...but for the hard-core gamer this shouldn't be a problem. If you're on the lookout for a second hand model, your best bet here if you are looking for a machine as cheap as possible is the "Arcade" version of the XBox 360 which comes without a hard drive (which you could add yourself later), but if you're more serious about gaming, then you are better off spending the extra to buy one of the other models. The PlayStation 3 is still something of an enigma to many. It suffered from a rocky start due to an incredibly high retail price, and a poor selection of games, hampered further by high game prices. This is changing now following the price drop and game releases seem to be coming out on a par with the XBox 360. The one concern that owners did have was that many early games were almost identical to those on the XBox 360, despite the PS3's superior capabilities. This is starting to be addressed now so players will start to see the real difference between the machines... not to mention the fact that the PS3 is also a rather nifty Blu-Ray player! As these hardware differences really start to become noticeable, you may start to see some XBox 360 owners making the switch to the PS3 (as was seen in the high street following the PS3's price drop in late 2007) so this could start to see more second hand XBox 360s appearing on the market so it could prove to be a bargain entry-level machine if you want to join the latest wave of next-generation gamers. Some second hand PS3s do turn up...
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...software development to develop its own gaming titles and also partner with third party developers. It was priced in the range of 299-399.Its other competitor Nintendo had come up with its gaming console Wii, which was priced at 249. Even though it was observed that its graphics were inferior to that of Sony and Microsoft’s, it was able to detect arm and hand motions which provided a realistic experience. This was very much prized by the consumers, which was reflected in its sales. Gaming titles for PS3 were available at 59.99 whereas for Wii it was available at 19.99-49.99 and for Xbox at 19.99-59.99. There was a dearth of gaming titles for PS3. Hence, Sony needed to consider what to do for its seventh generation gaming consoles whether it should reduce prices and sustain losses for some time. It also needed to see whether Nintendo had a temporary success or done a game changing event which would mean considering either developing gaming devices for a larger audience or sticking to its hard core gamers. Alternatives: It may develop motion sensing...
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...consoles. By 9am, the number of customers waiting for entrance to the store exceeded 100 and the line extended down the block. One customer in line had been searching stores across the region for two weeks in order to find a console for her brother’s twenty-fifth birthday. A twelve-year-old and his grandmother were visiting their third store in search of the new console. “I just hate what you have to do just to get one,” the boy said.2 In one sense, long lines and sold-out stores were typical at the beginning of each new generation of video game consoles. What made the scene outside of the video game store in Manhattan quite surprising, though, was that the hopeful customers were not waiting in order to purchase a new PlayStation 3 (PS3) game console from Sony, the undisputed market leader from the previous two generations of video game...
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...The Analysis of PlayStation of SONY Corporation NAME: Mei Zhang Yixuan Yao Zhaorui Liu Yong Zhang In this case we choose the SONY Corporation. SONY Corporation (NYSE: SNE), commonly referred to as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues. SONY is one of the leading manufacturers of electronics products for the consumer and professional markets. The Game is an important industry, SONY launches "PS3" in the middle of 2006, and it also strengthens self-developed video games software. We focus on the PlayStation of SONY Corporation to analysis the market structure and the competitors (XBOX of Microsoft, WII of Nintendo) A. Nature of demand 1. The buyers currently go about buying existing products of SONY considering the number of stores shopped, the consumers will feel that the more stores sell one item, the more popular the product is. For example, there are many different types of SONY Digital Single Lens Reflex Camera, but most stores only sell α35,α390, buyers may propensity to buy this two types. Buyer will buy SONY`s products when they are sold in different stores. The buyers also consider the industrial sources, as a consumer, we all want to the best raw material, intermediate material and final material, thus the industrial sources is the key factor. The display screen...
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...The Wii: Nintendo’s Video Game Revolution Marketing Plan Date: October 14, 2011 “Get-off-the-couch fun whether you're 5 or 95. This is what Wii™ is all about.” Executive Summary Since its inception in 1952, the video gaming industry has grown tremendously in terms of game development, game complexity, and how the graphics look today, compared to the early years. In those early days of gaming, up until just a few years ago, there was really only one dominant market segment, comprised of young people (Males 19-24 years of age). These gamers up until Nintendo entered the console market were exposed to excessive violence, and over simplistic gameplay. Nintendo saw an incredible opportunity to offer gamers something more. They brought in captivating story lines, and complex characters in which gamers could get into, and relate with, all while playing Nintendo games. In November 2006, Nintendo emerged in the market with a home video gaming console of its own that created innovative enjoyable playing experiences for all, regardless of their age, gender or cultural background. Nintendo’s goal of expanding the gaming population by launching the Nintendo Wii video game console was a phenomenal success, and expectations vastly surpassed the company’s most optimistic sales projections. Due to its popularity, uniqueness and fun, playing video games was an enjoyable experience for all members of the household, and the Wii became incredibly popular and suffered...
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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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...Mission Statement Nintendo’s mission statement is to produce the highest quality products, providing the best support services possible by paying careful attention to their customers and continuous improvement with their product lines. At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Vision Statement Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Nintendo Corporation feels an equal commitment toward our employees. The Company wants to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. History Nintendo started as a small Japanese business by Fusajiro...
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...electronic entertainment industry in the late 1970’s, over the years Nintendo worked hard to achieved brand familiarity. Over the years Nintendo’s products have made their way through the product life cycle. From the initial market introduction and sales growth in the 1980’s, the Nintendo Entertainment System (NES) as well as their first big game “Donkey Kong”, dominated the market. In the 1990’s, when true competition entered the market, Nintendo’s products had reached market maturity and sales started to decline. By 2003 Nintendo’s market share had shrunk so much that the future of the company became worrisome. The product life cycle has started again with the recent introduction and phenomenal success of the Nintendo Wii. As of the end of the 2010 first quarter Nintendo Wii had lifetime sales of $68 million, holding 49.1% of the market share. Unfortunately production supply has become significantly depleted and current capacity demands are not being met. With the holiday season drawing nearer, George Harrison, Senior Vice President of Marketing for Nintendo must analyze the market to determine a cost effective solution that will allow Nintendo to maintain adequate inventory levels to avoid a supply shortage. Details of George’s decisions include: distribution levels; to whom; at what price; and how (online vs. in-store). Nintendo objective is not to compete directly with Sony PS3 or Microsoft’s Xbox 360, instead Nintendo believes that it can target the broader audience...
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...topics as the dynamic business environment, critical business functions, the integration of individuals and systems, and ethical and social responsibilities that confront a business. These will be the main topics of each paragraph and what I have learned and have taken from this class. THE DYNAMIC BUSINESS ENVIRONMENT In today’s business market everything is changing rapidly in ways that competition is fierce in ways that are indescribable. We have many companies that offer same products but with different names and options with them. Two major competitors that I am able to think of is Sony versus Nintendo. Each company has a gaming system which attracts people of all ages from 6 thru the age of 40 if not younger or older. They have competed in who can come out with the better gaming system with the newest and latest innovations a person could have. As of April 2012 the Sony PS3 has owned the competition market between the two over the last few years. (D'Angelo, 2012) With all the economic difficulties in today's society more companies are trying to be more cost effective, in turn will lower prices but yet drive up sales especially with all the different competition that is currently out in the world. You are also seeing more and more companies becoming Eco friendly and the consumers are recognizing which companies are. With this concept you will either see business flourish or diminish with ideas that will better today's society and tomorrow’s future. THE CRITICAL BUSINESS...
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...chapter 2 “ The External Environment and Organizational Culture The essence of a business is outside itself. ” A Look Ahead — Peter Drucker LEARNING OBJECTIVES After studying Chapter 2, you will be able to: CHAPTER OUTLINE The Macroenvironment Laws and Regulations The Economy Technology Demographics Social Issues and the Natural Environment The Competitive Environment Competitors New Entrants Substitutes and Complements Suppliers Customers Environmental Analysis Environmental Scanning Scenario Development Forecasting Benchmarking Responding to the Environment Adapting to the Environment: Changing Yourself Influencing Your Environment Changing the Environment You Are In Choosing a Response Approach Culture and the Internal Environment of Organizations Diagnosing Culture Managing Culture LO 1 Describe how environmental forces influence organizations and how organizations can influence their environments. p. 48 Distinguish between the macroenvironment and the competitive environment. p. 48 Explain why managers and organizations should attend to economic and social developments. p. 50 Identify elements of the competitive environment. p. 55 Summarize how organizations respond to environmental uncertainty. p. 63 Define elements of an organization’s culture. p. 72 Discuss how an organization’s culture affects its response to its external environment. p. 72 LO 2 LO 3 LO 4 LO 5 LO 6 LO 7 Management Close-Up HOW CAN LARRY BLANFORD KEEP GREEN...
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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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...great communication tool at each step in the process, the matrices are the means and not the end. Its purpose is to serve as a vehicle for dialogue to strengthen vertical and horizontal communications. Through customer needs and competitive analysis, the House of Quality helps to identify the critical technical components that require change. Issues are addressed that may never have surfaced before. These critical issues are then driven through the other matrices to identify the critical parts, manufacturing operations, and quality control measures needed to produce a product that fulfils both customer needs and producer needs within a shorter period of development cycle time. The net effect of all of this is that the items that drive the company’s action are driven by the customer’s requirements. There is an increase in focus on the customer and an increased awareness of their wants. Because of this focus, the process leads to improved customer understanding and the ultimate outcome- a satisfied customer. The general format of the House of Quality consists of six components: - Customer requirements (HOWs) listing the requirements derived from customer statements. - Technical requirements (WHATs) comprising relevant and measurable product characteristics. - Planning matrix illustrating customer perceptions observed in market surveys. - Interrelationship matrix illustrating the QFD team’s perceptions of interrelationships between technical and customer requirements...
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...SECTION A Activity 1 Curriculum Vitae: Roocshana Mohamed Home Phone Number: 011-4773698 Work Phone Number: 011-3099256 Cell Number - Personal: 0812782540 E-Mail Address - Work: mohamem@telkom.co.za E-Mail Address - Personal: Roocshanam@gmail.com Personal Information Surname: Mohamed First Name(s): Roocshana Known as: Shana ID Number: 7604250250083 *Race: Coloured *Gender: Female Driver's License: C1 Disability: Not Indicated HEALTH: Excellent Address: 1090 Camelia Court Westbury Johannesburg 2093 Languages Afrikaans-Speak Afrikaans-Read Afrikaans-Write English-Speak English-Read English-Write Secondary Education School: Westbury senior Secondary Highest Standard / Grade: GRADE 12 (STANDARD 10/MATRIC) Year of Completion: 1994 Subjects Passed: Afrikaans (HG) English (HG) Geography (HG) Biology (HG) Mathematics (SG) Science (SG) Tertiary Education Studies Completed 1. Institution: Varsity College Qualification: Management Accounting and Finance (Diploma) Year of Graduation: 1998 2. Institution: Atcor UK Qualification: Accounting Technician (Diploma) Year of Graduation: 2008 Major Subjects: Financial Accounting Cost accounting Taxation Studies in Progress 1. Institution: ...
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...State / Province 98052 Zip / Postal Code Individual Organisation Type Video Gaming Industry UNITED STATES Country Nintendo of America Inc., established in 1980, is a subsidiary of Nintendo Co. of Japan. They have been the worldwide leader in the creation of interactive entertainment; they have sold more than a billion video games to the world (Nintendo 2010). In 2006, Nintendo created the revolutionary video game console “The Wii". The Wii was designed to attract larger demographic users than other gaming systems. It was, and still, very successful; attracted many people from different ages and it resulted in huge profits since it was created. Unfortunately, recently attitude of consumers and environment has been changing unfavourably for the Nintendo. This analysis is to reveal the key successful factors that made Nintendo a leader in its industry, touch the weak points or mistakes it has done and recommend some strategies to keep Nintendo a leading player. Organisation Background : : : : : : : : : : : : : Organisation Profile 1.1. External Analysis 1.1.1. Pest Analysis In terms of external analysis, it is critical to assess whether the contextual economic, social, technological, ecological, media, political, legal and ethical aspects are conducive to a specific direction. For instance, is the local government receptive to the concept of private sector participation? How are the relationships between the local government with the communities...
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...A Strategic Analysis of Nintendo Contents Contents2 1.Introduction2 1.1Company Overview3 2.External Analysis4 2.1Global Trends4 2.2Porter 5 Forces4 2.2.1 Threat of new Substitutes5 2.2.2 Threat of new Entrants5 2.2.3 Bargaining Power of Customers6 2.2.4. Bargaining Power of Suppliers7 3.Internal Analysis8 3.1Core Competencies8 3.2. Financial Overview9 3.2Resources11 4.Strategy12 4.2 Corporate Level12 4.1. Business Level13 5.Conclusion13 Introduction If we remember a few years ago, everywhere you could see, if on the street, in a restaurant, on the train or at home. You couldn’t avoid meeting little children or even adults playing with a little portable hand-held console. What was that magical thing that seemed to fall just from heaven? And where did it come from? Nintendo DS launched in 2004 by the same titled company Nintendo Co. Ltd. That was the start of a new generation. The company already released distinctly consoles such as the „Gameboy“ where everybody is already supposed to know “Nintendo” all over the world, if this is not the case, now everybody does due to the Innovation of Nintendo DS. An innovation during the period due to the touch screen function who Nintendo has been the first corporation to use this technology in his line. Nintendo DS is able to utilize by both younger generation and elder because of the attached software which for example helped to train the memories of one’s brain. Shortly after 2004 a successful console was released...
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