Cathy Kendall Meg Whitney
The worldwide authority of kids, family and fun.
Threats
Not Convenient Too Pricey
Our Experience Overwhelming Inconsistent
Strengths Selection & variety Toy knowledge Free-standing allure This is an opportunity to create a unique Toys ‘R’ Us experience.
Make a destination.
PLAYTIME!
Play essential for development bonding experience declining free play
It’s not an errand, it’s an outing.
unites family through playtime.
Change what we do through our employees and our environment
Sells toys to parents
Giving everyone a chance to play
TARGET
Primary: kids Secondary: adults
Toy Experts
Play Pros
Hiring and training FUN & PLAY
Everyone can play.
Everyday Work Environment
Toy Warehouse
Playtime Kingdom
Aesthetic Consistency
Encourage everyone who enters the doors to play.
Play Zones
Babies
Dress up!
Dolls
Preschool
Wheels
Outdoor!
Nerf!
Cars Trucks Educational & Creative
Lego!
Books
Playmobil!
Traditional Toys
Action Figures
Animal Alley Video Games
Race Carts Seasonal Cashiers
Experience
Remember We invited them over to play. They are our guests.
Online Experience Playtime Benefits Gaming
Shift in Experience Sells toys to parents Toy Experts Toy Warehouse
Gives chances for play Play Pros Playtime Kingdom
Expenses Free ! Better hiring practices ! Internal communications ! Clean, consistent, inviting stores
! Play Zone sponsorships ! Sponsored shopping carts
! Reallocation of charitable donations
Cost ! Retraining existing employees
! ! ! ! ! ! !
New signage - shelf talkers Shelf modifications Labor for rearranging Store “Playtime Budgets� Race Track floors Geoffrey costumes, etc. Website modifications
Why Retail Experience? Brand Loyalty depends on Brand Experience and Engagement 75% of shoppers who had a great experience definitely intend to return A shopper who has had a great experience will be 80% more likely to recommend it to their friends. VerdeGroup & Wharton, 2009
Current Experience Good Experience 53%
Bad Experience 47%
Stoked to return
75%
Skeptical
25%
Stoked to return
45%
Skeptical
55%
Base: 32.2 M households with children Good Experience 17 million
Bad Experience 15 million
Stoked to return 12.8M Skeptical
4.3M
Stoked to return 6.8M Skeptical
8.3M
Total Stoked: 19.6M households
Improved Experience 10% increase
Extra Stoked: 483,000 households
20% increase Extra Stoked: 1,062,600 households
$9.7M
Increasing Loyalty!
Word of Mouth 10% increase in good experiences 80% will tell an average of 4 friends 1,545,600 additional people know about our changes!
Defining Success Increase word of mouth Increase share of customer Increase Loyalty
Building Buzz Increase Revenue Increase Lifetime Value
YOU’RE INVITED to Come Play at
For: Date: Place: Given By:
Your Family To Infinity & Beyond Our House Geoffrey