Tag Archives: experiential marketing

Experience Sports in the Store

Ever go shopping for athletic gear and get frustrated that you can’t try it out fully? Curious about how that bat swings? Or if that driver will help you hit a clean line? Want a quick run around the track while you wait for friends to finish on the climbing wall? You’re in luck if you go to one of the new Dick’s Sporting Goods concept stores – House of Sports.

Going to a sports gear store just got a little more interactive. Working to lure customers back to the store and linger awhile, the new Dick’s stores offer a 20,000-square-foot outdoor turf field and running track, rock climbing wall, batting cages, hitting bays, and golf simulations.

Dick’s isn’t the only company getting into experiential stores. Bauer Hockey, a leader in hockey gear, has stores with a full-sized ice rink. And, North Dakota-based Scheels sporting goods has a superstore with a saltwater aquarium, mini-hockey rink, coffee shop, candy store, archery lanes, and indoor Ferris wheel. And, let’s not forget about the Canada Good store in Mall of America that has a cold room for trying out gear in temperatures as low as minus-13 degrees (a typical Minnesota winter).

Many sporting goods stores saw increased sales during the pandemic. And with increased customers, increased experiences for customers followed. These enhanced experiences – a type of experiential marketing – are designed to immerse customers with a product. Not just see it or touch it, but actually experience something physically.

Who wants to go play at the store?

Group Activities and Discussion Questions:

  1. Poll students: Where do they buy athletic gear? Why there?
  2. Discuss the changing customer experiences in retail.
  3. Discuss experiential marketing and how it involves the customer.
  4. Show House of Sports site: https://www.dickssportinggoods.com/s/houseofsport
  5. Scheels Web site: https://www.scheels.com/stores/minnesota/eden-prairie/features/eden-prairie-attractions-entertainment.html
  6. Divide students into teams. Have each team select a retailer they like. Then, have each team design how to incorporate experiential marketing into the store.

Sources:  Norfleet, N. (17 March 2022). ‘House of Sport’ goes beyond shopping. Minneapolis Star Tribune.  

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Electric Bikes Take Off

The pandemic created a great deal of pain and turmoil for people as they worried about health and jobs. And, people made a lot of adjustments in their daily lives during, and now after, the pandemic. There have been supply chain disruptions in all industries, making it hard to get inventory to the customer.

Despite all the strain, one of the positive impacts in the past two years has been the uptick in sales of electric-bikes. In 2021, more than 880,000 e-bikes were sold, far surpassing the units sold of electric cars and trucks (at 608,000). Industry experts predict that more than one million e-bikes will be sold in the U.S. in 2022.

And why not. E-bikes are easy to use and greatly increase the speed of regular bike trips. No more huffing and puffing up a hill, only to arrive sweaty at a destination. And instead of driving, the e-cargo bikes can make the trip and haul groceries as well as the kids. Finally, let’s not forget about rising gas prices! (The more expensive gas gets, the better my e-bike looks.)

Many new e-bike firms are taking to the road by selling only online. However, buying online has one big flaw – the inability to touch and test the product before buying. There are plenty of testimonials and videos, but nothing beats actually experiencing an e-bike.

One solution from Belgian e-bike company Cowboy, is to take the bikes to the prospective customer. In ten cities in the U.S., prospects can request Cowboy ‘ambassadors’ to bring the bikes to them for a trial ride. A similar approach is being used by Rad Power Bikes. In addition to several stores, pop-up events and test rides bring the e-bikes to more places. Pedego e-bikes uses a different model and has more than 200 distributors where riders can try the e-bikes before they buy.

Ready to ride?

Group Activities and Discussion Questions:

  1. Poll students: Have they ridden electric bikes? Where and how?
  2. View Cowboy bikes: https://us.cowboy.com/
  3. View Rad Power bikes: https://www.radpowerbikes.com/
  4. View Pedego bikes: https://pedegoelectricbikes.com/
  5. In order to be successful, companies must be able to physically get a product into the hands of the customers. Discuss how a distribution channel works.
  6. For Internet-based e-bike companies, what distribution channels are used now?
  7. How can the channel be expanded? What approach could be used?
  8. Divide students into teams. Have each team draw a flow chart for the distribution of the product.

Sources:  Boudway, I. (18 April 2022). E-bike online startup lets you ride before you buy.  Bloomberg News.; Hurford, M. (27 April 2022). New research shows that e-bikes are outpacing electric car sales in the U.S. Bicycling.com.

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Branding in the Metaverse

In an average day consumers see thousands of different brands and messages. And all of them want our attention and money! But sometimes it’s too much and we long to escape all the noise. Perhaps a video game will give us that break from brands? Well, actually, no it will not. In fact, the metaverse is rapidly becoming a new platform for building brands and engaging consumers.

Let’s start with the metaverse. The metaverse is any kind of digital immersive experience on the Internet that is persistent, 3D, and virtual and it is not happening in the physical real world – or is it?  The promise of the metaverse gives us opportunity to play, work, connect, and buy. However, there is not just a single, universal metaverse. Instead there are multiple of these playgrounds/worlds and each has its own access, rules, and membership. If this sounds similar to video game settings, it is.

PC games have already created metaverse playboxes where players socialize with others such as Minecraft from Microsoft. Other entries include Roblox which allows players to create and play across numerous worlds. Another is Dencentraland – a 3D virtual world owned by users who create virtual structures and then charge others to visit. For example, Decentraland held an immersive Metaverse Festival for a music event featuring performances by Deadmau5 and others. Snoop Dogg holds private metaverse parties and offers exclusive NFTs.

Many brands are creating immersive branded experiences as well. For example, Nike has filed for patents for virtual goods and the opportunity to build virtual retail environments to sell those goods. Social media also plays a roll with virtual showrooms, fashion shows and dressing rooms. Other companies buy or rent digital space from the platforms. They can rent out digital land that they own to other brands, plus sell NFTs to consumers to build a new revenue stream. Metaverse Group, bought about 313,000 square feet in Decentraland’s fashion district (at a cost of $2.5 million) for a fashion week in March. Decentraland even has its own cryptocurrency for making transactions.

What should brands do to engage in the metaverse? It’s the same marketing principles as real life: Choose target markets, examine competitors, develop new products/services, and above all – be ready to pivot quickly.

After all, the virtual world is an extension of the real world, isn’t it?

Where will you go to play in the metaverse?

Group Activities and Discussion Questions:

  1. Poll students: Define what the metaverse is for them.
  2. Poll students: List ideas for placing brands in the metaverse.
  3. Consider showing a video about the metaverse: https://youtu.be/99BnZ8js1_k
  4. Have students explore sites such as The Sandbox: https://www.sandbox.game/en/shop/?collections=26 , and Decentraland: https://decentraland.org/
  5. What are the strengths of the metaverse? Weaknesses? Opportunities?
  6. Divide students into teams. Have each team select a brand and then develop a marketing plan for expanding into the metaverse.

Source:  Alcantara, A. (3 March 2022). Marketers explore metaverse. Wall Street Journal; Balis. J. (3 January 2022). How brands can enter the metaverse. Harvard Business Review; Gunn., E. (2 February 2022). Building a brand in the metaverse. Fast Company; other news sources.

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