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ACKNOWLEDGEMENTS第4-5页
ABSTRACT第5页
摘要第6-12页
CHAPTER I INTRODUCTION第12-16页
    1. BACKGROUND第12页
    2. PURPOSE AND MEANING第12-14页
    3. CONTENT AND STRUCTURE第14-15页
    4. RESEARCH METHOD第15-16页
CHAPTER II THEORY OVERVIEW第16-19页
    1. BRAND STRATEGY第16页
    2. 7P THEORY第16-17页
    3. MICHAEL PORTER’S FIVE FORCE MODEL第17-18页
    4. STP THEORY第18-19页
CHAPTER III DESCRIPTION OF M.POWER COMPANY第19-27页
    1. GROWTH PATH第19-20页
    2. CURRENT SITUATION OF M. POWER第20页
    3. M.POWER INTERNAL ENVIRONMENT第20-27页
        3.1 HUMAN RESOURCE第20-22页
        3.2 OPERATION MODEL第22-23页
        3.3 FINANCE第23-24页
        3.4 R&D第24-27页
CHAPTER IV ANALYSIS OF M.POWER MARKETING ENVIRONMENT第27-39页
    1. ANALYSIS OF THE MACRO ENVIRONMENT第27-32页
        1.1 DEMOGRAPHIC第27-28页
        1.2 ECONOMIC ENVIRONMENT第28-29页
        1.3 TECHNOLOGY ENVIRONMENT第29页
        1.4 LAW AND REGULATION ENVIRONMENT第29-30页
        1.5 SOCIAL CULTURAL ENVIRONMENT第30-31页
        1.6 CONCLUSION第31-32页
    2. ANALYSIS OF THE MICRO ENVIRONMENT第32-39页
        2.1 ANALYSIS OF MARKET第32-34页
        2.2 ANALYSIS OF ONLINE GAME PRODUCT第34-35页
        2.3 ANALYSIS OF CHANNEL第35-36页
        2.4 ANALYSIS OF CONSUMER第36-39页
CHAPTER V CHALLENGES AND THREATS OF THE M.POWER第39-50页
    1. M.POWER SWOT MATRIX第39页
    2. M.POWER MARKETING STRATEGY第39-43页
        2.1 CHALLENGES OF INSUFFICIENT EMPLOYEES第40页
        2.2 CHALLENGES OF INSUFFICIENT FUNDS第40-41页
        2.3 PROBLEM OF INCOMPLETE SERVICE SYSTEM第41-42页
        2.4 PROBLEM OF BRANDING第42页
        2.5 CONCLUSION第42-43页
    3 THREATS OF M.POWER COMPETITOR第43-50页
        3.1 THREATS OF LARGE COMPANIES MONOPOLY第43-47页
        3.2 THREATS OF POTENTIAL ENTRANTS第47-49页
        3.3 CONCLUSION第49-50页
CHAPTER VI BASIC SUGGESTIONS OF M.POWER MARKETING第50-56页
    1. FOCUS ON MARKETING GOAL第50页
    2. SUGGESTIONS OF MARKET SEGMENT CHOICE第50-52页
        2.1 CHOICE OF THE ONLINE GAME CUSTOMERS AGE第51页
        2.2 CHOICE OF ONLINE GAME LIVE PLATFORM PRODUCTS第51-52页
    3. SOLUTIONS OF THE TARGET MARKET第52-54页
        3.1 CHOOSING ONLINE GAME LIVE PLATFORM PRODUCT第52-53页
        3.2 CHOOSING THE ELECTRONIC GAME PLAYER MARKET第53-54页
    4. SUGGESTIONS OF PRODUCT AND BRAND POSITIONING第54-56页
CHAPTER VII SOLUTIONS OF M.POWER STRATEGY第56-67页
    1. SOLUTIONS OF PRODUCT STRATEGY第56-57页
    2. SOLUTIONS OF CHANNEL STRATEGY第57-59页
        2.1. PROFESSIONAL MEDIA CHANNEL第57-58页
        2.2. INTERNET CAFé CHANNEL MARKETING第58页
        2.3. ACHIEVING MARKETING GOAL THROUGH SPONSORING GAME COMPETITION第58-59页
    3. SOLUTIONS OF PROMOTION STRATEGY第59-61页
        3.1. MARKET MIX STRATEGY第59-60页
        3.2. AGENT COOPERATION STRATEGY第60页
        3.3. CELEBRITY EFFECT PROMOTION第60-61页
    4. SOLUTIONS OF PRICING STRATEGY第61-62页
    5. SOLUTIONS OF EXPERIENCE MARKETING STRATEGY第62-63页
    6. STRATEGY MANAGEMENT DURING THE SERVICE PROCESS第63-65页
        6.1. BUILD A COMPLETE MANAGEMENT PROCESS FLOW第64页
        6.2. BUILDING PROFESSIONAL CALL CENTER第64-65页
    7. SOLUTIONS OF THE VALUE COMPANY BRAND第65-67页
        7.1. SPORTS MARKETING第65页
        7.2. THE CELEBRITY EFFECT第65-66页
        7.3. THIRD-PARTY BRANDS COOPERATION第66-67页
CHAPTER VIII CONCLUSION第67-69页
REFERENCE第69-70页

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