You are on page 1of 4

Marketing Mix: 7P’s

Product
• Our product here, is the MemoMoti website, where we have used several games to gamify a
wide range of content.
• A simple-to-use gaming platform called MemoMoti offers a gamified learning environment.
• It makes monotonous repetition enjoyable and feels less like work with more fun integrated.

Place
• Target cities for India expansion should be metros and semi metros.
• With further marketing and spreading awareness to tier 3 cities, business can be branched out.

Price
• Prices can only be decided after doing a proper market survey.
• But, all factors considered, MemoMoti has a first mover advantage which gives us a little
flexibility on the pricing.
• Different tiers/plans can be set up in accordance with the city tiers.

Promotion
• Taking cues with BYJU’s promotion strats, we can engage with popular gamers in India who can
promote the platform and brief the mass customers.
• Extensive Marketing thus bombarding the viewers with the name MemoMoti: Billboards,
Targeted Social Media Ads, Banners - Taking cues from how Oppo/Vivo became popular in India.

Physical evidence
• Anyone with an internet connection can access our services since we are an online gaming
platform, and the website's design, usability, user-friendly interface, and promptness of service
can be seen as physical proof.

People
• Target Audience: Age group 4-12 years.

Process
• The Al-driven assessment mechanism in our game modifies the level of difficulty to suit the
needs of everyone.
Five Marketing Utilities
Utility of Time
There is no delay in the delivery of the content and the product is instantaneously accessible.

Utility of Place
We are not constrained by geography or a need to be physically present because our product is
available online.

Utility of Possession
According on our agreement with the client, the product material may be totally accessible or may
be designed so that only paying customers may utilize capabilities, leaving free users with fewer
options.

Utility of Form
Our development team includes some of the top game developers, enabling us to offer the greatest
gamification services and the flexibility to visualize our platform as required.

Utility of Information
Customers can get our knowledge through demo access, digital marketing, search engine
optimization, social media marketing, commercials, partnerships with significant platforms, and
sponsorships.
Target Market/Market Segment Data
Geographic
India (Tier 1 and Tier 2 cities. And the educational hub cities like – Mumbai, Delhi, Pune, Bengaluru,
Chennai, etc.)

Demographic
For the children in the age group 4-12 years.

Psychographic
• Parents - who spend hours trying to convince their kids to sit down and do five more minutes of
homework.
• Children - who are burnt out from the old-school methods of studying.
• Educators - who want to bring education to the digital age.

Behavioral
The target market for this platform is anyone with a personal digital device and an active internet
connection who thinks this might be a new way to learn and remember things.
Product Line Extension

The way that people learn, recall, and revise concepts is being revolutionized by Memomoti.

Much of the target audience has a mobile device, so it will be beneficial to offer a version of this
platform on mobile devices. Since Memomoti currently has a well-established web platform, perhaps
we should now leverage it and build a mobile app on Android and iOS. Since there won't be a location
requirement, as there is with most children's desktop computers, it will be more accessible and
simpler to use.

You might also like