...Study With Sony On Penetration Pricing As Global Pricing Strategy Meaning of Penetration Pricing This is a marketing strategy used by firms to attract customers to a new product or service. Penetration pricing is the practice of offering a low price for a new product or service during its initial offering in order to attract customers away from competitors. The reasoning behind this marketing strategy is that customers will buy and become aware of the new product due to its lower price in the marketplace relative to rivals. It can often increase both market share and sales volume. Additionally, the high sales volume can also lead to lower production costs and higher inventory turnover, both of which are positive for any firm with fixed overhead. The tagline “special introductory offer” is the classic sign of penetration pricing. The aim of penetration pricing is usually to increase market share of a product, providing the opportunity to increase price once this objective has been achieved. Penetration pricing is, therefore, the pricing technique of setting a relatively low initial entry price, usually lower than the intended established price, sometimes lower than the costs too, to attract new customers. The strategy aims to encourage customers to switch to the new product because of the lower price. Penetration pricing is most commonly associated with a marketing objective of increasing market share or sales volume. In the short term, penetration pricing is likely to...
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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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...illustrate the first tier competitors in U.S. as well as globally. Microsoft Xbox 360 Strength: • Integration of next generation DVD players i.e. HD technology • Backward compatibility with previous Xbox games • Online product – the first of its kind • Lower price than most comparable competitor PS3 Weakness: • Expensive hardware and games • Production flows • Direct competition with Nintendo because of equally large customer base Opportunity • Penetration of new markets in ME • Penetration of untouched markets by means of bundling • Partnership with Hollywood studios Threat • Lower cost competitor i.e. Nintendo • Anti trust issues in Europe • Hardware complication Sony Play Station 3 Strength: • Integration of next generation DVD players • Backward compatibility with previous PS2 • Mostly Free Online product • Recent decline in profits Weakness: • Expensive hardware and games Opportunity • Great product lunch covering global spectrum. • Penetration of new markets in ME • Penetration of untouched markets by means of bundling • Partnership with Hollywood studios Threat • Lower cost competitor i.e. Nintendo • Delays in production • Constant strategy change Nintendo Wii Strength: • Uniqueness of hardware motion detection • Low cost hardware and software • Intuitive usage Weakness: • Joystick liability • Limited selection of software Opportunity •...
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...businesses such as Sony and Cadbury to control its business growth, which can be established through products sold and the business market scheme. This can relatively be determined on the conditions of the products being sold; whether it is brand immaculate and weather the businesses market is brand new or it is ancient. The Ansoff Matrix has four alternatives of marketing strategies; Market Penetration, product development, market development and diversification http://www.ansoffmatrix.com/ Diversification The last strategy is Diversification. This growth strategy involves an organization marketing or selling new products to new markets at the same time. It is the most risky strategy among the others as it involves two unknowns, new products being created and the business does not know the development problems that may occur in the process. There is also the fact that there is a new market being targeted, which will bring the problem of having unknown characteristics. For a business to take a step into diversification, they need to have their facts right regarding what it expects to gain from the strategy and have a clear assessment of the risks involved. There are two types of diversification. There is related diversification and unrelated diversification. In related diversification, this means that the business remains in the same industry in which it is familiar with. For example, a cake manufacturer diversifies into a fresh juice manufacturer. This diversification...
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...Introduction: Strategic analysis for a business and a clear planning and forecasting about the sales and making new target market etc are important business phenomenon in a competitive industry like the video games industry. At first we should have a complete idea about strategy. The definition of strategy states that- “A specific pattern of decisions and actions undertaken by the upper echelon of the organization in order to accomplish performance goals is called strategy [1]”. From the case study we get a fantastic idea about how a business plan should be made and executed to sustain the highly volatile and oligopolistic market (few sellers with uniform/non-uniform product). I will discuss about these strategy of Nintendo here. Assessment of current strategy: Though Nintendo is a big and renowned video game publisher from the very early age of video games in Japan, it captured 80% of USA games market a few years later than Japan. Before reaching the big USA market they made an outstanding plan for positioning their product with care and consciousness. While other companies like Sony and Microsoft made a mess among their business strategy Nintendo did well by making careful relation between software and hardware, uniform distribution as well as quality assurance of the product. Target market and market research are important tools for forecasting business policy. While other companies confined their market within the consumer range of 13 to 30 years, Nintendo expanded their...
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...rketing TABLE OF CONTENT Assignment Question 1) Introduction International Marketing Sony Corporation company’s background overview • Sony Rolly Figure 1.2 2) Situational analysis PESTLE analysis • What is PESTLE analysis? • Figure 2.2 • Sony’s Pestle analysis SWOT analysis • Sony’s SWOT analysis Figure 2.3 Marketing mix (4p’s) • Product • Promotion • Price • Place (distribution) 3) International Marketing Objective SMART (corporate objectives) Sony’s Mission and Vission statement 4) Marketing Strategy Ansoff’s Matrix Market Entry methods Segmentation, targeting and positioning Assignment Question Produce an international marketing plan that will introduce a consumer brand sold in your home market into a country in which it is currently not available. Introduction International Marketing As you can see that nowadays, a majority of organization try to market their products internationally. There are some reasons why they want to market it internationally and the reasons are to saturated their home market, competition, excess capacity, product life cycle differences, geographic diversification, comparative advantage in product, skill and technology, organizational reasons and lastly is the financial reasons (Walsh., L.S., 1993). International marketing can be defined as the performance of the business activities that is specially designed...
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...TEN MBA 57602 - Marketing Management Mid Term Project Nintendo Wii Introduction: The video game industry started in 1970 & by time it became a big business worth more than 10 Billion dollars annually (1). In 2006, Nintendo Co. evolved the market with it is new innovation “Wii” game console. Wii lunch changed the roles in the business industry & brought back Nintendo's ranking in the market to the top. In the following lines we will provide a brief analysis of the company, stakeholders & product in light of the marketing management models. 4 C’s Stakeholders Analysis: 1. Consumers: With strong & innovative vision from Saturo Iwata, President & CEO of Nintendo, the company deputed it is new product targeting all customers irrespective of age, gender & gaming experience (2). The new game has been used all over the world by every member of the family. In addition to the traditional segment of consumers composed of video gamers, Wii attracted women and elderly people as well to enable a whole family of all ages to enjoy the game together and jointly. It is a success story of transgenerational design (3). By introducing Wii as new way for keeping the physical competency, the game entered the health & fitness sector to find new customers. The business of diet related products in the United States exceeds 40 billion dollars annually (4), Wii eventually shared part of the pie. Diet specialized web sites provided special reviews to show how Wii can...
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...same time Sony and Microsoft remaining the two main players of the market. So we could say the market runs on a duopoly system. Sony and Microsoft, the cutthroat competitors in this field have brought video-games to this level. They’ve always been competitors and went head to head with their products and upgrades to those products. For each new release by Sony, Microsoft had a close competing machine coming up, and vice versa. Through this project I’ve tried to do a comparative study and research on the two Operating Systems and the console Systems in a detailed manner. This analytic study covers a comparative study of the competing models by the two Gaming Leaders with respect to their technology, networks, marketing strategy, competing strategy, pricing and surveys from their users. Sony Computer Entertainment, Inc. (SCEI) A Japanese multinational video game company specializing in a variety of areas in the video game industry, and is a wholly owned subsidiary and part of the Consumer Products & Services Group of Sony. The company was established on November 16, 1993 in Tokyo, Japan, prior to the launch of the original PlayStation video game system. Sony Computer Entertainment handles the research & development, production, and sales of both hardware and software for the PlayStation line of handheld and home console video game systems. It is also a developer and publisher of video game titles and is composed of several...
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...Video Game Consoles Video Game Consoles Video Game Consoles Name | Varun Punjabi | Class | PGDM - Communications | Subject | Marketing Management | Roll No | 39 | Scope: The Indian video games sector in 2011 was driven by the urban middle class/upper-middle class population, who adopted both static and handheld games. Rising income levels, increased availability of international brands such as Sony PlayStation 3, Nintendo Wii and Microsoft Xbox 360 as well as growth in retail chains were primary factors driving the demand for video games in India. An industry worth 25 billion dollars globally, the 9th generation of video game consoles will see tremendous advances especially with the inclusion of virtual reality compatible hardware technology. ------------------------------------------------- ------------------------------------------------- Video Game Consoles: Interesting Trivia ------------------------------------------------- ------------------------------------------------- - 2 out of 5 gamers are women ------------------------------------------------- - 65% of US households have atleast 1 video game console ------------------------------------------------- - The average age for gamers is 32 ------------------------------------------------- - An average gamer spends 18 hours playing video games. ------------------------------------------------- - Sony Playstation 2 sold 138 million units worldwide making it the best-selling console...
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...Gregory Passani Economics 106T Professor Board December 2, 2010 Nintendo: Horizontal Differentiation in an Oligopoly “The game has changed, ... and the way the game is played has to be changed.” —Satoru Iwata, president of Nintendo Co. Ltd (Malstrom) Nintendo 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...
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...SONY BRAVIA 3D LED TV WITH DTS Executive Summary Sony Bravia 3D LED DTS TV is a hypothetical product. Though the current 3d led tv’s offer a full high definition pictures with 3D technology, to experience a theatre like sound people have to spend extra money to buy a home theatre system. To provide the tv viewers an excellent sound experience along with full high definition picture sony is introducing this all new 3D LED DTS TV. Demand for 3D LED TVs is on an upswing with 15% contribution to total flat panel sales till April 2011 (As per latest GFK reports) and Sony is fuelling this growth by providing the best quality 3D LED TVs in the Indian market. Delivering the entertainment you want, when you want, the 2011 BRAVIA line-up delivers instant access to online entertainment. Providing internet feature right from 22(56 cms) to 65(165 cms) screen size, customer can Watch, Communicate & Search the internet right in the comfort of their home. Not only this, Sony also has some exclusive internet content such as Sony Entertainment Television video clips, Music Search enabling customers to search artist, album and song information while listening to music tracks and upcoming applications such as Friday Moviez. This line-up also marks the re-birth of 3D HD TVs that delivers outstanding performance in terms of better than ever 3D picture quality. Sony has made an investment of Rs.150 crore towards 360 degree multi-media campaign “The Rebirth. LED TV”. This...
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...Technology Edmonton, Alberta Prepared by Carli McKenzie, Neil Kravets, Stephen Heinrichs and Keegan Wiebe First Year Business Administration Student: Section 73 Northern Alberta Institute of Technology Edmonton, Alberta April 15, 2011 TABLE OF CONTENT EXECUTIVE SUMMARY iii SWOT ANALYSIS 1 Strengths 2 Weaknesses 3 Opportunities 3 Threats 3 SEGMENTATION AND TARGET MARKET 4 Overall Positioning Strategy 6 THE MARKETING MIX 7 Product 7 Price 8 Place 9 Promotion 10 SOCIAL RESPONSIBILITY 10 FUTURE SUCCESS 11 REFERENCES 13 Executive Summary Innovare is a new innovative company that will provide a multi-functional music, movie, gaming and internet device known as the Core. The Core is a revolutionary product that integrates all current gaming platforms into one. By penetrating the market with this revolutionary new system, Innovare strives to be a corporate giant and set precedent for all other companies. This marketing plan illustrates our market segments and the strategies we are employing to gain customers and create a solid revenue stream. The Core is not just any gaming system. Our unique focus of creating customer value and benefits gives us an advantage over our competitors by giving customers a new outlet to simplify the technological devices used in their homes. This fills a real need for not just traditional gamers but expands our reach to people who would normally utilize a gaming system. Areas...
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...console, the PlayStation 3 (PS3), was set to launch worldwide on November 17, 2006, a mere week away. Despite PlayStation 2’s (PS2) dominance in the last generation of gaming consoles, Stringer understood that past successes were no guarantee of future success in the intensely competitive game industry. Microsoft had launched the first volley in the last console war by releasing the Xbox 360 in the fall of 2005. Within one year, almost 4 million Xbox 360s had been sold worldwide, giving Microsoft a significant head-start in the race for market dominance. Meanwhile, Nintendo, a competitor thought to be dead due to the lackluster sales of its previous console, the Nintendo Gamecube, had generated significant “buzz” around its new entry, the Nintendo Wii (pronounced “we”). Targeting more of a mainstream audience than Sony and Microsoft, the Wii, scheduled to launch just two days after the PS3, posed a serious threat to Sony’s market share, particularly due to its $249.99 retail price, half the price of the PS3. Stringer also knew that there was much more at stake than winning the console war. The next generation of the DVD market was at stake as well. In addition to being a gaming console, the PS3 was a Blu-Ray disc player. Blu-Ray was a next-generation optical disc format that held more than five times as much information as DVDs and allowed high-definition television (HDTV) owners to watch movies with an unprecedented level of image quality. The PS3 was, in effect, the “Trojanhorse”...
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...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 and the private sector? These are important aspects of the macro environment which will have a general impact on industries and companies....
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