Marketing Plan
MNGT 2500 Marketing
To: John Jinkner
Prepared by students of Section 4T:
Jasurbek Madjitov
Javokhir Nabiev
Valentin Akimov
EXECUTIVE SUMMARY
This marketing plan promotes an educational digital service product. The idea is to be able to
develop your skills through a VR platform. The list of trained skills includes: design, art
architecture, aircraft piloting, various areas of the military, driving. Due to the wide range of
training opportunities, our products also have a wide range of consumers: they can be both the
state and private organizations, such as flight schools or driving schools, as well as individual
consumers. Our company will provide a platform containing virtual space and tools pre-
programmed to develop a skill, whether it is training in driving a vehicle, the process of building
design, or a course in the use of firearms.
In recent years, VR technology has gained mass adoption, but so far the market situation is such
that the technology is used almost exclusively for entertainment purposes. At the same time,
serious skills like piloting or driving are obtained either through imperfect and unrealistic
simulations, or through experience. Regarding to learning through experience, there is always the
possibility of danger to others due to the weak skills of the trainee. Nevertheless, the training
system through VR is life-like, and is capable of high-quality training of professionals in a short
time and without any threat to human health or damage to property.
The main direction of the marketing strategy is positioning the product as safe (in the case of
training in driving a vehicle or military skills) gaining high skills through experience. The
subject will be directly inside the situation, and will feel part of what is happening around. The
promotion strategy will be digital, via the Internet. In particular, through the video hosting
service YouTube. The reason for this is the high popularity of videos with VR games.
On the competition - at present the technology of learning through VR has not received practical
distribution, it is at the prototype stage. Thus, our products will not have a similar competitor.
However, the main rivals will be traditional learning through real learning, or more outdated, but
MNGT 2500 Marketing
To: John Jinkner
Prepared by students of Section 4T:
Jasurbek Madjitov
Javokhir Nabiev
Valentin Akimov
EXECUTIVE SUMMARY
This marketing plan promotes an educational digital service product. The idea is to be able to
develop your skills through a VR platform. The list of trained skills includes: design, art
architecture, aircraft piloting, various areas of the military, driving. Due to the wide range of
training opportunities, our products also have a wide range of consumers: they can be both the
state and private organizations, such as flight schools or driving schools, as well as individual
consumers. Our company will provide a platform containing virtual space and tools pre-
programmed to develop a skill, whether it is training in driving a vehicle, the process of building
design, or a course in the use of firearms.
In recent years, VR technology has gained mass adoption, but so far the market situation is such
that the technology is used almost exclusively for entertainment purposes. At the same time,
serious skills like piloting or driving are obtained either through imperfect and unrealistic
simulations, or through experience. Regarding to learning through experience, there is always the
possibility of danger to others due to the weak skills of the trainee. Nevertheless, the training
system through VR is life-like, and is capable of high-quality training of professionals in a short
time and without any threat to human health or damage to property.
The main direction of the marketing strategy is positioning the product as safe (in the case of
training in driving a vehicle or military skills) gaining high skills through experience. The
subject will be directly inside the situation, and will feel part of what is happening around. The
promotion strategy will be digital, via the Internet. In particular, through the video hosting
service YouTube. The reason for this is the high popularity of videos with VR games.
On the competition - at present the technology of learning through VR has not received practical
distribution, it is at the prototype stage. Thus, our products will not have a similar competitor.
However, the main rivals will be traditional learning through real learning, or more outdated, but