Minggu, 11 Oktober 2009

MARKETING COMMUNICATION CAMPAIGNE OF ONLINE GAMES


INTRODUCTION ABOUT THE PRODUCT

What is online games

Online gaming is a technology rather than a genre, a mechanism for connecting players together rather than a particular pattern of game play. Online games are played over some form of computer network, now typically on the Internet. One advantage of online games is the ability to connect to multiplayer games, although single-player online games are quite common as well.

Online games are games played over some form of computer network. At the present, this almost always means the Internet or equivalent technology; but games have always used whatever technology was current: modems before the internet, and hard wired terminals before modems. The expansion of online gaming has reflected the overall expansion of computer networks from small local networks to the Internet and the growth of Internet access itself. Online games can range from simple text based games to games incorporating complex graphics and virtual worlds populated by many players simultaneously. Many online games have associated online communities, making online games a form of social activity beyond single player games.

The rising popularity of Flash and Java led to an Internet revolution where websites could utilize streaming video, audio, and a whole new set of user interactivity. When Microsoft began packaging Flash as a pre-installed component of IE, the Internet began to shift from a data/information spectrum to also offer on-demand entertainment. This revolution paved the way for sites to offer games to web surfers. Most online games like World of War craft, Final Fantasy XI and Lineage II charge a monthly fee to subscribe to their services, while games such as Guild Wars offer an alternative no monthly fee scheme. Many other sites relied on advertising revenues from on-site sponsors, while others, like Run Escape, let people play for free while leaving the players the option of paying, unlocking new content for the members.

After the dot-com bubble burst in 2001, many sites solely relying on advertising revenue dollars faced extreme adversity. Despite the decreasing profitability of online gaming websites, some sites have survived the fluctuating ad market by offsetting the advertising revenue loss by using the content as a cross-promotion tool for driving web visitors to other websites that the company owns.

The main objective of this product is to reach the user as large and many numbers of player and keep the interaction to the community through external forums or chat system. Usually these games have a large community of players to plan, coordinate and work as a team (if possible) such as tribes, clans or alliances.

Ragnarok Online Version 2 (RO2)
The year 1000 L.C is approaching. One thousand years prior, a terrible destruction took place, and the world was saved by St. Lif, son of Baldr. Roughly twenty years earlier, a destructive war took place between Normans of the east and west, but there has recently been peace. Strange things have begun happening, however; the dark wanderers Dimago have awoken, and the Ellr have left their land of Alfheim to investigate the Mother Tree's silence.

Ragnarok Online 2 improves on many of the original's features as well as adding quite a few of its own. Below are notable new features or changes that will be seen in RO2. (Larger features are described in detail however not all game features have been announced yet).

Full 3D graphics, while retaining the "original manhwa style" of Ragnarok Online.

Real Emotion Expression, allowing player avatars to show and express realistic emotions. This will replace the "bubble emotes" from the original.
Anti-Theft Mob System, which gives benefits to victim of kill-stealing instead of penalizing the offender.

Safe Trade System, which enables two ways of trade. The first option requires an item from both parties (or Zeny) and the second option allows the trade of an item or amount of Zeny without having to receive something in return.

Killing one strong creature has been redesigned to be far more effective than killing multiple weaker enemies. Grouping has also been made far more beneficial to those in the group.

Loot collection has been changed to a "loot the body" system. Instead of making dropped items fall onto the ground, the player must select the fallen enemy's corpse and retrieve the items.

Jumping and swimming have been implemented.There will be a day and night cycle.

Besides day and night cycle, weather effects such as rain is available. It is possible that in the future there will be snow effects for Christmas festival.
This System allows a character to use skills from other classes. Special abilities can be gained by leveling a character's job class, giving them the ability to create useful and original class combinations, such as battle mages and wares-selling thieves.

For example, when a Swordsman learns Bash Specialty, he can equip this ability when he changes into another class, such as an Enchanter. He can now use the ability without being a Swordsman. Specialty skills learned this way have no real limitations, except for the fact that they cannot be upgraded while the character is not in the class in which the skill belongs. In this example, in order to upgrade the skill, the Enchanter must change back into a Swordsman, level up the Bash ability, before changing back to an Enchanter.

A bonus feature of this system is that a class can now equip class-specific gear that is normally limited to a different class. For example, Swordsmen have the "Long Sword Specialty." When equipped on an Enchanter, he/she can use Long Swords, where usually Enchanters could not.

There is a limit to how many special abilities one can employ at a time, represented by 16 blocks in a 4x4 box. Some skills may take up to 3 blocks, however, thus leaving less room for other abilities. Characters start with fewer than 16 blocks, but will gradually gain additional blocks as he/she levels, eventually gaining access to the full 4x4, 16-slot box.

PRODUCT ANALISYS

SWOT ANALISYS

The overall evaluation of a company’s strengths, weaknesses, opportunities and threats is called SWOT analysis. It involves monitoring the external and internal marketing environment.

A major purpose of environmental scanning is to discern new opportunities. In many ways, good marketing are the art of finding, developing and profiting from opportunities. A marketing opportunity is an area of buyer need and interest in which these is a high probability that a company can profitably satisfy that need.

An environmental threat is a challenge posed by an unfavorable trend or development that would lead, in the absence of defensive marketing action, to lower sales or profit. Threats should be classified according to seriousness and probability of occurrence.

Strengths
  1. Ragnarok which genre is MPOCG provide the players with unlimited various gameplay to make them feels like they’re in the real world.
  2. It has an attractive visualization where every player are able to modify the gender, styles and hair colors of the characters which is create 72 combination plus accessories that can be bought in stores in the game will make each players as a unique person.
  3. This game has a quite high level of interactivity because the players can communicate and interact with others and even create a chatting room and build a team against the monsters.
  4. Ragnarok Online supporting the features which is rich of love and friendshipness, contrary with other games. The players could show various emotion by using the emote icon which is simple and easy to used. Therefore, the married system and adopting child is aplicated for the purpose of the main objective of this game which is love and friendshipness.
  5. Ragnarok Online has a dynamic and attractive visualization , besides it can also creating an ideal world to fulfill the inner side of the player.
  6. Ragnarok community has its own social control towards its players. The one who says un-polite words when they interact with other players will be discriminated when he wants join to a group.
  7. Technical penalty will be possible if there was a deviation-surpass the fundamental rules in the game, for example: stealing the character owned by other players dishonestly by hacking and etc. The trespasser will get Ban (eviction then continued with isolation) by the administrator or the board of the game.


Weaknesses

  1. Space for the installation is quite big (it is about 600 MB), beside, the player cannot play it instantly because they have to install the application first.
  2. There is a limited platform which supported by each games cause not everyone can play it.


Opportunities

  1. The growth of games lately can be said developed rapidly. It’s caused by the growth of internet Technology in all over the world.
  2. The rapidly growth of IT might create a perfect dimension of social interaction to substitute the social interaction.


Threat

  1. There are negative perceptions from people of online games (please see attach, Negative Impact of Online Game)
  2. Most gamers are interested with the online games which have violence contents and mostly have negative effects for children who imitating the dangerous scene in that game.


POSITIONING, DEFFERENTIATION AND BRANDING


Positioning starts with a product, such as a piece of merchandise, a service, a company, an institution or even a person. But positioning is not what a company does to a product. Positioning is what a company does to the mind of the prospect. That is a company positions the product in the mind of prospect (customer).


If a company does a poor job of positioning, the market will be confused. But if the company does an excellent job of positioning, then it can work out the rest of its marketing planning and differentiations from its positioning strategy.


A brand is a name, term, sign, symbol, design or any combination of these features, which is intended to identify the goods and services of one seller or group of sellers and to differentiate them from those of the competitors.


Essentially a brand is the perfect means of identifying the seller or the manufacturer. Once a brand name has been legally registered under trademark law, it is in force forever and no other organization can copy the name, unlike a patent or copyright, both of which have expiry dates.


MARKETING COMMUNICATION CAMPAIGN


Background


Online games are one of the new phenomena based on new form of information media. This phenomena is including many countries, to rush by geographic boundary, ages, gender, nation and religion. Although it was already exist and develop overseas, online games still relatively new in Indonesia. From many types of games, there is a game that can be played in a group of people in one time. This type of game is called Massively Multiplayer Online Games (MMOG), which using communication technology by internet and have different characteristic from the other games before. This type of game involving a large number of players and give them opportunities to play together, to interact and adventured with one another and also to build their own communities in virtual world. Ragnarok Online version 2 is one of this type of games.


As a recreation tool, online games have a negative and positive effect. People is spotlighting the negative effect because the online games players tend to spend their time and money just for play and cause them to losing academic grades. Parents and teachers are even concern with the behaviors of the children and teenager who playing this games. They are assuming that playing games (online games) can affect negatively to the academic performance and social behavior of the children.


However the positive things of online games are the players gain the opportunities to do self exploration, to fulfill their needs of leisure. Online games are fun and sharpen strategic thinking and improve our responses.
Indonesia has a largest number of players, to look at its potential, we are doing campaign to establish and increasing the number of players and also the interaction between them can establish the friendshipness or gamers community although they have never seen one another face to face. And also we are going to launch the new version of Ragnarok Online which is Ragnarok online version 2.


Target Audience


The main (primary) target audience for Ragnarok online version 2 campaign are Female and Male around 15-25 years old, leave in the 5 big cities in Indonesia such as Jakarta, Surabaya, Bandung, Semarang and Medan. Those who familiar with the previous Ragnarok online, innovator and early majority types of audience category as a trend setter at their community, student and employee (both blue and white collar), like challenges, adventure, socialize, risk taker, imaginative, creative, friendly, tend to develop team work and relationship.


While the secondary target will be those who followers of the trend setter person on the community, usually those people categories as early majority, people who like to build up their community and networking in the virtual life.


Objective


To be specific, there are three main objectives necessary to be achieved thru this campaign. They are :

  1. To build the awareness of Ragnarok online version 2 as the extended of Ragnarok online in the mind of the target audience by twelve months.
  2. Increasing the number of players of the Ragnarok online version 2, into 25% by twelve months.
  3. Create the understanding among the gamers how important to build up the networking and relationship in both virtual and the real live by twelve months.


Strategy, Tactics, Tone and Support
To launch the new version which is Ragnarok Online 2, we are going to make an event titled : “Ragnarok Berjuta Cinta Bagi Sahabatku”. The event will be held in the view malls of 5 big cities in Indonesia such as Jakarta, Bandung, Surabaya, Semarang and Medan. The duration for every city will be 2 days. (For the event description details, please see the attachment).


In every event, gravity corps, will be donate fund to the UNICEF as realization of the titled “Berjuta Cinta Bagi Sahabatku”. Every gamer has opportunity trying the unique feature of Ragnarok online Version2 and guessing the name of the icon or creature in the cards. Stamp will be given to the gamer who succeed to mention the name of the icon. One stamp for a single correct answer, which worth IDR 10,000.- each stamp. The gamers can redeem to a merchandise from UNICEF for every 5 stamps.


During the event, a hundred gamers will be get a CD trial of Ragnarok Online Version 2 also they can buy in the discounted price the map and guiding book of Ragnarok Online Version 2. This activity’s objective is to build the awareness among the community, by using experience of the gamers. On the other hand, we believe it will be increase the number of the players.


As we know that majority online games is more challenging game rather than rational. The tone for the campaign will be fun and challenging. We use the additional song as the opening song will be “I Got You (I feel Good)” from James Brown also the theme song of The Ragnakrog online version 2 itself. The Banner or the advertisement of this event will be written “It’s a challenging!!!” and “Dare you try???” or “Ready to take off with RO2” and so on.


Beside the event, the media from all segmented magazine for the games will be invited to try the unique feature of the Ragnarok online version 2, before the product launch. So the media will be create the story to the public about the extended Ragnarok online. It can be used to create public opinion about the game also free advertisement for the game itself.


Benefits
We understand that some of the audience tend to profiling the image of online games as the negative side which can be read as attachment. However online games can be use to build the networking among the gamers community, since Ragnarok online version 2 is game with the team working rules.


The campaign of Ragnarok online version 2 is emphasizing the understanding among the gamers how important to build up the networking and relationship in both virtual and the real live.


MEDIA COMMUNICATION


Online media
Information technology (IT) has evolved a generic term, which relates to the use of a computer as a tool for gathering, storing and using information. In their early days, commercial computers were used predominantly for communicating (written communications), data storage (databases), calculations (spreadsheets) and basic graphic presentations (simple graphics program).


The current situation of economic makes every company create the smartest way to communicate their product or services. One of the solutions is using the online media. Ragnarok Online Version 2 is online games, which operates under online system. Therefore online media of communication will be more effective such as put a banner in the other web, news web, blog, official website own by Ragnarok online itself.


Blog
A blog (a contraction of the term "Web log") is a Web site, usually maintained by an individual with regular entries of commentary, descriptions of events, or other material such as graphics or video. Entries are commonly displayed in reverse-chronological order. "Blog" can also be used as a verb, meaning to maintain or add content to a blog.


Many blogs provide commentary or news on a particular subject; others function as more personal online diaries. A typical blog combines text, images, and links to other blogs, Web pages, and other media related to its topic. The ability for readers to leave comments in an interactive format is an important part of many blogs. Most blogs are primarily textual, although some focus on art (artlog), photographs (photoblog), sketches (sketchblog), videos (vlog), music (MP3 blog), audio (podcasting), which are part of a wider network of social media. Micro-blogging is another type of blogging, one which consists of blogs with very short posts. As of December 2007, blog search engine Technorati was tracking more than 112 million blogs. With the advent of video blogging, the word blog has taken on an even looser meaning — that of any bit of media wherein the subject expresses his opinion or simply talks about something.


Website
A website is a collection of Web pages, images, videos or other digital assets that is hosted on one or more web servers, usually accessible via the Internet.


A Web page is a document, typically written in (X)HTML, that is almost always accessible via HTTP, a protocol that transfers information from the Web server to display in the user's Web browser.


Offline media
Even online media is believed as the smartest choice of media communication. However it is not the wise idea to put aside the offline media. Therefore we are using segmented magazine and word of mouth which is known as WOM to communicate RO2. It is due to the important thing of online games are networking and or community.


Magazine
Magazines, periodicals, glossies or serials are publications, generally published on a regular schedule, containing a variety of articles, generally financed by advertising, by a purchase price, by pre-paid magazine subscriptions, or all three.


Most magazines are available in the whole of the country in which they are published, although some are distributed only in specific regions or cities. Others are available internationally, often in different editions for each country or area of the world, varying to some degree in editorial and advertising content but not entirely dissimilar.


The information placed in Segmented magazine (ex : Game station, Hotgame, Ultima X, etc)


Word of Mouth (WOM)
Word of mouth, is a reference to the passing of information from person to person. This includes any type of human communication, eg face to face, telephone, email.


Word-of-mouth marketing, which encompasses a variety of subcategories, including buzz, blog, viral, grassroots, cause influencers and social media marketing, as well as ambassador programs, work with consumer-generated media and more, can be highly valued by product marketers. Because of the personal nature of the communications between individuals, it is believed that product information communicated in this way has an added layer of credibility. Research points to individuals being more inclined to believe WOMM than more formal forms of promotion methods; the receiver of word-of-mouth referrals tends to believe that the communicator is speaking honestly and is unlikely to have an ulterior motive (i.e. they are not receiving an incentive for their referrals.


In order to promote and manage word-of-mouth communications, marketers use publicity techniques as well as viral marketing methods to achieve desired behavioral response. Influencer marketing is increasingly used to seed WOMM by targeting key individuals that have authority and a high number of personal connections.




PRODUCT, STRATEGIES AND TACTICS ANALYSIS FOR AIR ASIA


INTRODUCTION

About The Product
Air Asia is a low cost airline based in Kuala Lumpur, Malaysia. It operates scheduled domestic and international flights and is Asia’s largest low fare, no frills airlines. Air Asia pioneered low cost travelling in Asia. It is also the first airline in the region to implement fully ticketless travel and unassigned seats. Its main base is the Low Cost Carrier Terminal (LCCT) at Kuala Lumpur International Airport (KLIA). Its affiliate airlines Thai Air Asia and Indonesia Air Asia fly from Suvarnabhumi Airport, Thailand and Soekarno-Hatta International Airport, Indonesia, respectively.

The airlines established in 1993 and started operations on 18 November 1996. It was originally founded by a government-owned conglomerate DRB – Hicom. On December 2, 2001 the heavily – indebted airlines was purchased by the former Time Warner executive Tony Fernandes’s company Tune Air Sdn Bhd for the token sum of one ringgit. Fernandes proceeded to engineer a remarkable turnaround, turning a profit in 2002 and launching new routes from its hub in Kuala Lumpur International Airport at breakneck speed, undercutting former monopoly operator Malaysia Airlines with promotional fares as low as RM1 (US $ 0.29).

Air Asia operates with the world’s lowest unit cost of US$0.023/ASK and a passenger breakeven load factor of 52%. It has hedged 100% of its fuel requirements for the next three years, achieves an aircraft turnaround time of 25 minutes, has a crew productivity level that is triple that of Malaysia Airlines and achieves an average aircraft utilization rate of 13 hours a day.

Air Asia currently is the main customer of the Airbus A 320. The company has placed an order of 175 units of the same plane to service its routes and at least 50 of these A320 will be operational by 2013. The first unit of the plane arrived on 8 December, 2005.

Support
As a pioneered in low cost air transportation in Asia, Air Asia has several subsidiaries and associate company to support its operation.

Subsidiaries
Thai Air Asia was established as Subsidiaries of Air Asia Berhad on 8 December 2003 as joint venture with Shin Corporation. Flight operation was commenced on 13 January 2004 from its base in Don Mueang International Airport. Since 25 September 2006, the airline is based at the new Suvarnabhumi Airport.

The other subsidiary is Indonesia Air Asia. This airline is based in Soekarno-Hatta International Airport. Air Asia acquired the then defunct Awair in 2004 with a 49% stake in the airline. Awair commenced services on behalf of Air Asia in December 2004; full rebranding to Indonesia Air Asia was completed on 1 December 2005. The airline is based in Soekarno-Hatta International Airport.

Associated companies
They also have associate companies such as Air Asia X, Fly AsiaXpress, Tune Hotels and Tune Money. Air Asia X is a service operated by Air Asia X sdn.Bhd. (previously known as Fly AsianXpress Sdn.Bhd.) as a franchise of AirAsia. It has started offering long-haul services from Kuala Lumpur to Australia and China using Airbus A330. The inaugural flight was on 2 November 2007 to Gold Coast, Australia.

The first AirAsia ‘no-frills’ hotel, Tune Hotels, is ready for occupancy in Kuala Lumpur and Kota Kinabalu and later in Penang, Johor Bahru, KLIA, Miri, Kuching and Sandakan.

Tune money is Asia’s first ‘no-frills’ online financial service owned by Tune Air Sdn.Bhd. Modelled aftaer Virgin Money, it comprises life, home and motor vehicle insurance as well as prepaid cards.

Destination
Air Asia operates over 200 flights a day, to over 75 domestic and international routes covering Malaysia, Thailand, Indonesia, Singapore, Brunei, Myanmar, the People’s Republic of China, Vietnam, Laos, Cambodia, Australia and the Philippines.

In 2007, 19 new routes had been introduced over the Air Asia wide network. These include routes from Kuala Lumpur to Gold Coast (Via Air Asia X), Vientiane and Banda Aceh and the connection of Southern China (Macau and Shenzhen) with different Malaysian hubs and Bangkok. In 2008, new routes were introduced which included destinations in India and China.

Air Asia future plan is seeking to set up a hub in Malacca serving Medan, Pekan Baru, Palembang, Padang, Penang and Langkawi. Air Asia has gained approval from India authorities to start flying to destinations in India such as Chennai, Madurai and Kochi.

Value Added Services
On 15 May 2007, a service named ‘Xpress Boarding’ was launched, enabling passengers to get priority boarding for a fee. This product is available in all hubs including Thai Air Asia and Indonesia Air Asia.

On Air Asia X flights, passengers are given a choice of purchasing extra baggage weight, meals, comfort kit and seat selection all with nominal fees.
On 26 November 2008, Air Asia has launched its Air Asia X London flights to London Stanstead Airport.

PRODUCT ANALYSIS

As with living organisms, products have a life cycle. For some, such as the Boeing 747, the life cycle is measured in decades whilst for others, for example the merchandising spin – offs from popular movies, the life cycle may be measured in mere weeks.

The Product Life Cycle (PLC)

A product enters the market in one of three ways. The first may be as an improvement on an existing product, in which case there will already be a customer base. The second is as a competitor to an existing product, in which case a customer base exists, but its loyalties may lie elsewhere. The third way is as a totally new product, in which case a customer base needs to be built up.

Research has shown that many new products never move out of the launch stage. In the 1960s it was stated that 96 per cent of all new product launches failed. By the 1980s this had improved to the extent that only 80 per cent of product launches failed.

Reasons for failure were given as:
· Incorrect segmentation – trying to reach the wrong market.
· Incorrect pricing – either too expensive to provide consumer value or
too cheap to sustain the costs of production and market activities.
· Incorrect communication mix – failure to create the required levels of
awareness, interest and action.
· Incorrect distribution – not in the right channels or if in the right
channels, not in enough of them.
· The product itself – by far the most common reason. The product does
not provide any new benefits or it provides benefits that are not sought
or valued by the customer. It has no beneficial differentiation to
existing products already established in the market.

Air Asia, Airlines Company with 58 flight destination is in the growth phase position of Product Life Cycle (PLC) stage. The growth phase is when loyalty begins to be built up. Some products or services can be taken up by the customer base very quickly and achieve rapid growth. Sales of Air Asia Airlines grew tremendously in every country in which they were available.

It is during the growth phase that the product will begin to recover its development and launch costs and slowly move through the break – even mark to begin to make a profit for the organization. During the growth stage of a new market or a new product, competitor will also enter the market with similar products or services and competition will become increasingly evident.

The characteristics of products or services in the growth phase are Gain market share instead of create awareness and promote trial as the objective, increasing the sales, moving from the non profits into profit, the competition is growing.

As Air Asia gain high market share begins to make a contribution to overall profitability. Revenue pays off the development costs. It will begin to make rival product or service into problem. As the market still growing, revenues can be expected to increase. This period correspond to the star phase of the Boston Consulting Group (BCG).

The market mix elements during in the Growth phase are as follows.

Product
Product extension and minor modification.
Price
Penetration Pricing for Market Share.

Advertising
Heavy media even not as heavy as introduction phase, to build awareness and create brand.

Sales promotion
Reduce as demand increases instead of intensive sales promotions to encourage trial likes introduction phase.

Distribution

Move from selective distribution to intensive distribution.

SWOT Analysis

A SWOT (Strengths, weaknesses, opportunities and Threats) analysis is a common component of organizational planning and marketing. The analysis is in two parts, the first part looks at the strengths and weaknesses of the organization and is thus an internal analysis and the second part considers the threats and opportunities facing the organization from the external environment, which are derived from the external analysis.

The strengths of an organization are those things it does particularly well, especially when viewed against the operations of its competitors, where as its weaknesses are areas in which it is weaker than the competition. However well run and competitive an organization is, it will still have weaknesses.

Opportunities are those external factors on which the organization can use its strengths to outclass the competition, and threats are those factors from external environment from which the organization may suffer because of its weaknesses.

STRENGTHS
  • Low cost carrier (Value for money)
  • Internet booking systems (Reduce the man power cost and cut down the channel and time of distribution as they as close to the market already)
  • Reputation gained over time (the market share is gained as Air Asia is not in the introduction phase)
  • Added value on the service. We can book the hotel, rental car, tour package, meals in the same time of ticket booking thru the internet instead.

WEAKNESSES
  • Inflexible, when passenger needs to change his flight reservation.
  • Operate out of less popular airports (Budget terminal).
  • Lack of spare aircraft hinder flexibility and occasionally caused flight delay.
  • Less varieties of in flight shopping
  • Meal and drink are not provided by the airlines.
  • No reward mileage for customer loyalty.
  • Tight leg room makes it uncomfortable for bigger size passenger.
  • Certain flights departs at odd hours (ie. 4 or 5 am)
  • No fixed seat selection resulting in passenger rushing for seats.

OPPPORTUNITIES
  • Due to current economic situation, many people moved to budget airlines.
  • Increase the uses of Internet. (More people aware and understand how to work with and the using of Internet)
  • Alliance with other carriers and hotels.
  • Mass segment is wider than premium target.
  • People like travelling and they like to pay low cost.

THREATS

  • Other low cost operators such as value air, tiger air, jet air, etc
  • Cutting price (promotion class) offered by traditional airlines such as Garuda Q Class.
  • Increases in airport charges.
  • Fluctuation in fuel price.
  • Threat of world recession. Travel is often one of the first activities to be hit.


STRATEGIES AND TACTICS


Strategy is used to refer to an overall plan of action. The strategic plan of a company will indicate where the organization is going and how different functions fit into the plan. Tactics are the smaller scale actions that are taken to realize the objectives of the strategy. Gaining 40 percent market share for a product in order to boost profits is a strategy. Lowering the price of that product for a time in order to stimulate sales is a tactic.


The Internet plays a vital part in the Air Asia business and has proved to be critical to the success of the business. As a low – cost operation, controlling the cost of doing business is clearly highly important to the airlines’ ability to be competitive by offering low fares. The Internet provides the most cost – effective distribution channel available.