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World’s First
Entertainment Robot
Presented By – Group 7
Introduction
• Sony AIBO was introduced as a pet that would “do” nothing, but entertain
people with the use of artificial intelligence
• This idea was introduced by Toshitada Doi, Sony’s leading computer engineer
• In 1999, the first generation AIBO was launched as a four-legged pet, which
was able to walk well with the ability to “pick itself up” if it fell over, had
“eyes” which were 180,000- pixel colour CCD cameras with sensors
• It also showed “emotion” through a combination of musical tones, eye colour
and body language
• Like any other human or animal, AIBO went through the developmental stages
of an infant, child, teen and adult
• AIBO drove major sales in the Japanese market, after which in November 2000,
the second generation AIBO was launched with more advanced features ,
followed by which in summer of 2001 Sony introduced new software
applications to the second gen AIBO
2
Situational Analysis - SWOT
• Strong brand recognition
Strengths • First mover advantage
• Wide geographic presence
3
SONY AIBO: THE VALUE PROPOSITION
PRODUCT
• Companion
• Puppy love
Experience • Fun of living creature
• Friend
Sony AIBO: The value proposition
CONSUMER
• Companionship
NEEDS • Affection
FEARS •
•
•
Frequent charges
Need for training
High investment
Stealth Marketing -
• Millions of Dollars were spent on developing the first Household Robot, and Sony was
the First Mover in the Industry. The company was aware that marketing an unreliable,
human-like robot which could not perform basic functions could backfire.
• Consumer Demographics – Working Class, Old People, thus enhancing the need of a
“hassle free pet”
• SONY AIBO had no direct competitor, the company aimed to carve a niche for the
product in the Industry.
Ad - https://www.youtube.com/watch?v=sJciRIZQTg4
6
The TWO markets
JAPAN AMERICA
POSITIONING “COMPANION” for life “COMPANION” for life
PERCEPTION In Japanese Culture, Robots were In the American culture, robots have
considered to be “Heroes” always been perceived as “enemies”,
fighting against humans
VALUE A robotic pet that would interact with But what does it “DO” ?
PROPOSITION people, and would behave like a
“mature” pet after getting love and
attention from its owner
CONSUMER Need to be loved, cared for, affection, Functionally driven consumers, so they
NEEDS companion since pets weren’t allowed wanted robots that would perform
to be kept at home “serious” household chores
SALES Major sales was driven from the Sales was driven by only the young
Japanese market American generation
GAP No gap Consumers were averse to Robotic
technology which did not have a
“serious” function
7
COMPETITION LANDSCAPE
There were no “direct” competitors of Sony AIBO as such, however it had
to face some struggles in the American market due to some local players
and other brands which were emphasising on the necessity of
functionalities in a high priced robot
By 2001, low end knock offs such as the cheap toy pets like robotic
puppy, Poo-chi etc , which were priced below $50, had become
ubiquitous in the American toy shops
At the other end of the competition spectrum, a number of other
technology driven companies like Honda, Matsushita, Hitachi and
Toyota were working on personal robots that could help with the
“serious” household chores, which were easier for mainstream
Americans to understand, however for them the focus was completely
on utility.
8
How competition affected Sony's marketing
strategy?
• Consumer profile
• Distribution channel – In order to have a better
distribution and enhance reach the second
generation Sony AIBO was made available through
the retail outlets, including Sony Style stores,
selected Neiman Marcus stores and Sharper Image
retail outlets
• Pricing strategy- Second generation Sony AIBO was
priced at a lower price, with the options of
upgradation
• Promotional strategy- WOM, AIBO comics, AIBO
video games, AIBO societies etc
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ANSOFF MATRIX
Market Development
Strategy
Use of open R
technology
Leverage AIBO chat Place your screenshot here
rooms
Increase interaction and
participation
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Five factors
Observability Trialability
Relative
Complexity
Advantage
Compatibility
Marketing Strategy - US
• The American consumers failed to understand AIBO – Customer Confusion
• AIBO Owners in US were a tightly-knit community
• Low-priced knock offs added to the confusion
• Therefore, an Integrated Marketing Strategy should be adopted
AIBO Word of
Email
Comics Mouth
YouTube
Commercials
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The AIDA Model
Through WOM, Tech
Confusion in the Blogs and Journals –
American Market The Busy, Lonely
American Consumer
Product’s Positioning
and its alignment with
the American
Consumer’s Need
PROBLEM STATEMENT
Sony’s Overall Strategy & “Want to see AIBO playing with the
competencies kids or family in every living room”
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