...........................................................4 Features…………………………………………….....................................................................5 The Dashboard……….…………………………………………………....................................6 How it works……………………………………………………………………….………….6-7 Online Gaming……………………………………………………………………..……………7 The PlayStation Store………………………………………………………………….……...7-8 Sony is Hacked…………………………………………..……………………….……………8-9 The Return of PSN……………………………………..………….…………………...……9-10 Conclusion……………………………………………………………………………….……...10 Bibliography…………………………………………………………………………..…..…11-12 Executive Summary The PlayStation is the foundation of the PlayStation Network. So, this process basically started its reality transition in 1994. The PlayStation Network operates similarly to the definition of what database communications is. There are many features that make the gaming console itself, as well as the network, attractive. Sony collaborates with many other companies to make this product more versatile. The dashboard is similar to the Xbox Live’s in a sense that if gives the user total control but in its own unique way. The way the PlayStation Network actually works is not complicated. It is in fact very similar to a computer. The...
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...32 bit era. The next period is the developments and trends during the PlayStation era and the third is the likely development of the industry over the next few years BRIEF HISTORY OF THOSE PERIODS and THEIR REVENUES (The Evolution of the Game Console Industry) In 1994 , the first time that consumer electronics giant Sony had bravely attempted to enter the highly competitive games console market. Going under the catchy, self–explanatory name PlayStation, this 32–bit, CD–based system hit Japan in December and faced tough competition from 'The Big Two' in the form of Sega's fundamentally similar Saturn, and Nintendo's upcoming Ultra 64. By May 1995, barely six months after the release of PlayStation, over 1 million Japanese gamers had become converts. Games like Toshinden, CyberSled, Jumping Flash!, and a host of other, decidedly more obscure titles (our favourite is Chou Aniki – Kyuukyoku Muteki Ginga Saikyo Otoko – literally 'Super Older Brother – The Galaxy's Absolutely Invincible Strongest Man') helped to propel sales, impressing players with their advanced 3D visuals and diverse gameplay. By October, worldwide PlayStation shipments had reached 9 million, and with the arrival of huge sequels such as Tekken 2, Ridge Racer Revolution and Wipeout 2097. In a year that saw cosmologists announce that the expansion rate of the universe was actually increasing, the expansion rate of PlayStation hardware and software enjoyed an equal upturn. At the start of 1998,...
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...Top 10 Deaths in the World of PlayStation, PC and Xbox Video game deaths can be comical, brutal, annoying, and also ridiculous. However, whatever the case sometimes when you die in a video game it is amazing. With this in mind, here are some of the greatest deaths in the world of PC, Xbox, and PlayStation. Also, please note that not every single one of these deaths will be in all three platforms. However, each death will be in at least one world between PlayStation, Xbox, and PC. 10. GRAND THEFT AUTO 4 I know this is going to take some flak, but every death is amazing in this PC, PlayStation 3, and Xbox 360 game. I know I am not being specific, but go through the game and pick your favorite death. There are too many too chose from, and...
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...Xbox One vs. Playstation 4 Media (Artifact paper) Mario Palomino Student ID: 1760440 BUSB 340 – Robert Liljenwall Due Date: February 23 2014 What hell is a Nintendo? I got my first video game console in the summer of 1991. My parents purchased it from SEARS for my birthday and at which point I had no idea what it was. A couple of the kids and their parents knew that it was and were shocked that my parents spend $100 dollars on something like that. It was still in the box until one afternoon I came home from school. I set it up in the living room, only room with a television. Popped in Super Mario Bros, this simple 8-bit game would change the entertainment industry. I did not become a fanboy until I attend Florida A&M. Besides my classes and football schedule, I usually spend my free time in my apartment. One of my friends back home told me about Microsoft’s Xbox gave gamers the ability to play against each other and they did not need to be in the same living room. Walked into a Game Stop and walked out with my first console since the Nintendo my parents got me so many birthdays ago. Once at my apartment, plugged everything in and started playing. Completely different from what I remember when I was eight years ago. Xbox became my gateway drugs, from hours of study, from the beating my body would take from football and boredom. History of Sony's gaming console Before Sony entered into the gaming industry they establish Sony Computer Entertainment (SCE) in mid-November...
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...youngsters, has become a multimillion dollar market that competitors the movie market with regards to income and reputation. The gaming industry has gone through a total adjustment lately. Gone are low technological innovation games, inferior quality consoles, and turned off customers. This market as now is at the vanguard of technological innovation and this indicates simple and fast. This market is extremely aggressive and companies desperate to contend worldwide must be highly in track with nationwide marketplaces to survive (Porter, 1980) SONY AND THE GAMING INDUSTRY In 1994, Sony Pc Entertainment America was established as the North American department of Sony Pc Entertainment Inc. Taking approximately four years to develop, the PlayStation gaming...
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...9-508-076 REV: APRIL 14, 2008 ELIE OFEK Sony PlayStation 3: Game Over? [W]hen you look at the history of the video game industry since the PlayStation was launched back in 1995, we were able to take the leadership position very quickly with the PlayStation. With PlayStation 2 we have more than 110 million gamers and consumers enjoying the PlayStation 2 on a worldwide basis. And I think we have a very loyal following for the PlayStation family of products. So with the PlayStation 3, I believe that we are going to be able to quickly take the leadership position once again and maintain that position for a very long time. — Kaz Hirai, President and CEO, Sony Computer Entertainment of America, November 17 20061 It was a picture that was reminiscent of the launch of the original PlayStation nearly a dozen years before. Some eager customers had arrived as early as 6am and from as far as New Jersey to a video game store in Manhattan with the hope of purchasing one of the newest and most sought after video game 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...
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...INDUSTRY By Team 1: Nintendo TABLE OF CONTENTS History of the Video Game Industry P. 3 - 7 Twenty-First Century Trends P. 7 - 8 United States Market P. 8 - 10 Regional Markets P. 10 Industry Players P. 10 - 13 Consumers P. 13 - 15 Regulations P. 15 - 16 Overall P. 16 Exhibits P. 17 - 19 Appendices P. 20 - 33 Endnotes P. 34 References P. 35 - 36 The video game industry includes a broad spectrum of operations including: gaming consoles, games made for consoles, and online games which make up the retail segment of the industry. The majority share of the market is the development and manufacturing of games, consoles and accessories. This report goes through a history of the video game industry; trends to look for in the 21st century; the United States markets and the four segments (games and software, consoles, online games and software, and accessories); regional markets by segment; the major competitors in the video game industry; consumers of the industry, and the minimal regulations that affect the industry. The Appendices provide profiles for the major companies in the video game industry including Nintendo Co. Ltd., Microsoft Corporation, Sony Corporation, Electronic Arts Inc., and GameStop Corp. History of the Video Game Industry Though the history of video games goes back to the 1950s with simple games and simulations...
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...PLC Case Study: Sony Computer Entertaiment Inc. Nestor Herrera October 30, 2015 Sony Computer Entertainment Inc., is a multinational company that serves as a subsidary of Sony Corporation, with main head quarters in North America. Sony is responsible of delivering some of the most innovative and best selling products in the electronics market. For this case study, the main focus will be on one of Sony´s most successful brand, the Playstation, and how the company have manage the product life cycle of its Playstation products, putting an emphasis on the PLC of its first product, the Playstation 1. The case study will also evaluate the effectiveness of the strategies used to mantain the Playstation brand among the leaders of the market share by effectively managing their PLCs. The Playstation 1 - the Introduction process The irruption of Sony into what was then a very primitive video game market came in 1995 when they relased the Playstation 1 (PS1) in North America. The PS1 definatly had a huge impact in the whole video game industy as it was one the pioneers that helped the industry become what is now a multi-billion dolar industry that dominates modern entertaimet. Sony manage to differiante its new console from Nintendo, (who by far were dominaning the market at that time) who marketed themself as a more family-friendly entertaiment console. Nintendo has always provided Sony with some fierce competition, from the PS1's introduction untill the more recent years (2013-)...
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...2015 Intro Sony’s PlayStation TV is about to be launched to the public for the first time. Our team will be presenting a description of Sony’s new product and explain the features that will change your PlayStation experience. We will also discuss Sony’s marketing strategy and how they will change in the near future as the launch progresses. Then we will unveil the packaging and how it will impact the products value as well as Sony’s pricing strategy and how they priced the product for launch. Finally we will review the channels of distribution and why Sony chose these partners to distribute their new product. PlayStation TV is about to change your PlayStation Vita, PSP, and PS4 experience so get ready! Product Description The PlayStation TV has many features available to the avid gamer. The most sought after feature is the streaming service and the remote play. Many however, do not know what remote play is. Remote Play is a feature that lets the PlayStation TV operate a PS4 system via a wired or wireless connection (Sony PlayStation, 2014). This gives the player the ability to play most PS4 games away from the PS4 system on their PlayStation TV in another room in their household (Sony PlayStation, 2014). The PS4 system can connect to the PlayStation TV in a two different ways. The PS4 system Link app on the PlayStation TV will pick the connection method best suited to your current situation (Sony PlayStation, 2014). Using the PlayStation 4 console as a wireless...
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...Competitive Market Analysis: Microsoft Xbox Daniel Silva, Antionette Ybarra, and Raul Salinas ECO/365 July 31, 2013 Instructor: Karl Bitter Competitive Market Analysis: Microsoft Xbox Microsoft capitalized on the need for an operating system for the blossoming personal computer industry. Gates developed the BASIC programming language in the late 1970s, but the DOS operating system created for the IBM personal computer in the early 1980s solidified Microsoft's position. Teaming with IBM on additional projects, Gates and his team also developed a series of languages for new IBM systems: BASIC, FORTRAN, COBOL, and Pascal. As IBM computers grew faster and more efficient in the late 1980s, Microsoft continued to upgrade the renamed MS-DOS, while also marketing the system to other manufacturers (Batchelor, unkn). After the company's IPO in 1986, it received the funds necessary to increase research and development, which led to the introduction of Microsoft Office, a software bundle created to improve business productivity, including Microsoft Word and Excel. Microsoft Office soon became the market leader, far surpassing its closest competitors. The explosion of the Internet in the 1990s initially caught Microsoft off guard. However, it soon recovered with Internet Explorer, a web portal that gave users a starting point for Internet activities. Internet Explorer became the de facto web homepage. Microsoft also launched other web ventures, including Microsoft Network (MSN) (Batchelor...
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...How Sony Playstation has Applied the 10 Operation Management Strategies Kenneth Turner GM583 Operations Management June 19, 2011 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...
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...On April 19, 2011, system administrators at Sony's online gaming service PlayStation Network (PSN), with over 77 million users, began to notice suspicious activity on some of its 130 servers spread across the globe and 50 software programs. The PlayStation Network is used by Sony game machine owners to play against one another, chat online, and watch video streamed over the Internet. The largest single data breach in Internet history was taking place. On April 20, Sony engineers discovered that some data had likely been transferred from its servers to outside computers. The nature of the data transferred was not yet known but it could have included credit card and personal information of PlayStation customers. Because of the uncertainty of the data loss, Sony shut down its entire global PlayStation network when it realized it no longer controlled the personal information contained on these servers. On April 22, Sony informed the FBI of the potential massive data leakage. On April 26, Sony notified the 40 states that have legislation requiring corporations to announce their data breaches (there is no similar federal law at this time), and made a public announcement that hackers had stolen some personal information from all 77 million users, and possibly credit card information from 12 million users. Sony did not know exactly what personal information had been stolen. The hackers corrupted Sony's servers, causing them to mysteriously reboot. The rogue...
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...The console video game craze started off in November 1977, the year the Atari 2600 was released. It sold for 200 dollars and was an instant hit. The killer app for the system was the game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stopped listing to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video games became the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers...
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...in technology, although many may fear the unknown. No one anticipates such drastic change in the way things work. We mustn’t fear change, for changes in the advancement of technology can only expand our current knowledge and apprehension of not only the modern world, but the history behind our everyday existence. However it is also important to not completely rely on technology in case of an emergency situation that might cause technology to fail. Someone who only relies on technology may find themselves, lost, or incapable of everyday life without it. It is important to have basic survival skills incase such an event was to occur. Video games had an influence on my digital literacy. The first video game system I acquired was a Super Nintendo. I started playing video games in my free time, when I was done with school, homework, and chores. When I first got my Super Nintendo I only had a few games for it. I thought it was the best game system ever. I would invite my friends over on the weekends to play Super Mario on my Super Nintendo. After a while I got many more games for the Super Nintendo. I continued to play my Super Nintendo with friends. Then one year for Christmas my parents bought me a PlayStation One. It had better graphics than the...
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...on email Share on stumbleupon Share on delicious Share on print | More Sharing ServicesMore GAMING & TOYS Sony PlayStation 4 promises powerful visuals, social components, and cloud gaming Feb 21, 2013 10:30 AM At Sony's PlayStation press conference in New York yesterday, it became official: the next-gen PlayStation 4 gaming console is arriving for the 2013 holiday season. Sony's event was more of a teaser than an unveiling, though: The company never actually showed the new console or named a price. But what we did see was enough to stoke our excitement. We always expect the next generation of gaming consoles to be smarter, stronger, and faster than the previous one. The PlayStation 4 certainly looks ready to deliver in that regard. The visuals were stunning on the game demos we were shown, and Sony claims that we will be able to download and update games in the background while playing. That's huge for anyone who has ever sat down to play a brand-new game, only to have to wait a half an hour for updates. While we didn't see the PS4 itself, we did get a glimpse of its new DualShock 4 controller (below). While similar in design to the previous controller, it adds a speaker, better rumble capabilities, a Share button for creating and uploading game videos, a touch pad, and a "light bar" that works as a companion with another new peripheral, the PlayStation 4 Eye camera, to sense the depth and movement of the controller for in-game maneuvering. Plays well with others...
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