...Table of Contents Introduction………………………………….….…..…..Pg. 3 Broad Overview of the Gaming Industry…………....….Pg. 4 Trends……………………………………………..…….Pg. 5 Is My Business Fit for Gaming…………..…..................Pg. 6 Larry Katz of Dot’s Diner………………….……….…..Pg. 7 Lessons Learned……………….......................................Pg. 7 Conclusion…………………………………….….……..Pg. 8 Works Cited……………………………………………..Pg. 9 There are many industries that are out there providing jobs for many different people in this world. There is however, quite none like the Gaming Industry. The beginning of gambling can be traced to religious rituals in pre-historic societies. The rituals had a purpose of predicting the future. The procedure of the rituals was simple and consisted of “casting the lots” throwing small objects like pebbles, sticks, nuts, arrows etc. out of the palms of the hands or any container (Hoovers, 2012). The result was checked to see if the number of the objects on the ground was “odd” or “even”. “Even” number meant a positive outcome and “odd” stood for a negative one. With time that process became more complex and also involved interpreting the patterns of the objects lying on the ground. The next step in the evolution of these rituals integrated the sacrifices from the participants to encourage the fate of the Gods to deliver positive signs and help. The sacrifices were normally personal stakes which turned those involved from observers into active players of the process...
Words: 4378 - Pages: 18
...Analysis •Porter’s 5 Forces Analysis •The Industry Life Cycle •Nintendo’s Key Success Factors Presentation Overview (1/2) •Analysis of Key Uncertainties •Analysis of Future Trends •The Scenarios & Implications •Conclusion •References A Brief History of Video Games Atari to Wii Introduction (1/2) • Video games have been around since the 1940s. • Over the decades, game machines continuously evolved to become powerful machines capable of stunning visuals and graphics. • In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios. Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by Fusajiro Yamauchi. • Manufacturer of Hanafuda “flower” cards • Expanded in 1960s by Hiroshi Yamauchi. • Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer. Company Profile (2/3) • 1970: Yokoi teamed up with Shigeru Miyamoto to create games – The Father of Modern Video Gaming, creator of iconic franchises including...
Words: 2368 - Pages: 10
...Business Plan (Industry Analysis and Description of Venture) Name of the Business: 4-D Gaming Zone Course name: Introduction to Business (MGT368) Section: 9 Instructor: Faisal Wali (FsW) Prepared By:- Sehel Somani ID#1010312030 Mahmud Hossain Rajit ID# 1010769030 Md. Abul hasan Chowdhury ID# 1010282030 Chowdury Farhat Aseeya Nidhi ID#1010313030 Industry Analysis Overview of the industry : PESTLE Analysis: Social factors: Any changes in social trends can impact on the demand for a company's products and how that company operates. Also the company may change its management strategies to adapt to the changes in social trends. As discussed earlier the inflation rate in Bangladesh is pretty high and also due to worldwide recession there is a fall in the trend of lifestyle and career expectation. This may have a negative impact on the 4D gaming zone as people may be more busy in setting up their career then going or spending on entertainment purpose. Also In global context, Bangladesh is now world’s eighth populous country having 148.5 million people with a high growth rate. The life expectancy in Bangladesh is 68 years. Population is characterized by a high proportion of young age population and the population is slowly aging, also there is huge rural to urban migration thus the demand for entertainment may have a upward trend. Technological Factors: There is a strong need for technological development in Bangladesh. Technological improvement...
Words: 626 - Pages: 3
...Both TCW and Activision Blizzard (Activision) operate in a competitive environment. For TCW, the investment management industry, while large, is filled with several formidable competitors such as Pacific Investment Management Company (PIMCO) and Oaktree Capital Management. Similarly, Activision fights for market share in the gaming industry, which is growing increasing crowded and experiencing shifting trends. To further grow in these industries, both companies need to innovate and take market share away from competitors. As both companies continue to innovate and expand, both company’s growth strategies will be further analyzed. An investment fund’s success is largely measured by three key metrics: Assets Under Management (AUM), fund return relative to its benchmark, and fund ratings. With $180B in AUM, TCW is one of the largest players in the fixed income investment management industry. The company has a strong history of outperforming its benchmark and has garnered high ratings from several rating agencies. However, with the number of investment firms increasing, the three key metrics are becoming increasingly difficult to not only grow, but to maintain as well. The example often given to explain the difficulty is the distinction between a “winner’s game” and a “loser’s game” in tennis. For professional tennis players, wining points entails outplaying the opponent and hitting winners, thereby making their game a winner’s game. However, for the average tennis player, winning...
Words: 1155 - Pages: 5
...the Hilton Hotels. The marketing strategies Hilton should pursue in the hotel and gaming markets will be discussed and recommendations will be made. In addition, the use and implementation of the SWOT analysis will be incorporated throughout the discussion. Information will be provided from the case study and the use of secondary resources for support of the marketing strategies recommended for the Hilton Hotels. Market Summary Hilton Hotels is one of the market leaders in the hotel and gaming industry in the United States. Hilton is a well-known and distinguished name in fine hotels across the United States and worldwide. In 1999, Hilton expanded aggressively by acquiring the Promus Hotel Corporation, Hampton Inn and Suites, Doubletree Hotels, Embassy Suites Hotels, and Homewood Suites. Hilton Hotels Corporation has grown to become the worlds most recognized and most successful hotel company (Hilton Innovation, 2007). With the 2006 acquisition of Hilton International, Hilton Hotels Corporation became a global force with more than 2,800 hotels in more than 80 countries throughout the world (2007). Market Demographics The demographics for a diverse company such as Hilton offer a wide variety of customers. Hiltons target market includes the everyday business traveler, families on vacation, leisure travelers, and the convention business segment. After the events of September 11, the hotel industry has seen changing demographics and lifestyle changes that have had a major impact...
Words: 1568 - Pages: 7
...Technology Environment The Video Game industry is constantly undergoing new innovations and ground breaking technology. New trends and innovations are introduced on a yearly basis that alters the marketing environment. The Level of technology in this industry is very high. The speed of technology and usage is ongoing and expanding throughout the country and the world. With the constant growth, a fast and a high rate of Obsolescence is the outcome. The video game industry also has social concerns pertaining to the overall health of the users. Within the past 10 years the video game industry has boomed to keep up with the rapid growth of technology. Each video game console starting from the Atari 2600 ( September 1977) to the Nintendo 64( September 1996) and to the recent Sony Play station, Nintendo WII, and Microsoft X-box franchise has evolved insignificant ways. Trends: Mega-Gaming, Interactive •Mega-Gaming A new trend like Mega-Gaming which has been becoming popular Schmidt, D(2013,November )“These last ten years have ushered in the age of the mega-game; video games with budgets of $100 million and massive marketing pushes designed to break single-week sales records” Video Games in the US. Retrieved from IBIS World Industry Report. This Mega-Gaming consists of a high return and in return comes with high risk ,where if one game does not meet sales then the whole gaming company can go under. The highest budget game is Grand Theft Auto 5 reaching 265 million dollars invested...
Words: 370 - Pages: 2
...Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of the telecommunication/information and communication technologies (ICT) environment requires related technology foresight and immediate action in order to propose possible ITU-T standardization activities as early as possible. ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with...
Words: 10531 - Pages: 43
...Abstract The retail industry and gaming industry are both evolving at great speed. Retailers around the globe have opened up new opportunities for customers to shop via the web no matter where they are or what they are doing. When a customer wants to shop they can, day or night. With the gaming industry, the demands for online preferences are going. For GameStop, this means to evolve the business for consumers around the world. Implementing simple changes to their website for a more customer friendly shopping experience can only aid in GameStop continuing to be a successful retailer, while at the same time developing the technology side of the business. For GameStop to maximize its brick and mortar locations, the stores will need to capture leading market share of the new console cycle, grow digital sales, and apply retail expertise to the new technology added to the GameStop family. The Business GameStop's retail network includes 6,650 company-operated stores in 15 countries worldwide and online at www.GameStop.com. The network also includes: www.Kongregate.com, a leading browser-based game site, and a digital PC game distribution platform. GameStop offers customers the most popular game software, hardware, game accessories and PC products. On the brick and mortar retail side, GameStop is continuing to grow. According to Slack (2010), “The company sees its physical storefronts as the foundation of the company, but GameStop is well aware of the trend toward more digital...
Words: 2092 - Pages: 9
...much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from US$24 billion in 2012 (Okalow b, 2012). The game industry has been in a slump for several years now (partially due to the recessionstate reasons: 1,2,3); however, the upward trend of digital sales gives hope...
Words: 2301 - Pages: 10
...much better? This is one of many problems in the current game retail industry we will be exploring. The Steam Client is a digital game retailer and a multiplayer and communications platform created by Valve Corporation in 2003. Steam has over 1500 games available and over 54 million active users and is estimated to control roughly 70% of the digital game market. Steam will be the future of game retail and it is positioning itself perfectly to do so. This paper will discuss the current state of the game industry and how and why it has gotten there. From there it will focus on how games are sold today and how retailers are positioning themselves for the future. Lastly the paper will dissect the Steam client and all it has to offer; specifically comparing it to current physical and digital retailers. As technology goes digital, entertainment media seems to be stuck in the physical past; at least for the time being. This is changing rapidly as more and more gamers are realizing the benefits of digital distribution. DFC Intelligence is forecasting that boxed retail will have declined from $29 billion in 2011 to $24 billion in 2016. Meanwhile, the market for digital distribution will grow $15 billion, to US$39 billion in 2016, up from US$24 billion in 2012 (Okalow b, 2012). The game industry has been in a slump for several years now (partially due to the recessionstate reasons: 1,2,3); however, the upward trend of digital sales gives hope...
Words: 2303 - Pages: 10
...case study highlights the success of Zynga in online games. This forms an excellent basis for assessing the relationship between durable and virtual products. The continuous over- reliance of Zynga on Facebook is also another essential aspect of consideration in paper. Finally, the case study addresses the various implications of Zynga on the existing video game business. Overview Zynga is among the world’s most popular online gaming firms. The firm has been operational since 2007. During this period, Zynga’s popularity has increased because of its unique approach to online gaming. Whereas most gaming companies produce games with innovative features, Zynga relies on customer analytics (Laudon, 2012). This involves the assessment of trends evident among the gamers. For instance, Zynga analyzes the most popular game features among the users. Facebook forms the platform for more than 90% of Zynga’s games. Question a: Among the most notable strategies used by Zynga is the development of “durable” and virtual products. From the context of gaming, “durable” products encompass online goods whose lifespan is considerably longer compared to the “nondurables”. The phrase “virtual” comes into application because they are sold and used online. An example of a marketing relationship between the durable and virtual products is the use of sale of virtual real estate property (Hill, 2012). This approach would attract many users and thus enhance the generation of revenues. The durable...
Words: 1025 - Pages: 5
...has been a major player in the technology and gaming industry ever since entering into electronics in 1970. While for years it dominated the market for virtual gaming, a rise in competition within the industry presented serious challenges for the company. After struggling for the first five years of the new millennia, Nintendo made an exceptional comeback with its innovative products, the Wii and the DS, that shook the market and brought in a whole new set of customers. Their new strategy was so successful it allowed the company to be ranked the second most valuable Japanese firm after Toyota in 2007 (Farhoomand 6 ). Despite its recent success, Nintendo must look ahead and act strategically as its competitors begin to adapt to the new market trends. Market Background The Birth of Gaming The electronic gaming industry began with a few very basic games in the 1970s. At first, they appeared in the form of coin-operated machines in public places, with games like Pac Man and Donkey Kong before moving to home entertainment with hits like Atari’s Pong (Vaughan 13). A major shift in the quality of in-home gaming came with Nintendo’s release of Famicon in Japan and the Nintendo Entertainment System (NES) in the United States in 1983 and 1985 respectively. The company also led the handheld gaming industry with its release of the Gameboy in 1989. With the high quality of the NES, Nintendo held a virtual monopoly in the gaming console industry for five Passani years until the Sega Genesis...
Words: 2468 - Pages: 10
...USA TODAY – INNOVATION IN AN EVOLVING INDUSTRY: INDIVIDUAL CASE STUDY Victoria Hill USA TODAY – INNOVATION IN AN EVOLVING INDUSTRY: INDIVIDUAL CASE STUDY Victoria Hill Table of Contents 1. Executive Summary ............................................................................................................................. 3 2. Identification of the Problem ............................................................................................................... 3 3. SWOT Analysis..................................................................................................................................... 4 3. 1. Strengths ..................................................................................................................................... 4 Strength 1. Highly innovative newspaper company that has been a leader in news development .... 4 Strength 2 – Gannett is currently the largest newspaper distributor in terms of circulation ............. 4 Strength 3 – Strong portfolio with multiple Brand Extensions and Partnerships ............................... 4 Strength 4 – Excellent presence and distribution in the digital environment .................................... 4 3.2. Weaknesses .................................................................................................................................. 6 Weakness 1 – Relatively small amount of digital subscribers ....................................................
Words: 4344 - Pages: 18
...Industry Overview 2.1 Scope (Products/Customers/Regions) The interactive gaming industry is comprised of manufacturing and developing of home entertainment software for the PC (including Macintosh), console gaming systems (Xbox 360,Nintendo Wii & GameCube, Sony PlayStation 2 & 3), portable gaming systems – PlayStation System Portable, Gameboy Advance, Nintendo DS), online gaming (web and Java based software), and mobile platforms (iPod, iPhone and Smartphones)6. In this way, this industry is very much global in terms of the development of games to the end users of software that are comprised of hardcore and casual gamers across many multiple platforms. In terms of the United States interactive software market, it “generated total revenues of $9.5 billion in 2007, which represents a compound annual growth rate (CAGR) of 4.8% for the six-year period spanning 2002-2007”7. It is interesting to know that “console games software sales represented 82.6% of the market’s overall value. In comparison, the sales of personal computing games represented 17.4% of the market’s aggregate revenues”. In this way, development of new hardware sales usually drive the demand for development of high performance gaming software, as illustrated below9. As depicted previously, the future market value of this industry in the United States is expected to grow by 5% for the next five years, and total market value of $10.3 billion by the end of 201110. In comparison, the Asian market...
Words: 3254 - Pages: 14
...is the strong competition in the video game industry and the emergence of modern technology nowadays which make Nintendo unstable. II. Environmental Analysis Nintendo operates in a competitive industry. Nintendo’s main competitors included Microsoft and Sony, with their Xbox and PlayStation consoles. For years, Nintendo had been suffering from declining market share and shrinking margins. III. SWOT Analysis A. Strengths * Brand reputation and recognition * Unique and innovative product offerings with latest games * Geographical diversification reduces the business risk * Affordable gaming for people of a variety of economic classes. * Portability factor B. Weaknesses * High dependence on few gaming titles unlike a few leading competitors * Brand hasn't established itself in the emerging economies * Limitations of enforcing intellectual property rights in some regions has led to growth of counterfeit products C. Opportunities * Increasing focus on third party software development will benefit Nintendo due to its relatively simple technology and low development costs * Expanding demographics of gaming consumers * Technological innovations set to improve gaming experience * Expansion of digital business by offering downloadable paid add-on content and digital distribution of packaged software D. Threats * High threat of substitutes * Changing Industry Environment * Lack of diversification outside...
Words: 480 - Pages: 2