...CIS 417 WEEK 5 CASE STUDY 2 To purchase this visit here: http://www.activitymode.com/product/cis-417-week-5-case-study-2/ Contact us at: SUPPORT@ACTIVITYMODE.COM CIS 417 WEEK 5 CASE STUDY 2 – EXTERNAL INTRUSION OF THE PLAYSTATION NETWORK On April 20, 2011, the Sony PlayStation Network was taken offline after an external intrusion was discovered. Further research this incident using quality and reputable resources. Write a two to three (2-3) page paper in which you: 1. Briefly summarize the details of the attack on the PlayStation Network, including the dates of when the attack started and was eventually uncovered. 2. Indicate what explanation Sony officials gave for the length of time that had passed from the start of the attack to when the general public was made aware of the details. 3. Analyze and explain what you believe the correct forensic investigative action would have been once the attack was uncovered. More Details hidden… Activity mode aims to provide quality study notes and tutorials to the students of CIS 417 WK 5 Case Study 2 – External Intrusion of the PlayStation Network in order to ace their studies. CIS 417 WEEK 5 CASE STUDY 2 To purchase this visit here: http://www.activitymode.com/product/cis-417-week-5-case-study-2/ Contact us at: SUPPORT@ACTIVITYMODE.COM CIS 417 WEEK 5 CASE STUDY 2 – EXTERNAL INTRUSION OF THE PLAYSTATION NETWORK On April 20, 2011, the Sony PlayStation Network was taken offline after an external intrusion was...
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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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...A Case 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...
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...A Case 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...
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...market for Video Game consoles has now become very wide, but at the 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...
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...The Sony Corporation: A Case Study in Transnational Media Management by Richard A. Gershon, Western Michigan University, U.S.A. and Tsutomu Kanayama, Sophia University, Japan The transnational corporation is a nationally based company with overseas operations in two or more countries. What distinguishes the transnational media corporation (TNMC) from other types of TNCs, is that the principle product being sold is information and entertainment. The following paper is a case study analysis of the Sony Corporation; a leading TNMC in the production and sale of consumer electronics, music and film entertainment and videogame technology. There are two main parts to this study. Part I. examines the history and development of the Sony Corporation. It builds on the theoretical work of Schein, (1984, 1983), Morley, Shockley-Zalabak (1991) and Gershon (2002, 1997) who argue that the business strategies and corporate culture of a company are often a direct reflection of the person (or persons) who were responsible for developing the organization and its business mission. Second Part examines the Sony Corporation from the standpoint of business strategy. Special attention is given to the subject of organizational culture and strategic decision-making. A second argu- ment of this paper is that while Sony is a TNMC, the organization is decidedly Japanese in its business values. This is beginning to change in the face of global competition and the need to improve business performance. This...
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...Microsoft was the first company to release what is called the “current generation” console, and successfully beat Sony out of the gate. Prior to the release of the Xbox 360, Sony had dominated the market with their console, the PlayStation 2. It is because of Microsoft’s ongoing innovations to enhance player interactivity and large game catalogue (especially those with record breaking sales) is why they are the dominant company in the industry. As of 2011, “there [is] an estimated 211.5 million gamers in the U.S. that play video games of some type,”(Miller, 172) Ninety five million of which are hard core gamers who play online against friends over a specialized online service. Hard core gamers are the fanatics and hobbyists that use a dedicated machine for gaming. Casual gamers are people who play small and simple games, like Angry Birds on a smart phone or Farmville on Facebook. The majority of all sales in the gaming industry come from hardcore gamers. Money brought into the entertainment industry in 2011 was a whopping $16.6 billion. (Miller, 173). To fully understand the full extent of Microsoft’s influence on the current market, it is important to understand the events before the release of the Xbox 360. During the late 1990’s, Sony held a grip on the video game market with its first console, the Sony PlayStation. In 2000, Sony announced the release of the PlayStation 2 and it was a major success due in part to the integration of a DVD drive and backwards compatibility, which...
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...The Sony Corporation: A Case Study in Transnational Media Management by Richard A. Gershon, Western Michigan University, U.S.A. and Tsutomu Kanayama, Sophia University, Japan The transnational corporation is a nationally based company with overseas operations in two or more countries. What distinguishes the transnational media corporation (TNMC) from other types of TNCs, is that the principle product being sold is information and entertainment. The following paper is a case study analysis of the Sony Corporation; a leading TNMC in the production and sale of consumer electronics, music and film entertainment and videogame technology. There are two main parts to this study. Part I. examines the history and development of the Sony Corporation. It builds on the theoretical work of Schein, (1984, 1983), Morley, Shockley-Zalabak (1991) and Gershon (2002, 1997) who argue that the business strategies and corporate culture of a company are often a direct reflection of the person (or persons) who were responsible for developing the organization and its business mission. Second Part examines the Sony Corporation from the standpoint of business strategy. Special attention is given to the subject of organizational culture and strategic decision-making. A second argu- ment of this paper is that while Sony is a TNMC, the organization is decidedly Japanese in its business values. This is beginning to change in the face of global competition and the need to improve business performance. This...
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...Hull, Scott Love, Nikole Phillips, Jason Wilcox Predict 450 Game Console Brand Equity An analysis of forces involved in Xbox, Playstation and Nintendo brand equity Game Console Brand Equity An analysis of forces involved in Xbox, Playstation and Nintendo brand equity Introduction The successful marketing and revenue generation of products is governed by a host of tangible and intangible factors. As marketing analytics research continues to develop theories and models for uncovering these important components of the product sales cycle, certain components differentiate themselves through importance and impact. Brand equity is one such component and can be described as “the added value endowed on products and services…reflected in the way consumers think, feel and act with respect to the brand” (Kotler & Keller, 2012, p. 243). In an effort to better understand brand equity, this paper analyzes the brand equity properties of the three primary gaming consoles in the United States. The analysis of the gaming console platforms from Microsoft (Xbox), Sony (PlayStation) and Nintendo (Wii) is specifically important and revealing because of several factors. First, the initiation of this paper coincides with the unveiling and soon to be released newest additions to the Microsoft and Sony fleet of gaming consoles, specifically the PlayStation 4 and Xbox One. In addition, the three platforms are widely used devices with significant brand loyalty, salience, feelings and...
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...CASE STUDY - SONY CORPORATION A record number of Sony Corporation shareholders, total 9,500, gathered in a posh hotel in Tokyo on 27th June 2012 waited anxiously for the new chief to reveal revival plan and strategies for Sony. This was Kazuo Hirai‘s first interaction with the share holders. Board of Sony Corporation had announced him as the new Chief Executive in February 2012 and he had taken over charge in April 2012. Kazuo Hirai, 51 years old new CEO, first asked the outgoing American national CEO and now the Chairman of Board Howard Stringer to talk the shareholders. Howard Stringer British born American national CEO of Sony Corporation from 2005 to 2012 deeply regretted the record loss of 457 billion yen ($ 5.75 billion) for the year 2011- 2012. According to Stringer, the poor performance of the current year was a result of the earth quake in Japan and the floods in Thailand. Shareholders became increasingly restless, one share holder shouted at the peak of his voice: ―Stringer, how can you justify your salary of $ 3 million per year. The company has been losing money since 2005 and you have been drawing such huge salaries and only talking‖. Another old share holder stated: ―the share price of Sony stock is now only 10% of Samsung‘s share price, and 2% of Apple Inc.‘s. This is your performance Howard Stringer for Sony Corporation.‖ He also questioned why Stringer had been retained as the Chairman of the Board This case has been prepared on real...
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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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...XBOX & MICROSOFT’S BATTLE FOR THE LIVING ROOM Teaching Note Case Overview Microsoft, a renowned software company found in 1975, is one of the largest corporations in the world. Since its inception, Microsoft not only established itself as a leader in the software industry, but also succeeded in diversifying into various software related businesses. Today, Microsoft is an eminent name in computer applications, multimedia, Internet service, and movie products. At the turn of the century, Microsoft decided to enter a new market – the videogame industry, and introduced its videogame console – the Xbox. The Xbox business venture presents several challenges to Microsoft. First, Microsoft needs to sell enough units of consoles and videogames to consumers to make its videogames division profitable. Second, as with most its other businesses, Microsoft hopes to attain leadership position in videogames industry. Despite the fact that videogames are a primary form of modern entertainment, hence, presents significant business opportunities, only very few vendors have had the chances of achieving dominance in the industry. Third, through Xbox, Microsoft wishes to evolve from a PC software company into a home entertainment company. The Xbox is an intermediary for Microsoft to sell its thousands of entertainment products and services through both direct and indirect methods. For Microsoft, the battle for the living room is not just a war over a console; it is a war of Microsoft’s...
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...Sony EyeToy Monday, February 20, 2006 Jason Clagg Niles Frisbie Liz Lea Danny Williams Introduction Sony EyeToy is changing the way video games are played. There was early success with Play, but this was quickly lost with the release of Groove. The main reasons for the problems lay in the marketing strategy. The first group came up with ideas that Sony can use to improve the EyeToy and its marketing. They dealt with the games, budgets, packaging, and advertisements that would benefit Sony. We feel that there are better options for Sony to take. For games, third parties should be allowed to create all the games. This will get more games on the market and will also free up funds, dedicated to game development, to be used elsewhere. The games should not be bundled with the camera. Any bundling should be done with the camera and the console, either the Playstation 2 or 3. More emphasis should be placed on the Japan and American markets. These are the biggest markets for video games and should be targeted. The first group failed to come up with a plan to attack this. Following is our strategy to make EyeToy a success. Games: In order for EyeToy to be a success, more games need to be in the market. This is the area SCEE needs to focus on at this point. There are several different options that can be taken by them. They can solely develop one main title or several smaller ones. They could also let third parties handle the games and let them create feature games just for the EyeToy...
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...Teaching Methods Discussion involving an entire class. Group (3 to 5 students) discussion. Team presentation (2 to 3 students). There are several key issues and problems in this case that can be revealed through discussions by students who have different backgrounds and/or interests. Class discussions will provide opportunities to formulate a clear outline for the case and gather diverse opinions toward different key points. Those viewpoints can become the foundation for more detailed discussion during further analysis of the case. Small groups of three to five students can be applied as a second discussion format, with each group focusing on a specific issue. In those small groups, students have the chances to share their opinions more successfully with one another, thereby narrowing the scope of the problems before developing viable alternatives or solutions. A two to three person team presentation allows students to participate by preparing a presentation agenda and developing effective communication styles. It also enables experienced students to sharpen their communication skills. Discussion Questions 1 Using Michael Porter’s Five Forces Model as an evaluation tool, is the U.S. videogame industry attractive to Microsoft? 2 What are Microsoft’s chief resources and core competencies? What can Microsoft do to establish unique competitive advantages against Sony or Nintendo? 3 What entry wedges can be adjusted to promote Xbox more effectively and efficiently...
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...Sony Corp. Systems and Information Breach A Review of Business Fraud Abstract This paper explores the Sony Corp hacking case committed in April 2011, with the use of five published articles that support a review of business fraud against the company. The paper will include the following requirements: 1. A summary of a case study and include how the fraud was perpetrates, the characteristics of the perpetrators who committed the fraud, the role the auditors had in the case, and the direct and indirect effects the incident had on the organization’s stakeholders (customers, vendors, employees, executive committee, and board of directors) 2. Suggestions and rationalizations concerning the fraud classifications and that the case can be categorized into (based on the data processing model) will be presented 3. Suggestions regarding the types of controls that may have been in place at the time of the violation 4. Recommendations of two (2) types of controls that could be implemented to prevent fraud in the future and additional steps management can take to mitigate losses. 5. Judgment concerning the punishment of the crime (was it appropriate, too lenient, or too harsh) and whether the punishment would serve as a deterrent to similar acts in the future. The assignment will take the Sony Corp. systems fraud case and attempt to evaluate the different approaches and techniques that are used to commit, detect, and prevent computer fraud. Control and security concepts...
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