
Owning Game-Changing Subcategories
Description
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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.
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Content
- 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 & Personalization
- Digital Communication that Spreads, Influences & 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
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Copy protection: Watermark-DRM (Digital Rights Management)
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