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NASCAR 2014
Our Initial Thoughts
The Kenwood racing team

JIM SAMALIS
Creative Director
For the last 25 years, Jim has
been changing audience
behavior through brand and
product experiences across
multiple channels. He has
worked on launches and
campaigns for Levi‘s, Dockers,
Electronic Arts, HP, Sega,
Cisco, Autodesk, Genentech
and many more. He believes
that great creative is only as
good as the insight uncovered
about the audience‘s beliefs,
behaviors and triggers.
Creative without insight is like
throwing darts blindfolded.
Fortunately, Jim and his team
work collaboratively to ensure
every dart is a bullseye.

NICO VAN PRAAG
Strategist
Over the last 20 years Nico has
put his strategic fingerprint on
some of the world‘s best
brands including Nike, Audi,
GAP, VISA, Red Bull, Microsoft
and Xbox, GMC and many
more. He‘s driven by a belief
that great strategy requires
creativity just like the creative
itself. And that smart strategy
does far more than guide a
brand‘s messaging, it should
inspire its core behavior both
internally and in a consumerfacing way. Nico preaches that
brand behavior is core to what
makes an iconic, powerful
brand what it is.

BRIAN KERR
Account Manager
Brian Kerr has been involved
with a slew of marketing and
communications efforts for tech
companies and game
publishers – ranging from
building online game
communities to launching triple
A titles. Brian is the client's goto person and responsible for
making sure the internal
Kenwood team and the
external client teams are
always on the same page.

JOHN EMMANEEL
Executive Producer
John‘s experience is broad,
deep and international, having
managed multi-faceted
campaigns, launches and
brand activations for over 17
years. He is equally at home
delivering on any
communication platform and
understanding the importance
of a client‘s content and
business strategy. John has
spearheaded engagements for
a diverse set of major brands
including Cisco, Samsung
Mobile, Tune-in, Square Enix,
Food Brands, Caterpillar,
Mazda, Visa, Genentech and
Abbott Labs.
Our strategy process
EXPLORE
>
>
>
>

Business
Consumer
Culture
Technology

DISTILL
>
>
>
>

The real business issue
The key insights
Promising alignments
Enabling technologies

BUILD
> An integrated strategic
and creative platform

OPTIMIZE
> And adjust to achieve
defined KPI‘s
Background

NASCAR
Five facts about NASCAR
we should care about
1

NASCAR is second only to the NFL in
terms of top sports franchise TV ratings

2

$3 billion worth of licensed products are
sold to the 75 million fans each year

3

Ticket sales revenue fell 38% over the
past five years

4

Ratings among 18-34 year-olds fell more
than 25% versus a year ago

5

Fortune 500 sponsorships have been
on the decline since 2000
NASCAR games have underdelivered
JOURNALISTS

―Hardcore NASCAR fans might find
little to love in this lackluster title.‖
―Inside Line is a step up from its predecessor in
every way, but it falls short of being a winner.‖

CONSUMERS

―No NASCAR game ever was impressive.‖
―I never did get into the NASCAR games.‖
―I played one for a while before. While it was fun
it just didn't appeal to me like other racers do.‖
And sales reflect the reviews
Need For Speed franchise:
Best selling racing game of all time

100+mm copies
ALL NASCAR games made since
1998
18.16mm copies
Background

OUR CONSUMER
NASCAR represents a polarity

Love it!
―I love that NASCAR
is now an indelible
part of me, part of
my identity, who I
am.‖

Hate it!
―NASCAR‘s not a
real sport! It‘s like
WWE. All those
drivers do is mash
the gas and turn left.
Any old fool could do
that.
Reasons they…

Love it!
Danger <
Speed <
Community <
Driver back-stories <
The roots <
The violence <
The patriotism <

Hate it!
> Left turns
> Monotony
> Little appreciation of speed
> Perceived gratuitous crashes
> The fan base
> Lack of involvement
But those who get it get it
―There are but three true
sports—bullfighting, mountain
climbing, and motor-racing.
The rest are merely games.‖ Ernest Hemingway
The NASCAR fan

60%

8.6%

43%

Male

Hispanic

45yrs old and older

8.9%

32%

AA

18-34yrs old

$

More than 29% - HHI = $30-50k
Only 8% - HHI = $100k+

18%

24%

38%

20%
Millennials – 4 relevant
characteristics
Defined by technology

Highly social/connected

94%

> Social media is power
> As a generation, they are team players

Have a mobile
phone

69%

Own an iPod or
mp3 player

70%

Own a laptop

23%

Own a tablet

“If we want to truly grasp the power of connection for this
generation, we can look at how they want to be
remembered. It is not for their beauty, their power, or
their influence, but simply for the quality of their human
relationships.”

High expectations

Short attention span

> Rewrite rather than follow rules
> Expect the ability to create a fully
customized experience

Multi-screen natives in one week:
>
>
>
>

5 hours 39 min of online video
24 hours 44 minutes of ―live‖ TV
9 of 10 surf while they watch TV
The second screen is most often the first
Millennials and gaming
Gaming is ranked the #3
interest among Millennials

What they like most:
> Competition
> Connection

Console is still king

5.1
hours/wk consoles
4.4
hours/wk mobile phones

11.8
hours a week across devices
13.8

6 in 10
own a gaming console
1 in 3

hours a week among 12-24 yr olds

6 in 10
play games online
4.8
hours a week average

will likely buy the
next gen system

Friends are the #1
source for game
recommendations

Source: Be Viacom International 2013
Our most promising consumer

*
GAMERS

*

NASCAR
FANS

Common motivations:
> Immersion
> Social connection
> Customization
NASCAR 2014

OUR THINKING SO FAR
Business problem:
Sell a NASCAR product within a category dominated by
Millennials who have a waning interest in NASCAR.
Communication Challenge:
> Primary:
– Get the Millennial NASCAR fan to embrace NASCAR
2014 and become advocates of the game.
> Secondary:
– Get gamers who are not fans to take a fresh look at
NASCAR 2014.
Our opportunity is huge
Of NASCAR fans who
buy licensed products

75,000,000
42%
own and play video
games

31,500,000
Potential buyers:

Source: Simmons 2013
Our ideal strategy needs to…
1. Promote the excitement of NASCAR
2. Emphasize the immersive nature of the game
3. Highlight the games realistic effects, driving dynamics
and real teams and drivers
4. Appeal to the gamers need for community and
connectivity
5. Promote competition
6. Appeal to the need for customization
7. Leverage the real-time replay capability of the game
IT’S ABOUT TO GET REAL
The product
More sense
of speed

Better driving
dynamics

More immersive
experience

Customizability

IT’S ABOUT TO GET REAL
Replay real races

Real teams

Gen-6 Cars

Race against
real people
The marketing
Real drivers

Real cars

Create
immersive
experiences

Customizability

Real prizes

Day in the life

(trip to Daytona)

Of a NASCAR driver

Competition
against real
people

IT’S ABOUT TO GET REAL
Racing simulators
Harley-Davidson

AN ANALOGOUS
BRAND CHALLENGE
The business problem
H-D sales ‗09 revenue

Down 23%
Economy ‘09 category

Sales down 19%

Heavy competition
- Broader appeal
- Younger image
- Aggressive offerings within
the cruiser/touring category
Our goal:

INCREASE THE RELEVANCE OF
H-D AMONG YOUNG ADULTS (18-35
YEARS)
KPI: DEALER VISITS
What’s valued
Celebrate the individual

Be an ingredient, not a recipe

Enable mass customization

Be social

Revel in real

The perception of
Harley
―I don‘t want to be THAT guy‖
―It‘s for people who want to buy a set lifestyle‖
―You have to bleed orange and black‖

―I don‘t feel welcome‖
―It‘s just about merchandise these days‖
Perception

Reality

A homogenous group
of old white guys

Founded by
non-conformists

The ―tough guy‖ and
the ―touring guy‖

A history of diverse representation
of roles within society

A sea of sameness
across manufacturers

A unique product and
brand experience

We‘re stuck in the past

Constantly innovating
The opportunity
1. Leverage the roots of the brand
2. Create a warm invitation
3. Make Harley-Davidson
a blank canvas that celebrates individuals
Our invitation
Write the next chapter of the Harley-Davidson story

With each generation comes a
fresh perspective and a new
chapter

You create your
own expression of
Harley

There is a 106-year
history of individuals who
wrote theirs… now it‘s
your turn
APPENDIX
The Pastrana effect
A hope for the future of NASCAR?

―Everybody gives NASCAR guys a
hard time, especially action sports
guys, because they say, ‗Aw, all
you do is turn left.‘ But these are
the best drivers in the world – bar
none.‖ - Travis Pastrana
Fantasy sports have exploded – a need to
connect?
35 Million Participants*
1 in 5 fulltime employed adults

5.4 Million women
Multi-billion dollar industry

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NASCAR Racing 2014 - Research & Brand Strategy Recommendations

  • 2. The Kenwood racing team JIM SAMALIS Creative Director For the last 25 years, Jim has been changing audience behavior through brand and product experiences across multiple channels. He has worked on launches and campaigns for Levi‘s, Dockers, Electronic Arts, HP, Sega, Cisco, Autodesk, Genentech and many more. He believes that great creative is only as good as the insight uncovered about the audience‘s beliefs, behaviors and triggers. Creative without insight is like throwing darts blindfolded. Fortunately, Jim and his team work collaboratively to ensure every dart is a bullseye. NICO VAN PRAAG Strategist Over the last 20 years Nico has put his strategic fingerprint on some of the world‘s best brands including Nike, Audi, GAP, VISA, Red Bull, Microsoft and Xbox, GMC and many more. He‘s driven by a belief that great strategy requires creativity just like the creative itself. And that smart strategy does far more than guide a brand‘s messaging, it should inspire its core behavior both internally and in a consumerfacing way. Nico preaches that brand behavior is core to what makes an iconic, powerful brand what it is. BRIAN KERR Account Manager Brian Kerr has been involved with a slew of marketing and communications efforts for tech companies and game publishers – ranging from building online game communities to launching triple A titles. Brian is the client's goto person and responsible for making sure the internal Kenwood team and the external client teams are always on the same page. JOHN EMMANEEL Executive Producer John‘s experience is broad, deep and international, having managed multi-faceted campaigns, launches and brand activations for over 17 years. He is equally at home delivering on any communication platform and understanding the importance of a client‘s content and business strategy. John has spearheaded engagements for a diverse set of major brands including Cisco, Samsung Mobile, Tune-in, Square Enix, Food Brands, Caterpillar, Mazda, Visa, Genentech and Abbott Labs.
  • 3. Our strategy process EXPLORE > > > > Business Consumer Culture Technology DISTILL > > > > The real business issue The key insights Promising alignments Enabling technologies BUILD > An integrated strategic and creative platform OPTIMIZE > And adjust to achieve defined KPI‘s
  • 5. Five facts about NASCAR we should care about 1 NASCAR is second only to the NFL in terms of top sports franchise TV ratings 2 $3 billion worth of licensed products are sold to the 75 million fans each year 3 Ticket sales revenue fell 38% over the past five years 4 Ratings among 18-34 year-olds fell more than 25% versus a year ago 5 Fortune 500 sponsorships have been on the decline since 2000
  • 6. NASCAR games have underdelivered JOURNALISTS ―Hardcore NASCAR fans might find little to love in this lackluster title.‖ ―Inside Line is a step up from its predecessor in every way, but it falls short of being a winner.‖ CONSUMERS ―No NASCAR game ever was impressive.‖ ―I never did get into the NASCAR games.‖ ―I played one for a while before. While it was fun it just didn't appeal to me like other racers do.‖
  • 7. And sales reflect the reviews Need For Speed franchise: Best selling racing game of all time 100+mm copies ALL NASCAR games made since 1998 18.16mm copies
  • 9. NASCAR represents a polarity Love it! ―I love that NASCAR is now an indelible part of me, part of my identity, who I am.‖ Hate it! ―NASCAR‘s not a real sport! It‘s like WWE. All those drivers do is mash the gas and turn left. Any old fool could do that.
  • 10. Reasons they… Love it! Danger < Speed < Community < Driver back-stories < The roots < The violence < The patriotism < Hate it! > Left turns > Monotony > Little appreciation of speed > Perceived gratuitous crashes > The fan base > Lack of involvement
  • 11. But those who get it get it ―There are but three true sports—bullfighting, mountain climbing, and motor-racing. The rest are merely games.‖ Ernest Hemingway
  • 12. The NASCAR fan 60% 8.6% 43% Male Hispanic 45yrs old and older 8.9% 32% AA 18-34yrs old $ More than 29% - HHI = $30-50k Only 8% - HHI = $100k+ 18% 24% 38% 20%
  • 13. Millennials – 4 relevant characteristics Defined by technology Highly social/connected 94% > Social media is power > As a generation, they are team players Have a mobile phone 69% Own an iPod or mp3 player 70% Own a laptop 23% Own a tablet “If we want to truly grasp the power of connection for this generation, we can look at how they want to be remembered. It is not for their beauty, their power, or their influence, but simply for the quality of their human relationships.” High expectations Short attention span > Rewrite rather than follow rules > Expect the ability to create a fully customized experience Multi-screen natives in one week: > > > > 5 hours 39 min of online video 24 hours 44 minutes of ―live‖ TV 9 of 10 surf while they watch TV The second screen is most often the first
  • 14. Millennials and gaming Gaming is ranked the #3 interest among Millennials What they like most: > Competition > Connection Console is still king 5.1 hours/wk consoles 4.4 hours/wk mobile phones 11.8 hours a week across devices 13.8 6 in 10 own a gaming console 1 in 3 hours a week among 12-24 yr olds 6 in 10 play games online 4.8 hours a week average will likely buy the next gen system Friends are the #1 source for game recommendations Source: Be Viacom International 2013
  • 15. Our most promising consumer * GAMERS * NASCAR FANS Common motivations: > Immersion > Social connection > Customization
  • 17. Business problem: Sell a NASCAR product within a category dominated by Millennials who have a waning interest in NASCAR. Communication Challenge: > Primary: – Get the Millennial NASCAR fan to embrace NASCAR 2014 and become advocates of the game. > Secondary: – Get gamers who are not fans to take a fresh look at NASCAR 2014.
  • 18. Our opportunity is huge Of NASCAR fans who buy licensed products 75,000,000 42% own and play video games 31,500,000 Potential buyers: Source: Simmons 2013
  • 19. Our ideal strategy needs to… 1. Promote the excitement of NASCAR 2. Emphasize the immersive nature of the game 3. Highlight the games realistic effects, driving dynamics and real teams and drivers 4. Appeal to the gamers need for community and connectivity 5. Promote competition 6. Appeal to the need for customization 7. Leverage the real-time replay capability of the game
  • 20. IT’S ABOUT TO GET REAL
  • 21. The product More sense of speed Better driving dynamics More immersive experience Customizability IT’S ABOUT TO GET REAL Replay real races Real teams Gen-6 Cars Race against real people
  • 22. The marketing Real drivers Real cars Create immersive experiences Customizability Real prizes Day in the life (trip to Daytona) Of a NASCAR driver Competition against real people IT’S ABOUT TO GET REAL Racing simulators
  • 24. The business problem H-D sales ‗09 revenue Down 23% Economy ‘09 category Sales down 19% Heavy competition - Broader appeal - Younger image - Aggressive offerings within the cruiser/touring category
  • 25. Our goal: INCREASE THE RELEVANCE OF H-D AMONG YOUNG ADULTS (18-35 YEARS) KPI: DEALER VISITS
  • 26. What’s valued Celebrate the individual Be an ingredient, not a recipe Enable mass customization Be social Revel in real The perception of Harley ―I don‘t want to be THAT guy‖ ―It‘s for people who want to buy a set lifestyle‖ ―You have to bleed orange and black‖ ―I don‘t feel welcome‖ ―It‘s just about merchandise these days‖
  • 27. Perception Reality A homogenous group of old white guys Founded by non-conformists The ―tough guy‖ and the ―touring guy‖ A history of diverse representation of roles within society A sea of sameness across manufacturers A unique product and brand experience We‘re stuck in the past Constantly innovating
  • 28. The opportunity 1. Leverage the roots of the brand 2. Create a warm invitation 3. Make Harley-Davidson a blank canvas that celebrates individuals
  • 29. Our invitation Write the next chapter of the Harley-Davidson story With each generation comes a fresh perspective and a new chapter You create your own expression of Harley There is a 106-year history of individuals who wrote theirs… now it‘s your turn
  • 31. The Pastrana effect A hope for the future of NASCAR? ―Everybody gives NASCAR guys a hard time, especially action sports guys, because they say, ‗Aw, all you do is turn left.‘ But these are the best drivers in the world – bar none.‖ - Travis Pastrana
  • 32. Fantasy sports have exploded – a need to connect? 35 Million Participants* 1 in 5 fulltime employed adults 5.4 Million women Multi-billion dollar industry

Notas do Editor

  1. Immediately these principles “feel” Harley. But when we contrast them against our current perceptions of the brand, we reveal nothing but polarities:There’s a feeling that there’s no way to RIDE a Harley without becoming THAT guy – even among Harley ridersThere’s no way you can add it to who you are… you just BECOME part of HarleyWhile the range of customization is well known for the bikes, the experience is thought to be myopic Harley has one of the largest social networks of any brand in the world. And it’s even thought to be friendly and inviting. So long as you already own a Harley.Harley is the real deal. But the merchandising and general fanfare has created the perception that it doesn’t always act like it.
  2. There’s irony in these polarities. And the good news is, when we look at our roots… the real Harley, we really are is pretty darn close to what this target is looking for.
  3. This fits the target:It grants them permission to the world of Harley and says, “we are looking to you for what’s next”It creates a broader appreciation for what HD has been and is currentlyIt invites input into the creation of bikes, apparel, experiences, dealer development, etcIt fits the brandIt’s rooted in the individualIt inspires participation through its inspiring pastIt benefits from fresh ideas and a new generation of H-D riders who will grow the range of relevance