Aside from their hugely popular Windows operating system, Microsoft offers products ranging from computer keyboards and mice, to video games and video game consoles. Microsoft even expresses a vision in which innovation is a main part. “Product innovation is at the heart of Microsoft’s work.” (Microsoft.com) But while Microsoft may be innovative in some areas, they appear to be lacking it in many other areas. Most people are probably familiar with Microsoft’s Xbox 360 gaming console. Aside from its numerous technical problems it has garnered great success in the video game industry.
Video games nowadays have graphics and visuals that rival even the best looking movies and shows. Immersion and realism go hand in hand for video games for several reasons the graphics or the realism of the game draws you in and therefore you get engrossed in the game. Games today have graphics that are very visually appealing to the eye and because the graphics are so advanced people get immersed in these different worlds. One of the biggest reasons why people buy video games is for the level of immersion that only a video game can bring. Another reason why video games are so popular is because of the deep and captivating storytelling.
A Comparison and Contrast of PlayStation 3 and Xbox 360 When you are deciding what gaming system you want to buy, your main choices are a PlayStation 3 and an Xbox 360 and both have comparable features. Each system is unique is its own way but neither can be labeled as superior, although personal preference may have an effect in choosing which to purchase or play. Both systems perform many of the same functions, but there are some distinct capabilities that distinguish one gaming system from the other. Although there are many minor details that differ between the two systems, I intend to compare for consumers the hard drives, Internet accessibility, and software of each. These constitute the main differences between PlayStation 3 and Xbox 360.
Doubt it. Video games, whether it be on computers or on mobile, are preferred by many in today's generation as a form of entertainment. Video games are not only a form of entertainment and tool for time killing, but also showcase how far technology has come and how quickly it continues to evolve. An example would be the upcoming Need for Speed game which utilises Physics Based Rendering technology. In terms of its graphical and visual capabilities, the game looks simply photorealistic.
People of all ages enjoy the popular entertainment and past time video games provide. Violence and aggression is the focus of most research done today on video games, but there is more than that involved. They are beneficial for many reasons. They help people in many ways because they improve hand-eye coordination, reaction time, and quick thinking skills. A lot of people suggest that there are more than just negative outcomes to playing video games.
Some of the most popular gaming systems today are the XBOX360, the Wii, and the PS3 (PlayStation 3). There are even handheld portable gaming consoles like the DS and the PSP (Play Station portable). The variety of video game consoles differ in many ways when compared to the past. Consoles come in a variety of shapes, sizes, and color. Video games have become more advanced, more realistic, and much more violent.
The company positioned Filp, a point-and-shoot camcorder, as a valuable choice for non-technique users who favor ease of use, portability, and price and neglect image qualities. Hence, Pure Digital aimed its target market at first-buyers, teenagers and traditional camcorder users who look for a portable alternative. To Pure Digital, Flip is an “Eagle” product based on line extension because This is a new market segment because there’s no similar product exists before The features are new and appealing to mass market The market size is quite big In terms of across category positioning, there are many devices with video-capture capability such as cellphones, DSLRs and compact cameras, laptops, and personal media players. Flip differentiated itself by emphasizing its features such as portable, easy to use, share online and affordable price. In this case, Flip target at consumers who prefer camcorder to multipurpose-devices.
Children between the ages of seven and 17 play for an average of eight hours a week. Most of the games on the market are appropriate for these young players, and the best of them can bring a lot of benefits. Besides being fun, some of the games provide practice in problem solving and logic as well as strategizing. Thus many ethical issues are brought to our attention due to this development. As a result, we should recognize how new video games are ethically affecting people who play them.
The competitors worked in different segments: Sony in top-price segment (price 299$), segmented on professionals and their children, whereas Nintendo was targeting the middle-price segment(199$) mostly children. The industry is marked by massive growth and opportunities led by technological innovation. However, this industry depends a lot on complementary resources especially the console dependency on the video games and its exclusivity. Also, the industry’s success depends on the compatibility with older versions of the console and the ability of adapting evolutionary strategy rather than a revolutionary one. In addition, in this industry the ability to turn lead-time into a cost advantage is a key aspect of the innovator’s advantage.
Viacom is leader in entertainment media operating in cable and other pay television services industry as well as in motion picture and video tape production industry. It comprises many popular TV networks as MTV, BET, Comedy Central and may other, also on the film production- Paramount Pictures. Viacom's content reaches over 520 million households worldwide in over 160 countries and territories. Problem: The main problem is increase portion of digital media, which allow access entertainment in new ways and greater speed, that therefore decrease the portion and revenues of film and media market, more worth is makes using piracy content. To analyze company I will use SWOT analysis to analyze internal (strengths & weaknesses) and external (opportunities & threats) environments: Strengths * Strong brand recognition- allready 578 million viewers across 162countries.