Professional Documents
Culture Documents
MARK JEFFERY
On April 6, 2005, Sony Corporation announced the signing of a global partnership program
contract with the Fédération Internationale de Football Association (FIFA), the leader in world-
class soccer and the organizer of the FIFA World Cup.1 The contract, which represented the first
global marketing and communications platform for the Sony Group, would run from 2007 to
2014 with a contract value (excluding services and product leases) of ¥33.0 billion
(approximately $305 million).
I am delighted and very proud that Sony has chosen FIFA and football for this
momentous deal, which creates a true partnership with many opportunities for taking the
relationship far beyond a classical sponsorship. Sony, like FIFA, enjoys tremendous
brand awareness and is therefore another perfect partner to support us in our mission to
develop and broaden the worldwide appeal of football even further.
—FIFA president Joseph S. Blatter, Tokyo, Japan, April 6, 2005
This partnership is an ideal one, as it benefits both sides from the point of view of
branding. FIFA has a spectacular reach around the world through the universal
language of football and it is this unique attribute that convinced us to commit to this
global sponsorship deal. This is an ideal opportunity for us to leverage the powerful
assets of the Sony Group in electronics, entertainment, and technology.
—Sony Group CEO Nobuyuki Idei, Tokyo, Japan, April 6, 2005
As a FIFA partner, Sony would be able to mobilize its personnel, material, and intellectual
property resources and develop new marketing methods to create new value for customers. Now
the questions were: how could Sony maximize the marketing potential of this partnership, and
what was the return on investment (ROI) of this FIFA sponsorship opportunity?
1
Press release, “Sony and FIFA Conclude Contract for Partnership Program—Sony to Develop Global Marketing Activities as
Official Partner of FIFA World Cup,” April 6, 2005, http://www.sony.net/SonyInfo/News/Press/200504/05-020E/index.html
(accessed June 29, 2006).
©2006 by the Kellogg School of Management, Northwestern University. This case was prepared by Professor Mark Jeffery and
Saurabh Mishra, Post-Doctoral Fellow in the Center for Research on Technology and Innovation. Cases are developed solely as the
basis for class discussion. Cases are not intended to serve as endorsements, sources of primary data, or illustrations of effective or
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SONY-FIFA PARTNERSHIP PROGRAM KEL195
Sony Corporation
Founded in 1946 in Tokyo, Japan, Sony Corporation had become an $87 billion consumer
electronics and entertainment colossus by the start of the twenty-first century (see Exhibit 1 and
Exhibit 2 for summary financials). In line with the company’s growth during the past six
decades, Sony’s business portfolio had also grown. Originally focused primarily on electronics,
Sony now had a dominant presence in the gaming, music, movies, and financial services
industries (see Exhibit 3 for Sony’s 2004 organizational chart).
Although the company had expanded in multiple sectors, electronics still remained the
dominant part of the business, accounting for an almost 62 percent share of Sony’s sales and
operating revenue (see Exhibit 4). From its inception, electronics had been a vital engine of
growth for Sony’s expansion, and most consumers associated the Sony brand with electronics.
While Sony had benefited immensely from its electronics division in the past, recent trends
were a little disconcerting. In 2002 the electronics division at Sony reported a net loss of ¥1,158
million ($11.3 million). Although this trend reversed in 2003, with the division reporting a profit
of ¥41,380 million ($387 million), the 2004 fiscal year again witnessed a loss of ¥35,298 million
($339 million).
The losses in the electronics division eventually resulted in a decline in Sony’s overall
performance. In 2005 Sony posted a net loss of ¥7.3 billion ($65.2 million) in the three months
ended June 30, compared with a profit of ¥23.3 billion a year earlier. That red ink followed a loss
of ¥56.5 billion in the fourth quarter ended March.
A look at the breakdown of the different segments of Sony’s electronics business division
reveals that overall, the decline in the profitability was the result of loss in sales and operating
revenue in the audio and television businesses (see Exhibit 5). These two businesses were
traditionally the primary revenue generators for Sony, and losses for them translated to overall
losses for the company. In contrast to the decline in the profitability of the electronics business,
the other businesses had been growing well and were providing a sustainable flow of revenues for
Sony.
These trends in the performance of the portfolio triggered extensive reflection and discussion
among the top executives at Sony, and they began engaging in new organizational and marketing
initiatives to channel these trends in a positive direction. One such initiative taken up by the
company was to partner with the world’s premier football organization, FIFA, in an eight-year
(2007–2014), $305 million deal. With the partnership on the horizon, Sony was actively seeking
the most ROI from this deal.
FIFA
FIFA was founded in a back room of the headquarters of the Union Française de Sports
Athlétiques at the Rue Saint Honoré 229 in Paris on May 21, 1904. Since its inception, FIFA had
gained increasing prominence in the world of sports. By 2005 it represented 300,000 soccer clubs
worldwide comprised of 240 million players, 30 million of whom were women. FIFA organized
multiple soccer events every year in various parts of the world, along with the most popular
sporting event in the world, the trademarked FIFA World Cup, held every four years.
No other sporting event captured the world’s imagination like the FIFA World Cup. Ever
since the first tentative competition in Uruguay in 1930, FIFA’s flagship tournament had
constantly grown in popularity and prestige.
By the beginning of the twenty-first century, the FIFA World Cup held the entire global
public under its spell. It attracted people from all walks of life—male and female, young and old,
white collar and blue collar—and from all parts of world (see Exhibit 6 for demographic
breakdown of key FIFA viewer segments).
Furthermore, according to 2002 estimates, accumulated audiences of more than 28.8 billion
people were watching the FIFA tournaments, with an average of 314 million people watching per
match. For the FIFA World Cup alone, an estimated 1.1 billion watched on TV in 2002. These
numbers were expected to grow to 1.6 billion TV viewers for FIFA World Cup 2006 and to an
estimated 1.9 billion viewers for the FIFA World Cup in 2010 (see Exhibit 7 for details).2
In addition to TV and stadium viewership, FIFA events also attracted large numbers of fans
to the Web sites. A recent study projected that by 2010 the FIFA World Cup would attract more
than 4 billion data page impressions, with these numbers expected to jump to more than 9 billion
data page impressions by the 2014 FIFA World Cup (see Exhibit 8 for details). In the past,
companies have successfully benefited from attracting and connecting to this Internet traffic. For
instance, Philips (Royal Philips Electronics) used its partnership with FIFA to have an official
MatchCast Web site for fans, which helped increase its awareness among the fans (see Exhibit
9).
For the fans, the FIFA World Cup combined different cultural elements and values. Fans
associated FIFA with esteem, trust, energy, reliable high quality, leadership, and dynamism.3
These elements made FIFA a unique opportunity for companies to gain from sponsorship and
partnering activities. Any company that could relate its brand image to any one or set of the
multitude of emotions held by the FIFA fans worldwide could benefit immensely from a
partnership with the organization.
As a FIFA partner in this category, Sony would be able to exercise certain exclusive rights as
an official sponsor of forty-eight FIFA events over eight years. These included the world’s largest
football event, the FIFA World Cup (due to be held in South Africa in 2010 and South America
in 2014), as well as the FIFA Women’s World Cup, the FIFA Confederations Cup, and the FIFA
Interactive World Cup. For a detailed list of scheduled FIFA events for 2007–2014, see Exhibit
10.
2
Sponsorship Intelligence.
3
WPP.
As a FIFA partner, Sony would be able to energetically promote advertising and marketing
activities at these events, utilizing the global strength of its group companies in electronics,
entertainment, games, and more. Through this partnership contract, Sony was given a broad array
of rights at FIFA events. Sony would be able to use the partner logo at the FIFA World Cup and
other FIFA events, and it would have rights to the use of FIFA images and archive materials.
Other rights would include advertising boards in stadiums, TV sponsor credits, on-screen IDs,
and preferential negotiation rights for TV commercial spots.
Like MasterCard, Hyundai also extensively exercised its right as an official FIFA partner.
However, in addition to using marks and logos (see Exhibit 13), Hyundai used creative
marketing campaigns such as “goodwill ball tours” (see Exhibit 14), in which large inflatable
balls, representing each of the thirty-two football finalists, were toured throughout the home
country through Hyundai dealerships, providing fans the opportunity to write messages on the
ball. These balls were then taken on to the respective team matches and displayed outside each
stadium. Through this marketing event, Hyundai was able to attract more than 200,000 visitors,
creating strong associations with Hyundai among FIFA fans.
The key sectors of the Sony group (including electronics, movies, music, and games) would
be involved in the partnership with the world’s most popular sport: football. Their aim was to
heighten awareness and respect for the Sony brand, and to allow Sony to deliver new forms of
enjoyment to customers, thus enhancing its overall corporate value.
As Sony entered this new and exciting era of partnership with FIFA, the key question it faced
was how to effectively target and manage its marketing campaigns to maximize the ROI beyond
conventional sponsorship marketing. Sponsorship marketing campaigns often cost two or three
times the amount Sony was investing for the FIFA rights, so this new marketing strategy
represented a substantial investment for Sony over the next several years. The key to a profitable
relationship depended largely on Sony’s efforts to streamline its marketing campaigns around the
global FIFA events. Although the results of Sony’s efforts would be realized over time, Sony was
looking for creative marketing opportunities with a strong ROI.
Case Questions
As senior executives at Sony, your task is to design a creative marketing campaign to be used
at future FIFA events. In choosing marketing campaigns, remember that your mission is to:
Activate the FIFA sponsorship opportunity and maximize ROI beyond conventional
sponsorship marketing.
Be creative in designing your marketing campaign. Your deliverable should at least include
the following:
4. A scorecard of qualitative and quantitative metrics for determining the success (ROI) of the
marketing campaign.
6. The information you will require to more accurately assess the expected ROI from the
proposed campaign, and the methods you will use to obtain this information.
Exhibit 1 (continued)
¥ in millions $ in millions
except per except per
share share
a
amounts amounts
Year ended March 31: 2000 2001 2002 2003 2004 2004
At Year End
Net working capital 861,674 830,734 778,716 719,166 381,140 3,665
Stockholders’ equity 2,182,906 2,315,453 2,370,410 2,280,895 2,378,002 22,865
Stockholders’ equity per share attributable to common stock 2,409.36 2,521.19 2,570.31 2,466.81 2,563.67 24.65
Total assets 6,807,197 7,827,966 8,185,795 8,370,545 9,090,662 87,410
Source: http://www.sony.net
Note: Sales and operating revenue are attributed to countries based on location of customers.
Source: http://www.sony.net
Headquarters
Information
Technology & Microsystems
Communications Network Company
Network Company
Personal Professional
Audiovisual Solutions Network
Network Company Company
Source: http://www.sony.net
Movies
10%
Music
7%
Electronics
62%
Games
10%
China 17 20 32 30
Japan 17 28 29 26
Korea 20 27 28 24
France 15 21 36 27
Germany 13 22 30 35
Italy 17 25 28 30
Spain 22 31 19 28
UK 14 28 28 29
Argentina 26 28 22 25
Brazil 26 25 24 26
Mexico 30 28 24 17
All Countries 29 29 25 18
Exhibit 8: FIFA World Cup 2006–2014 Expected Data Page Impressions (in
millions)
Euro 2000
Olympics 2000
Olympics 2002
Euro 2004
0 1,000 2,000 3,000 4,000 5,000 6,000 7,000 8,000 9,000 10,000