The overall target market of gamers is less than 35 years old. Nintendo see this situation and made a new strategy by discover wider target market in the video game industry. The new strategy objective was to reach out to non gamers in order to create a bigger market. This was an aspect of Nintendo’s strategy in becoming a successful video game industry. Nintendo introduce new product category for gaming entertainment and appeals to all ages.
Sony with significant interests in the entertainment industry has established a Playstation Network – an online console service where users can also purchase or rent music, movies and other digital entertainment content. Sony has positioned the Playstation as a multipurpose entertainment console. As such Sony markets the Playstation at a loss and attempts to leverage the platform and realize profits from the games and other entertainment properties. Microsoft has traditionally targeted the “hardcore” game player offering superior processing, graphics and overall performance. Microsoft also offers the Xbox at below cost and attempts to realize profits through its own game sales and through licensing royalties from independent publishers.
OB Assignment Digital Chocolate – Case Analysis Muzammil Shahid 01211 MBA I (Morning – Main Campus) Digital Chocolate is a young, innovative and creative gaming company established in 2003 by Trip Hawkins to “develop outstanding games for mobile devices.” Trip Hawkins has previously founded Electronics Arts, the largest game publisher in the world. Digital Chocolate has young, passionate and creative employees in four locations: San Mateo, California; Helsinki, Finland; Bangalore, India; and Barcelona, Spain. With the operation of Digital Chocolate in these four locations, Trip Hawkins has been able to reduce cost effectively and create games with a global reach. Digital Chocolate first entered the market of mobile game development and distribution through various wireless carriers, followed by distribution through consumer marketplace (such as App Store) in 2008. Now Trip Hawkins is thinking of entering the exciting world of social gaming.
The largest average comes from other nations especially Japan who because of recent activities in the online gaming, CanGo has experienced an increase in sales from its Japanese customers, and we have identified several reasons to explain the elastic demand of these products. An interesting trend in the video-gaming industry, are sales to female customers. The stories contain complicated, emotional plots which appeal peers in their age group, and are part of their pop culture. CanGo can enhance the marketing appeal to Japanese consumers by using same advertisers on popular anime websites. Stocking volumes not available in retail stores, and character merchandise will also increase this growing market trend.
Video gaming systems entertain people of all ages. To compensate for the broad variations in interest level, maturity, skill, and finances, there are many different systems to choose from. These systems differentiate quite a bit so it is important, before buying, that you understand each system’s capabilities and determine which will best support your playing style and needs. The two most popular gaming consoles sold today are Microsoft’s Xbox 360 and the Nintendo Wii. Although similar in appearance, it may surprise you to learn just how different these two consoles really are.
Despite the loyalty, some people are still choosing to buy the Xbox 360 Kinect over the PlayStation 3. In an article on CNET.com the author stated this, “The Xbox 360 still remains the better selling of the two powerhouse consoles of this generation, but by a smaller margin worldwide. This is partly because the system went on sale an entire year before the PlayStation 3 and because the console had a much stronger lineup of exclusives early on in its life cycle. Also at launch, Xbox 360 was considerably more affordable than the expensive PlayStation 3 (Bakalar, 2011, p.4). Consumers have chosen to buy a game system that is opposite of the sedentary lifestyle that they were currently accustomed to in the past.
Circuit City-case study part 1 Name: NING YE Introduction Circuit City Stores, which was an American multinational consumer electronics corporation, selling consumer electronics, home office products, entertainment software, appliances, and related services. From 1980s to 1990s,Circuit City had incredibly success in the area, however, with Home Depot and Best Buy developed quickly and boomed, Circuit City busted from 2000. The reason for it could be caused by bad economy, the reduction of sales and earnings and also the old-traditional business strategy operating management. Problems According to the case, the main strategy of the company development was expansion all the way from 1960 to 2000. The managers want to expand the national market shares through this way to increase profits.
WII Case Analysis Joseph C High COMPANY NAME: Nintendo CO., LTD INDUSTRY: Video Games COMPANY WEBSITE: (http://www.nintendo.com) COMPANY BACKGROUND: Is an international corporation located in Kyoto, Japan and founded on September 23, 1889 by Fusajiro Yamauchi as a handmade hanafuda card producer. (wii.wikia.com, 2010) Before they moved into the video game industry they had tried many business ventures, including a cab company and a love hotel. But video game development is the most successful, and now are one of the most influential companies in the video game industry and Japan's third biggest company, as well as the fifth largest software company worldwide and have sold over 470 million consoles and 2.7 billion games (as of October 02, 2008). (wii.wikia.com 2010) Satoru Iwata is CEO of Nintendo. In 2002, Satoru Iwata was named president of Nintendo Co., Ltd.
Instead, Sony has changed gears and will now begin to concentrate on the production of smartphones and tablets. Because the market is not yet saturated with these technologies, there is a greater market available. Another focus will be on the gaming side because it has seen remarkable growth. These changes will help us to continue selling high quality products at competitively low prices. References Sony Info.
The case study concentrated largely on the launch of the Nintendo Wii. Over the last four years Nintendo has sold over 30 million consoles worldwide and captured previously untapped markets reclaiming their position as a top competitor in the industry (Benedetti, W., 2010). SWOT ANALYSIS Strengths: Nintendo has four main strengths: mover advantage, strong brand name, customer loyalty, and a broad appeal. Nintendo was able to enter the market with intuitive and streamlined motion-sensing technologies which captured the hearts of many generations and saved a failing company. Weaknesses: Since Nintendo are not technology based, they rely on many outside suppliers and manufacturers to provide the parts for the systems, more so than their rivals.