Scott_Rouse
Explorer
Scott, you are on fire! I am really enjoying these great responses from you.
I'm going to push my luck and ask you about the halo effect you mentioned in your first post. When you develop a marketing campaign, how do you expand that halo effect?
I'm thinking of the idea that I've sucked my wife into the hobby, my friend got his girlfriend playing, and I'll probably play with my kids when they are old enough to play.(I did see you mention some of this before.) Are there things that WotC can do that encourages this? Is this effect measurable so that you can assess it?
The halo effect happens organically like you describe. Friends and family are the number one way that people learn about and learn to play D&D. The internet is second and retailers are third. So word of mouth is very important to get more people to pick it up.
Products themselves can be a goo way to get the next generation. We have our Mirrorstone line of books that all are based on the worlds and monsters of D&D. Practical Guide to Dragons is an example of this. These books are now including a small D&D logo onthe back to indicate they are part of the brand.
Finally is PR, Advertising, Events, and Merchandising. We get a halo effect from existing player focused marketing when a non player sees a story in a local paper about a game day, sees a game product or the game itself being played at a store, goes to PAX and sees the booth, sees an advertisement on a video game site, sees a comic about it on Penny Arcade or the game featured in an episode of Futurama.
Also, I think I recall some generous donation of gaming materials to US service members by WotC. That got me thinking. Do you have any information that might indicate that targeting service members for marketing is worthwhile or measurable?
It is hard to market dirrectly to the military but we do support the troops in many ways including product donations, author siginings at bases, conventions like Ziggurat Con, and we sell products through AAFES.