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Owning game-changing subcategories : uncommon growth in the digital age / David Aaker.

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Format:
Book
Author/Creator:
Aaker, David A., author.
Language:
English
Subjects (All):
Marketing.
Physical Description:
1 online resource (xiv, 188 pages)
Edition:
1st ed.
Place of Publication:
New York, New York : Morgan James Publishing, [2020]
Summary:
Owning Game-Changing Subcategories is about creating organizational growth in the digital age by creating and owning game-changing subcategories fueled by digital. Owning Game-Changing Subcategories outlines the path to finding, managing, and leveraging new subcategories. In the digital age, the path has been made wider, shorter, and more frequently traveled. Throughout Owning Game-Changing Subcategories, David Aaker discusses certain aspects of the digital age that alter this path, such as E-commerce providing fast, inexpensive market access bypassing the cost of gaining distribution into storefront retailers or creating personal sales teams and social media and websites enabling communication on steroids in comparison with traditional use of advertising or events. Growth is not only a success measure but also creates energy and opportunity for customers and employees. And such growth almost never occurs with "my brand is better than your brand" marketing. Owning Game-Changing Subcategories explores the only ways to grow a business (with rare exceptions) which is to: * develop new "must haves" that define a game-changing subcategory that provides a new or markedly superior buying or use experience or brand relationship to a core customer base; * become the exemplar brand that represents the subcategory and drives its visibility, positioning, and success; and * create barriers to competitors that could include "must-have" associations and a basis of relationships that go beyond functional benefits.
Contents:
Intro
Title
Copyright
Table of Contents
Preface: Why This Book?
How Is This Book Different?
The Plan
Prologue: Market Disruption Role Models
Etsy
Prius
Warby Parker
Nest Labs
The Japanese Beer Industry
Chapter 1: The Only Way to Grow: Create and Own a Game-Changing Subcategory
A Game-Changing Subcategory
Brand-Preference Competition
Brand Leadership Competition
What are "Must-Haves?"
The Exemplar Brand
The Committed Core Customer Base
Barriers to Competitors
Seizing the Opportunity
When the Subcategory Matures
The Digital Age
Going Forward
Chapter 2: The Payoff
Computers
Automobiles
Services
Retail
Packaged Goods
Digital Case Studies
Takeaways
Subcategory Competition Pays Off
The Next Step
Chapter 3: Digital Disruption: Six Keys to Airbnb's Success
The Airbnb Story
Entrepreneur Hosts
Guests Looking for Adventure with a Homey Feel
An Outstanding Visual and Functional Interface Experience
Scaling to Become the Most Relevant Option
Outstanding Leadership
Call It Luck or Call It Timing
Airbnb Versus Uber
Airbnb Learnings
Chapter 4: Digital Disruption: E-Commerce
Amazon's Superpowers
Beyond Amazon
Strategies that Win Against Amazon
Challenges for New E-Commerce Brands
Chapter 5: Digital Disruption: The Internet of Things (IoT)
Alexa
The Connected Car
New Retail Experiences
The Pervasiveness of IoT
The Power of IoT
IoT Business Opportunism
Chapter 6: Harnessing Digital Communication Power to Build Loyalty: Stories, Communities &amp
Personalization
Digital Communication that Spreads, Influences &amp
Creates Intimacy with Stories
Online Brand Communities
Personalization that Creates a Relationship
Enabling Technologies Create Subcategory Opportunities.
Chapter 7: Finding New "Must-Haves"
Offering-Driven Ideas
Customer/Market-Driven Ideas
From Where to How
The Evaluation of the "Must-Have" and New Subcategory
Chapter 8: Evaluating Potential "Must-Haves"
The Segway Human Transporter
The Evaluation Task
The Rosy-Picture Bias
The Gloomy-Picture Bias
A Portfolio of Concepts
Chapter 9: The Exemplar Role and Managing "Must-Haves"
Become the Subcategory Brand Exemplar
Managing the "Must-Haves"
Using "Must-Haves" to Frame the Game-Changing Subcategory
Add New "Must-Haves"
Chapter 10: Creating Barriers: Sustaining the "Must-Haves"
Muji-The "No-Brand" Brand
Creating Barriers
Committed Customer Base
Exemplar Brand Associations with Substance and Breadth
Execution-Delivering on the Promise Every Time
Trust
Branded Innovations
Brand Communities
Visibility/Energy
A Moving Target
Play Defense
Chapter 11: Twenty Takeaways
Game-Changing Subcategories-The Only Way to Grow
The Digital Factor-Driving or Enabling Game-Changing Subcategories
Endnotes
Acknowledgments
About the Author
Name Index.
Notes:
Description based on print version record.
ISBN:
9781642798913
1642798916

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