Clickheretoentertext.网络游戏产品高校整合营销全套解决方案中国区渠道部yu2010-4-23版本:V1.00目录1关于高校网游产品整合营销解决方案的设计思路............................................................................................32校园网游市场分析................................................................................................................................................33学生网游用户特征分析........................................................................................................................................43.1市场人群分析:.........................................................................................................................................4摘要:以高、中等院校在校学生为目标人群,针对校园市场的网络游戏产品推广策略及方式明细。3.2目标人群(网游潜在用户)分析:.........................................................................................................44校园网游营销的“三部曲”................................................................................................................................44.1知晓阶段:.................................................................................................................................................44.2体验阶段:.................................................................................................................................................54.3付费阶段:.................................................................................................................................................55知晓阶段:扩大传播声量,提高校园用户知名度............................................................................................55.1关键词:传播量、精准性、成本考量.....................................................................................................55.2基础类:.....................................................................................................................................................55.3大众类:.....................................................................................................................................................65.4大众活动类:.............................................................................................................................................65.5校园网媒类:.............................................................................................................................................65.6合作类:.....................................................................................................................................................65.7公关类:.....................................................................................................................................................65.8促销类(结合进以上几种进行效果最好):.........................................................................................66体验阶段:让校园用户与客户端亲密接触........................................................................................................76.1关键词:客户端、捆绑业绩、建立玩家交流圈.....................................................................................76.2便捷的客户端下载.......................................................................................................................