Mhmd_ghazizadeh@yahoo.com
: ir.linkedin.com/pub/Mohammad-Ghazizadeh/33/60/9b8/
Table of contents

Lenovo+Danone

1.Co-branding Logic

Age, Emotional Influence,
Behavioral Traits
BTL in School, Game Center, Media
Expo

2.Danette Campaign Overview
3.Campaign Detail
4.Exposures
5.Appendix

Media Exposures
Statistics, References
1.Co-Branding Logic








Best laptop Brands (Laptop Mag.)
2012 Rank: #2
Global Brand Simplicity Index
(Siegel gale) 2012 Rank: #16
Operating in 160+ countries
27,000 Employees working in 66
countries
A Global Fortune 500 Brand
$29B revenues











Best Global
Brands(Interbrand)
2012
Rank: # 52
$19+B revenues
A Global Fortune 500 Brand
Operating in 160+ countries
World number 1 in fresh dairy
products
World number 2 in bottled
waters
World number 2 in baby
nutrition
European number 1 in medical
nutrition
Idea

Target kids as a valuable segment

Objective

• Engage kids through an integrated,
creative and interesting campaign
• Amuse them with the tailored
offers, fun, exciting on line games
• Make them heavy user and heavy
prescribers of Danette products
• Influence their parents to buy
more of the product

Plan

2.Danette Campaign
Overview

• BTL part: school activation, POSM,
Print, event
• ATL part: on line gaming
‫‪Campaign slogan and‬‬
‫‪message‬‬

‫زمین بازی دنت برای قهرمان شدنت‬
2.1 Danette Campaign Target overview :Age

Babies 0-4 Years

Tweens 8-12 Years

Lenovo Near Future Doers

Kids 4-8 Years

Teens 12-17 Years
2.2 Danette Campaign Target overview : Emotional
Influences

Babies 0-4
Years

Parents
Home
Toys
Televisi
on

Kids 4-8 Years

Lenovo CoBranding
with
Danette

Sport Clubs
Friends
Hobbies
Television
Computer
Tweens 8-12 Years

Friends
School
Teachers
Televisi
on

Teens 12-17 Years

Peers
Pop
Stars
Celebrit
ies
Televisi
on
Internet
2.3 Danette Campaign Target overview :Behavioral
Traits

Kids

Tweens

Teens

 Growing up with the Internet, mobile phones, laptops, and other electronic devices creates a
different market in which parents and companies need to compete to get this generation’s
attention
 ~20% girls ages 12 and under regularly visit online shopping sites; 13% of girls regularly
purchase products online, regardless of their age; and 35% of girls ages 12 and below own a
portable gaming device
 In a global survey, Gen Z rejected traditional TV over streaming Video-on-Demand (VOD).In
addition, PCs (51%) and mobile phones (43%) were ranked more important devices than TVs (3%)
 Notebooks and touch screen devices such as iPads appeal to children due to their size and
simplicity
 Devices which have educational features to enhance children‘s knowledge and skills are favored
by kids and parents
2.3 Danette Campaign Target overview :Behavioral
Traits

Kids

Tweens

Teens

 Gen Z values constant connectivity with peers through the Internet, instant/text messaging,
mobile phones and social networking sites. These peers greatly influence their decisions and
provide a broader exposure to cultures, languages, and ideas
 According to a global survey of children1, 50% of all tweens (8-12 years) globally are online
everyday and 25% interact daily with peer in other countries
 Emotional attachment to digital habits sustains high online activity : According to a study,
when children were kept away from social networking devices such as laptops and mobile phones,
79% of them displayed symptoms of distress2
 This generation prefers communicating through social networks and instant messaging, and
considers email “so yesterday”
targe
t

Generation Z is commonly defined as “people
born between the mid 1990s and 2010.” They
are also known as ‘Digital Natives’

Behavioral Traits

2.4Behavioral Traits :Tweens + Teens

Generation Z is…
Comfortable with and even dependent on
technology, having grown up in a digital world
where technology was ever-present
Constantly multitasking with a variety of
online products and sophisticated electronic
devices,
and appreciates simple, interactive designs
More socially responsible, due to greater
access to a large online information pool they
are
more acutely aware of modern day challenges
such as terrorism and climate change
Always connected, communicating through various
social networking channels, often across
countries and cultures which significantly
influences their decision process
3.Campaign Detail :BTL in
School

School

BTL
in School

Extra
Activities

TV/Cartoon

Ad on kids movie/home
theater
3.Campaign Detail :BTL in
School
Communication Material
Brochure| detailed game
center
• Description of game
center
• How to register
• Announcing the Danette
games
• Collecting point system
• Rules and regulations

200
Tehran

1500
kids
50
Mashhad
3.Campaign Detail :Game
Center

Web Site, Game Center, Games
3.Campaign Detail :Media Exposure
4.Exposure
s!
Page View in
Campaign
period
(15 Jan- 15 March
2013)

www.Danette-ir.com
Page View in
Campaign
period
(15 Jan- 15 March
2013)

www.Danette-ir.com
Page View in
Campaign
period
(15 Jan- 15 March
2013)

www.Gamecenter.Danette-ir.com
Page View in
Campaign
period
(15 Jan- 15 March
2013)

www.Gamecenter.Danette-ir.com
Media
Exposures
(15 Jan- 15 March
2013)

www.Google.com
Media
Exposures
(15 Jan- 15 March
2013)

www.Itna.ir
Leaflets
Print
In-School
5.
5.Appendix: Kids Behavioral Traits
Through 5 Years
Four- to five-year-old children have a growing interest in
computers. Four-year-olds exhibit greater skills with the mouse
and can recognize simple icons like ‘page turning’ and ‘quit’ to
navigate a program. Although most 4- and 5- year olds are
developing their reading abilities, they generally cannot use
written directions. Activity games with a physical component are
still very popular with this age group.

Four- and five-year-olds can use keyboards along with a mouse to
navigate, but this is often a slow method of input. They continue
to be interested in simple painting and drawing programs, book
reading programs, and simple multimedia development. This age
group is interested in the creative aspect of computers like
drawing or painting, and they are also interested in the fantasy
or pretend element in computers, like interacting with story
characters.
Children at this age have the fine-motor skills and visual
discrimination to use simple console and hand held computer games,
but they find it difficult to coordinate movement between their
two hands; they can focus on only one hand and one aspect at the
same time.
4.Appendix:The first true internet
generation
4.Appendix: Distinct Differences within
generations
5.Appendix: Household and media ownership

Sources: Information on young children from Victoria J. Rideout and Elizabeth Hamel, The Media Family: Electronic Media in the Lives
of Infants, Toddlers, Preschoolers, and their Parents (Menlo Park, Calif.: Kaiser Family Foundation, 2006); information on older children
from Donald F. Roberts, Ulla Foehr, and Victoria Rideout, Generation M: Media in the Lives of 8–18-year-olds (Menlo Park, Calif.:
Kaiser Family Foundation, 2005). Data are missing for younger children in the first part of the table because subgroup analyses were
not reported and, in the second and third part of the table, because particular questions were not asked of young children.
5.Appendix: Share of children of various ages with
their own media

Sources: Information on young children from Victoria J. Rideout and Elizabeth Hamel, The Media Family: Electronic Media in the Lives
of Infants, Toddlers, Preschoolers, and their Parents (Menlo Park, Calif.: Kaiser Family Foundation, 2006); information on older children
from Donald F. Roberts, Ulla Foehr, and Victoria Rideout, Generation M: Media in the Lives of 8–18-year-olds (Menlo Park, Calif.:
Kaiser Family Foundation, 2005). Data are missing for younger children in the first part of the table because subgroup analyses were
not reported and, in the second and third part of the table, because particular questions were not asked of young children.
5.Appendix: Share of children of various ages with
their own media
5.Appendix: Children Daily Exposure to media
لنوو حامی بازی‌های آنلاین دنت

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لنوو حامی بازی‌های آنلاین دنت

  • 1. Lenovo CoBranding with Danette By Zeeneo 15 Jan- 15 March 2013 Zeeneo Marketing Manager M.Ghazizadeh Danette kids engagement Campaign : Mhmd_ghazizadeh@yahoo.com : ir.linkedin.com/pub/Mohammad-Ghazizadeh/33/60/9b8/
  • 2. Table of contents Lenovo+Danone 1.Co-branding Logic Age, Emotional Influence, Behavioral Traits BTL in School, Game Center, Media Expo 2.Danette Campaign Overview 3.Campaign Detail 4.Exposures 5.Appendix Media Exposures Statistics, References
  • 3. 1.Co-Branding Logic       Best laptop Brands (Laptop Mag.) 2012 Rank: #2 Global Brand Simplicity Index (Siegel gale) 2012 Rank: #16 Operating in 160+ countries 27,000 Employees working in 66 countries A Global Fortune 500 Brand $29B revenues         Best Global Brands(Interbrand) 2012 Rank: # 52 $19+B revenues A Global Fortune 500 Brand Operating in 160+ countries World number 1 in fresh dairy products World number 2 in bottled waters World number 2 in baby nutrition European number 1 in medical nutrition
  • 4. Idea Target kids as a valuable segment Objective • Engage kids through an integrated, creative and interesting campaign • Amuse them with the tailored offers, fun, exciting on line games • Make them heavy user and heavy prescribers of Danette products • Influence their parents to buy more of the product Plan 2.Danette Campaign Overview • BTL part: school activation, POSM, Print, event • ATL part: on line gaming
  • 5. ‫‪Campaign slogan and‬‬ ‫‪message‬‬ ‫زمین بازی دنت برای قهرمان شدنت‬
  • 6. 2.1 Danette Campaign Target overview :Age Babies 0-4 Years Tweens 8-12 Years Lenovo Near Future Doers Kids 4-8 Years Teens 12-17 Years
  • 7. 2.2 Danette Campaign Target overview : Emotional Influences Babies 0-4 Years Parents Home Toys Televisi on Kids 4-8 Years Lenovo CoBranding with Danette Sport Clubs Friends Hobbies Television Computer Tweens 8-12 Years Friends School Teachers Televisi on Teens 12-17 Years Peers Pop Stars Celebrit ies Televisi on Internet
  • 8. 2.3 Danette Campaign Target overview :Behavioral Traits Kids Tweens Teens  Growing up with the Internet, mobile phones, laptops, and other electronic devices creates a different market in which parents and companies need to compete to get this generation’s attention  ~20% girls ages 12 and under regularly visit online shopping sites; 13% of girls regularly purchase products online, regardless of their age; and 35% of girls ages 12 and below own a portable gaming device  In a global survey, Gen Z rejected traditional TV over streaming Video-on-Demand (VOD).In addition, PCs (51%) and mobile phones (43%) were ranked more important devices than TVs (3%)  Notebooks and touch screen devices such as iPads appeal to children due to their size and simplicity  Devices which have educational features to enhance children‘s knowledge and skills are favored by kids and parents
  • 9. 2.3 Danette Campaign Target overview :Behavioral Traits Kids Tweens Teens  Gen Z values constant connectivity with peers through the Internet, instant/text messaging, mobile phones and social networking sites. These peers greatly influence their decisions and provide a broader exposure to cultures, languages, and ideas  According to a global survey of children1, 50% of all tweens (8-12 years) globally are online everyday and 25% interact daily with peer in other countries  Emotional attachment to digital habits sustains high online activity : According to a study, when children were kept away from social networking devices such as laptops and mobile phones, 79% of them displayed symptoms of distress2  This generation prefers communicating through social networks and instant messaging, and considers email “so yesterday”
  • 10. targe t Generation Z is commonly defined as “people born between the mid 1990s and 2010.” They are also known as ‘Digital Natives’ Behavioral Traits 2.4Behavioral Traits :Tweens + Teens Generation Z is… Comfortable with and even dependent on technology, having grown up in a digital world where technology was ever-present Constantly multitasking with a variety of online products and sophisticated electronic devices, and appreciates simple, interactive designs More socially responsible, due to greater access to a large online information pool they are more acutely aware of modern day challenges such as terrorism and climate change Always connected, communicating through various social networking channels, often across countries and cultures which significantly influences their decision process
  • 11. 3.Campaign Detail :BTL in School School BTL in School Extra Activities TV/Cartoon Ad on kids movie/home theater
  • 12. 3.Campaign Detail :BTL in School Communication Material Brochure| detailed game center • Description of game center • How to register • Announcing the Danette games • Collecting point system • Rules and regulations 200 Tehran 1500 kids 50 Mashhad
  • 13. 3.Campaign Detail :Game Center Web Site, Game Center, Games
  • 16. Page View in Campaign period (15 Jan- 15 March 2013) www.Danette-ir.com
  • 17. Page View in Campaign period (15 Jan- 15 March 2013) www.Danette-ir.com
  • 18. Page View in Campaign period (15 Jan- 15 March 2013) www.Gamecenter.Danette-ir.com
  • 19. Page View in Campaign period (15 Jan- 15 March 2013) www.Gamecenter.Danette-ir.com
  • 20. Media Exposures (15 Jan- 15 March 2013) www.Google.com
  • 21. Media Exposures (15 Jan- 15 March 2013) www.Itna.ir
  • 23. Print
  • 25. 5.
  • 26. 5.Appendix: Kids Behavioral Traits Through 5 Years Four- to five-year-old children have a growing interest in computers. Four-year-olds exhibit greater skills with the mouse and can recognize simple icons like ‘page turning’ and ‘quit’ to navigate a program. Although most 4- and 5- year olds are developing their reading abilities, they generally cannot use written directions. Activity games with a physical component are still very popular with this age group. Four- and five-year-olds can use keyboards along with a mouse to navigate, but this is often a slow method of input. They continue to be interested in simple painting and drawing programs, book reading programs, and simple multimedia development. This age group is interested in the creative aspect of computers like drawing or painting, and they are also interested in the fantasy or pretend element in computers, like interacting with story characters. Children at this age have the fine-motor skills and visual discrimination to use simple console and hand held computer games, but they find it difficult to coordinate movement between their two hands; they can focus on only one hand and one aspect at the same time.
  • 27. 4.Appendix:The first true internet generation
  • 28. 4.Appendix: Distinct Differences within generations
  • 29. 5.Appendix: Household and media ownership Sources: Information on young children from Victoria J. Rideout and Elizabeth Hamel, The Media Family: Electronic Media in the Lives of Infants, Toddlers, Preschoolers, and their Parents (Menlo Park, Calif.: Kaiser Family Foundation, 2006); information on older children from Donald F. Roberts, Ulla Foehr, and Victoria Rideout, Generation M: Media in the Lives of 8–18-year-olds (Menlo Park, Calif.: Kaiser Family Foundation, 2005). Data are missing for younger children in the first part of the table because subgroup analyses were not reported and, in the second and third part of the table, because particular questions were not asked of young children.
  • 30. 5.Appendix: Share of children of various ages with their own media Sources: Information on young children from Victoria J. Rideout and Elizabeth Hamel, The Media Family: Electronic Media in the Lives of Infants, Toddlers, Preschoolers, and their Parents (Menlo Park, Calif.: Kaiser Family Foundation, 2006); information on older children from Donald F. Roberts, Ulla Foehr, and Victoria Rideout, Generation M: Media in the Lives of 8–18-year-olds (Menlo Park, Calif.: Kaiser Family Foundation, 2005). Data are missing for younger children in the first part of the table because subgroup analyses were not reported and, in the second and third part of the table, because particular questions were not asked of young children.
  • 31. 5.Appendix: Share of children of various ages with their own media
  • 32. 5.Appendix: Children Daily Exposure to media