...Case Analysis: GameStop Group 4: Elisha Colvin Lance Bobby Dike David DeBlanc University of Houston - Downtown MBA 6208 Marketing Management November 6, 2015 Table of Contents Executive Summary 3 Situation 4 Questions: 4 Hypothesis 11 Proof and Action 11 Alternatives 15 References: 17 Executive Summary GameStop became the world’s largest video game retailer in 2005 with its merger with Electronic Boutique (EB). However, the company’s leadership team was concerned with how to address future challenges with competitors and changing consumer desires and preferences for product acquisition. This analysis provides an assessment of the case study, GAMESTOP, and offers answers to the pressing questions faced by GameStop’s leadership team. Our review and analysis supports that GameStop is well positioned to continue its aggressive growth and retail presence. We provide four primary recommendations listed below to facilitate the company meeting their growth goals and strengthen their ability to maintain their leadership position in the video game marketplace. GameStop should: * Focus efforts on building a larger presence in the European and emerging markets. * Consider varying its product mix, with a larger focus on used items, within its mall stores to drive higher profitability and enhance differentiation in those customers’ settings. * Align with a software developer to establish a presence in the online gaming and social gaming...
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...is a popular TV sport in Korea with channels, leagues, teams, superstar players dedicated, adoring opportunities of multinationals and female fans have ignored. Ongagemenet, the first cable TV channel solely devoted to online gaming, celebrated the 10th anniversary of the Star League, which was a testament to the popularity and longevity of a phenomenon of TV gaming that is popularly known as e-sports. The popularity of a single platform of a game, Starcraft has swept the Korean nation through first forming gaming leagues that are private in PC rooms and are delivered via cable, IPTV and mobile TV to an audience of young consumers. Electronic sports or e-sports defined a highly profitable and recreational activity indulged in by the Pro Gamer Association of Korea. It oversees for the Starcraft platform, three league teams, two official leagues and e-sports stadia (Markovits...
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...various production and legal issues. However, their most significant challenge during this time was identifying and investing in innovative products that would allow the firm to continue to expand in the video game industry; while defending itself from rivals (Sony and Microsoft). Our analysis is based on various analytical tools, including SWOT (Appendix A), segment analysis (Appendix B), competitive strength assessment (Appendix C) and financial ratios (Appendix D). Overall, Nintendo has several opportunities and strengths of which they can take advantage to stay competitive in the market. However, their competitive threats and weakness pose significant financial challenges for the firm. Based on our analysis, we considered the following alternatives: 1. Continue to focus on the existing marketing strategy by differentiating itself from the competition; 2. Expand the video game product line to include games with improved graphics and functions for the current Wii in an effort to expand their customer base; 3. Invest aggressively in research and development to create a new video game console that takes into account the requirements for both the non-gamer and traditional gamers; and 4. Continue to differentiate itself from the market by expanding into gaming through social media and mobile devices. For Nintendo to maintain a...
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...How many students like health food? What is the cost that students can bear? B. Data: Expert opinion Questions: Is professional dress code on the job improve business? Has someone do some analysis about it? Who are the experts? What are their biases? C. Date: Expert opinion Questions: Who are the experts? What are their biases? D. Data: Expert opinion Questions: Who are the experts? What are the details about the analysis? What are their biases? E. Data: Individual or group opinion Questions: Whose opinions would the reader value? Have surveys or interviews been conducted on this topic? 11.6 In this paraphrased passage, when the writer use background data, he should do quotations. The development of casual online games offers less risk than creating games running on Xbox and other consoles. "Usually, casual games are cheaper, costing under $200.000 to create and six to twelve months to produce." (Original Passage) Developers save on shelf space, packaging, and CD production too. Moreover, they have more freedom to innovate. B.The paraphrased changed original idea. The drop in computing costs now makes cellular communication affordable around the world. In fact, one out of every two new phones is cellular. The digital revolution in cellular telephones make poorer countries get more benefits because they could skip the outdated technological process of using landlines...
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...Index Introduction ………………………….……………………………………….……3 Industry analysis ……………………………..………………….……...…......4 Competitors strategy ……………………….……………………………………. Microsoft – A differentiator………………………….…......7 Sony – A differentiator ……………………….…………………9 Analysis of competition………………………………………………………11 Nintendo’s strategy …………………………………..……………………….14 SWOT ………………………….…………………………………………………….17 Recommendations …………….………………………………………………18 References ……………………………..………………………………………….20 Introduction The first video game was created in the 1960's. Half a century later, the industry of video games represents a 42 billion Pound industry. The recent significant increase in this industry is due to the growth of broadband, the adoption of more robust wireless networks and phones, and the consolidation of game developers and publishers. This global turnover is divided in two parts: the software component is worth (32 billion pound) and the hardware component is worth (10 billion pound). Some recent analysis shows that there is about 300 millions of players in the world. It is quite difficult to find the exact number because a game or a console can be used by more than one player. The Video Game Hardware market is dominated by three main competitors: Nintendo (49%), Microsoft (30%) and Sony (21%). While the video game software market is dominated by four companies: Nintendo (19%), Activision (12%), Electronics Arts (11%) and Konami (5%). These figures indicate that Nintendo is the leader...
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...Dylan Weber Kim Priest English 101 Rhetorical Analysis During the beginning of this article, Tom Bissel has a back and forth comparison of his opinion about the video game Fallout 3, and telling his imaginary children, Kermit and Hussein, what he was doing the day that Barack Obama was elected to be our first African-American President of the United States. He tries to make an argument that even though there was a widely-known national, and even global, event that took place, he felt like playing the open world game of Fallout 3 was just more important. He goes on to say, “And so, my beloved Kermit, my dear little Hussein, at the moment America changed forever, your father was wandering an ICBM-denuded wasteland, nervously monitoring his radiation level, armed only with a baseball bat, a 10mm pistol, and six rounds of ammunition, in search of a vicious gang of mohawked marauders who were 100 percent bad news and totally had to be dealt with. Trust Daddy on this one”. This analogy of two events shows that beating a video game like Fallout 3 was just as important as watching the election of the 44th President of the United States. And while the excruciating detail of the game makes it seem like there was a lot of responsibility on his hands and he makes it sound like an assertion, it wouldn’t matter in the end, because we all know it was just a virtual world, and he missed out on reality. His anecdote was very detailed, however, and I’m sure if there was anyone who was skeptical...
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...Microsoft’s XBOX 365 Portable Gaming Device Marketing Plan Jason Hudson MKTG522 / Herbig 10/19/2012 1.0 Executive Summary Are you tired of playing “Angry Birds, Words with Friends, or Song Tune on your mobile phone…bored with your iPad? Are your kids fed up with beating Mario in races and his 3D worlds? Ever wanted to take the live-action first-person shooter, “Call of Duty” or “Madden” on the road and play against friends during a road trip or a long flight? Well guess what? Us…good folks here at Microsoft have been working day and night to on some monumental news!!! Microsoft’s ambitions have been nothing short of amazing and being a huge pioneer in the IT industry, dating back to its inception in the early 1980’s. Microsoft is the world’s number one leading in software development and has controlled an overwhelming share of the personal computer operating system market. Microsoft’s products, do not stop at the development of software, nor operating systems; the company supplies the world with a number and variety of different types of products, including their office software, Zune (digital music player), CRM applications, sever and storage software, and last but not least XBOX as well as, the XBOX 360 video gaming consoles. Now that we are entering 2013, XBOX has stood by idle, in the portable gaming device market as we watched Sony & Nintendo dominate their way through this particular gaming market. Well now!! Microsoft has been absence for far...
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... Table of Contents Abstact 1. Background 1. Problem Formulation Discussion 2. Analysis 5. Reflection 7. Recommendation 8. Appendix 9. References 10. Abstract Even though the Sony Playstation is a leader in their market, they still have the problem of the Japanese yen being more valuable than their foreign country’s currency, and the location of their manufacturing facilities being too far from their customers. This contributes to the increased cost of quality of them having to transport the materials, and finished products to and from the manufacturing facility. Also the cost of imports and exports is not as valuable for them because of the value of the American dollar, or the European pound compared to the Japanese yen. (Sony Corporation SWOT Analysis, 2010) As an Operations Management Consultant, I have been asked to present a paper to Sony Corporation on how they have applied the Ten Operation Management Strategies to successfully achieve their financial, social, market place dominance, cultural influence, international presence, and successful application of quality principals to successfully achieve their objectives in America. Background The Sony corporation is one of the largest consumer electronics makers in the world. Sony manufactures games, electronics, entertainment, and financial services. Sony is headquartered in Japan, and employs...
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...XBOX 360 Marketing Plan Marketing February 20th, 2010 Mark Lundberg Table of Contents: Part 1: Executive Summary Part 2: Company Description * I: History of the Company * II: Current Objectives Part 3: Situation Analysis * Internal Analysis * Environmental Analysis * Customer Analysis * Competitive analysis Part 4: SWOT Analysis * SWOT Analysis * Porter’s Five Forces Model Part 5: Marketing Objectives & Strategies Part 6: Marketing Strategies * Primary target market & Marketing Mix * Secondary markets Part 7: Marketing Implementation Part 8: Summary & Conclusions Part 1: Executive Summary: The Xbox 360 is a gaming console made by Microsoft, Inc. It is in the middle of its product life, being 4 ½ years old at the time of this marketing plan. The success of the original Xbox made the Xbox 360 a likely success for Microsoft, and it has paid off. With millions of units sold around the world, it has become a huge success. This marketing plan will go over where Microsoft currently is in its marketing efforts with the Xbox 360, and what they plan to do to conquer new markets, reach out to new customers, and expand their product line. Part 2: Company Description I: Brief history of the Company Microsoft was founded in 1975 by Bill Gates and Paul Allen. They started off with selling BASIC, which was one of the first computer language programs. Their first customer was MITS Computer. From there...
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...dimensions. The team has evaluated many concepts and ideas in the creation of this product. The product will give those that felt video games were only for those that play games a chance to experience gaming, listening to music, and watching television in high quality, high definition viewing. The original XBOX was released in 2001 and was marketed as one of the top gaming systems at that time. As technology developed, so did the XBOX. The XBOX360 was introduced in the mid 2000’s. A new century calls for new things, in 2015, the Microsoft Corporation will introduce the new XBOX721X. Microsoft Corporation Microsoft started as a small project in 1975. Elite members of the project that later became one of the most successful companies in the world were: Steve Wood, Bill Gates, Bob Greenberg, Gordon Letwin, Paul Allen, Marc McDonald, Jim Lane, and Andrea Lewis. Microsoft took advantage of a software need that was created in those years and computer manufacturers also contributed to the success of Microsoft. The company asset is approximately 62.5 Billion of annual revenues. In recent years, Microsoft has entered the gaming industry and has provided very tough competition to the companies that dominated the gaming market at that time. The first gaming product designed and launched by Microsoft was the XBOX and the product was first launched in 2001. Microsoft, as an organization, continued to...
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...changes made to its products over the course of many years – closed innovation allowing them to fend off all comers while delivering something unique to the market. It started in 2001, when the first iPod music player – Mac compatible only – was released. Sales were slow, through analysis of the sales, market transition and the wants and needs of the consumer Apple determined that through development of Windows-compatible iTunes software they could increase their market share. This product (service) development enabled Apple to establish a presence within the market dominated by Microsoft at the time, while not directly threatening their market share. Apple exclusive formats were offered through iTunes, which was at the front of the commercial market in licensed online music distribution, such as .AAC, Quicktime Movie (.mov) and Apple Lossless (an FLAC clone) enticed users to make the switch from their MP3 players to the iPod. This was followed up by multiple hardware innovations, incremental changes in design and product functionality, from the iPod to the Mini to the Nano, iPod Shuffle and eventually the precursor to the iPhone – the iPod Touch. The combined technological R&D, market analysis and continuous product development were cemented firmly in the Cyclic innovation model (Fig 1.1), showing each area clearly linked and building upon advances in the other; when the market called for a more portable product, the technology...
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...A Glimpse of ARCADE GROUND Name: ARCADE GROUND Industry: Gaming Service Provider Tagline: “Play the Game, Feel the Intensity, Achieve what you dreamt” Profile of the Team KASHFIA KAMAL (CEO) A chief executive officer (CEO) is the highest-ranking corporate officer executive in charge of total management of an organization. The responsibility of an organization’s Chief Executive Officer or Managing Director is set by the organization's board of directors or other authority, depending on the organization's authorized structure. The CEO although have to coordinate the overall management and executive bodies, but this position have the flexibility to divide the decisional factors to other department, as the rest of the governing body have to report to the CEO in a certain time frame. SAYEF-AL-NASIR (COO) A Chief Operating Officer (COO) is one of the executives who hold a higher rank in a company and comprises part of the executive team. The Chief Operating Officer is in charge for the daily operation of the company and consistently reports to the higher ranked executive, generally the Chief Executive Officer. The COO may also hold the title of President which makes him or her the second in command at the firm, especially if the highest ranking executive exists in the hierarchical structure. The Chief Operating Officer has to interact with the department head of Finance as the funding will be connected with the operating plans and activities. KHAWAJA SHAHZAN EHSAN...
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...Sony Corporation and the Video Game Console Market: 1 A Competitive Analysis By Ryan Bogner, Peter Hung, Guan Wang, and Steven Wang This report evaluates Sony Corporation’s strategy in the console gaming market from the top-down perspective of the entire corporation. 1 Executive Summary Sony’s current strategy in the video game console market is simple: use the technologically superior Playstation 3 as a loss leader to introduce the Blu-ray optical drive2 into consumers’ homes and leverage that market penetration to drive content sales once Blu-ray is established as the de facto standard for optical storage. It is therefore in Sony’s interest to reach the tipping point for market adoption of Blu-ray as soon as possible. To increase the rate of Blu-ray adoption in the market, we recommend that Sony adopt a “good-better-best” strategy, whereby Sony produces discounted and premium versions of the current Playstation 3 for sale to consumers. This strategy will encourage price-sensitive customers to purchase Playstation 3 consoles without marginalizing power gamers. Nintendo and Microsoft will most likely respond to this strategy with differentiation rather than price competition. If Sony reinforces this strategy with coherent marketing and intellectual property strategies, it can increase Blu-ray adoption rates and make it more likely that the format will be adopted as a standard. The Market for Video Game Consoles is Growing, but Competition is Fierce The market for...
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...Sony Corporation and the Video Game Console Market: 1 A Competitive Analysis By Ryan Bogner, Peter Hung, Guan Wang, and Steven Wang This report evaluates Sony Corporation’s strategy in the console gaming market from the top-down perspective of the entire corporation. 1 Executive Summary Sony’s current strategy in the video game console market is simple: use the technologically superior Playstation 3 as a loss leader to introduce the Blu-ray optical drive2 into consumers’ homes and leverage that market penetration to drive content sales once Blu-ray is established as the de facto standard for optical storage. It is therefore in Sony’s interest to reach the tipping point for market adoption of Blu-ray as soon as possible. To increase the rate of Blu-ray adoption in the market, we recommend that Sony adopt a “good-better-best” strategy, whereby Sony produces discounted and premium versions of the current Playstation 3 for sale to consumers. This strategy will encourage price-sensitive customers to purchase Playstation 3 consoles without marginalizing power gamers. Nintendo and Microsoft will most likely respond to this strategy with differentiation rather than price competition. If Sony reinforces this strategy with coherent marketing and intellectual property strategies, it can increase Blu-ray adoption rates and make it more likely that the format will be adopted as a standard. The Market for Video Game Consoles is Growing, but Competition is Fierce The market for...
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...Ultimate Gaming Technology (UGT) Marketing Plan MKT 500 UGT Marking Plan Executive Summary The video game console market is a fast growing market. The UGT Mega B0x competes together with Sony’s PlayStation 3, Nintendo’s Wii and Microsoft’s Xbox 360 for the market leader position. Compared with these competitors, the Mega B0x includes the newest technologies and provides the highest variety of functionalities. Therefore, our strategy is to target customers who focus on high technologies and multimedia-entertainment. This involves that the Mega B0x competes not only with console manufacturers, but also with other multimedia producers such as PC manufacturers. Rather than reduce the retail price, UGT seek to maximize the value of the Mega B0x and to aggressively market it as not only a powerful video game console but also an affordable home entertainment hub. The most important marketing tool is the Internet for promoting the Mega B0x. Blogs, MySpace, YouTube and other kind of websites enable an area-wide promotion of the game console and especially, it is done by consumers. Finally UGT financing objectives are to sell over 20 million consoles in the first year and to achieve total sales revenue of $10 million dollars. ...
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