...Challenges with Original Xbox Microsoft encountered many challenges when launching the original Xbox in 2001. To better understand these challenges, we adopt the SOSTACTM (Situation analysis, Objective Setting, Strategy, Tactics, Actions and Control) framework developed by Paul Smith to summarize the Supply Chain Management (SCM) strategy. Situation Analysis Microsoft did not have a presence in the gaming console market and was up against strong competitors which already had established markets such as Sony (Playstation) and Nintendo (GameCube). This competitive landscape put them in a position wherein the company needed to develop a product which offered features that were comparable to existing products in the market place and priced perfectly so that they can establish the Xbox in the market. Moreover, it was critical to launch in time for the 2001 holiday season to allow Xbox to have a presence in the marketplace before it became up against the “next-generation product”. Thus, Microsoft’s early challenges came at a price of high production ramp up costs because it needed to produce 100,000 consoles in a week in order to launch the new Xbox in time for Christmas. Objective For Microsoft, the original Xbox was primarily aimed at entering the gaming console market, learning from the experience and paving the way for the next generation of products. Strategy Microsoft adopted a push supply chain strategy using an extended supply chain. It developed its products...
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...Nintendo Wii Marketing Plan for Marketing Management Brian Moats 2/13/2008 Executive Summary This marketing plan is looking at Nintendo's Wii. This innovative hardware has really changed the way people, young and old, look at gaming. Considering the Wii has only been out a year and four months, this is a extraordinary feat. Nintendo has been keeping gaming alive since 1985 with the release of the original Nintendo (Famicom in Japan) and still keeps the true spirit of gaming alive today. For thoughts from the President of Nintendo, look at pages 4-5 of the 2006 Nintendo Annual Report. 2 Contents Situation Analysis ........................................................................................................................... 4 Internal Environment .................................................................................................................. 4 Key Executive ......................................................................................................................... 4 Board of Directors................................................................................................................... 4 Employees ............................................................................................................................... 4 External Environment ................................................................................................................. 4 Customers ........................................
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...Nintendo Wii Marketing Plan for Marketing Management Brian Moats 2/13/2008 Executive Summary This marketing plan is looking at Nintendo's Wii. This innovative hardware has really changed the way people, young and old, look at gaming. Considering the Wii has only been out a year and four months, this is a extraordinary feat. Nintendo has been keeping gaming alive since 1985 with the release of the original Nintendo (Famicom in Japan) and still keeps the true spirit of gaming alive today. For thoughts from the President of Nintendo, look at pages 4-5 of the 2006 Nintendo Annual Report. 2 Contents Situation Analysis ........................................................................................................................... 4 Internal Environment .................................................................................................................. 4 Key Executive ......................................................................................................................... 4 Board of Directors................................................................................................................... 4 Employees ............................................................................................................................... 4 External Environment ................................................................................................................. 4 Customers ........................................
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...customers with attention and respect. Since 1983, Nintendo has focused on video game consoles and with the introduction of the Nintendo Wii console the company gained a strong hold as a leader in this industry. In 2008, Nintendo experienced various production and legal issues. However, their most significant challenge during this time was identifying and investing in innovative products that would allow the firm to continue to expand in the video game industry; while defending itself from rivals (Sony and Microsoft). Our analysis is based on various analytical tools, including SWOT (Appendix A), segment analysis (Appendix B), competitive strength assessment (Appendix C) and financial ratios (Appendix D). Overall, Nintendo has several opportunities and strengths of which they can take advantage to stay competitive in the market. However, their competitive threats and weakness pose significant financial challenges for the firm. Based on our analysis, we considered the following alternatives: 1. Continue to focus on the existing marketing strategy by differentiating itself from the competition; 2. Expand the video game product line to include games with improved graphics and functions for the current Wii in an effort to expand their customer base; 3. Invest aggressively in research and development to create a new video game console that takes into account the requirements for both the non-gamer and traditional gamers; and 4. Continue to differentiate itself...
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............................................................................ 8 Slow to Innovate ................................................................................................................................................. 8 PC Market in Decline ........................................................................................................................................ 8 Mobile Device’s Poor Performance ............................................................................................................ 9 The External Environment .................................................................................... 10 PESTEL Analysis ............................................................................................................................................... 10 Conclusions ......................................................................................................................................................... 14 Porters Five Forces...
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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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...CASE ANALYSIS: Nintendo BSBA FM-2302 Buela, Mary Joy Ebora, Vilma Gabriel, Romelita Perez, May Anne Submitted to: Ms. Jessica Flores I. Issue The main issue 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...
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...electronic games industry is dominated by three players; *Nintendo, Microsoft and Sony.* Further Information about the products of these companies can be found on Page 6 – Comparing Nintendo Wii To Xbox 360 And Playstation 3 This compiled research report is about Nintendo Co., Ltd.& the competition they face in the gaming industry. The purpose is to conduct market research and analysis of the corporate strategy of an organisation and the The key objective is to determine the future potential for Nintendo Co., Ltd.and the gaming industry. My research is to be based on Nintendo Australia including information Nintendo Japan HQ. The gaming console I have chosen to focus on is the Nintendo “Wii”. As can be seen in Appendix Figure 2, The Nintendo Wii is designed in a very modest way. It is possible to purchase this product in white and black colour. The console itself is very innovative and easy to handle. The system is called motion controlled gaming and it is also possible to connect to the Internet. 1. This first section of the report we will begin with a brief look at Nintendo’s history, the target audience, products and the sources and methodology used. 2. In the second section of the report we will look at how the research was undertaken along with the analysis of the information gathered from a survey I conducted on the popular Nintendo “Wii” along with the findings and results. 3. Then final section will conclude by providing a comparison of the Nintendo...
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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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...new graphic features and technological capability in to the console itself, the company concentrated on pioneering a daringly different video game controller. The bold new approach allowed Nintendo to tap into an entirely new demographic and to engage new players of video games. Combining these two strategic approaches propelled the company to become the market leader in sales of the third generation video game consoles, far surpassing Sony’s PlayStation 3 (PS3) and Microsoft’s Xbox 360. Nintendo is currently facing two significant problems: 1. The immediate concern is that the company is unable to meet the demand for the Wii console which continues to sell out in stores. 2. The long term issue that needs to be addressed is whether the company can identify and invest in innovations that would allow Nintendo to continue to expand in the market, while resisting a significant attack from its competition. In order to analyze the issues in detail a SWOT, PESTE, financial, and competitive analysis were performed. The findings indicated that the company differentiates itself from the competition with a high emphasis on product differentiation; it is quite susceptible to competition; and that the release of the Wii console has improved its financial status immensely from a revenue generation standpoint. The alternatives that have been considered are those that address both the short and long term concerns facing the company. They include a contemplation of establishing...
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...and along with other activities. The Family Activities center will be a place that will have an inviting atmosphere. The employees will make everyone think they are part of the family. Families will want to return to enjoy the activities for a reasonable cost. To achieve the environment for a family to partake in the organization and continue to return several items need to be taken into consideration. Those items consist of the mission and vision statements, the guiding principles, strategic direction, customer needs, technology, competitive analysis, opportunities, supply chain, financial perspective, customer value perspective, internal process perspectives, and learning and growth. The starting point for a company is the development of both a mission statement and vision statement. To achieve both goals the organization needs to develop a solid strategic plan that focuses the vision, and mission statements by using a SWOTT analysis, balanced scorecard, and...
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...With the video game industry being the fastest growing sector of the growing entertainment industry, the industry's revenue has now reached $26 billion in annual revenue and there is currently no indication of decline in the industry. So, in order to identify how the revenue is distributed, it's essential to look at the supply chain of the entire PS3 business. As seen in the supply chain, there are opportunities in many aspects of the console business, coming from the actual console sales as well as extras such as games. The customers, as identified by our segmentation analysis table, are at the end of the supply chain, and their consuming of video games are distributes across several actors. Additionally, the most known among the actors are of course the hardware manufacturers, which include Sony, Nintendo and Microsoft. Except for the revenue coming from the console sales, they also get about 20% of the market price for the games, which are mostly sold in the growth level of the product life-cycle. The additional revenue in the supply chain is split among the other actors. Looking more closely at the publishers and developers, we realize that the publishers are likely to take a large portion of the revenue. Those are the large international companies that have sufficient funds to build a distribution network and employ developers to pull off new best-selling games for the consoles. Hardware manufacturers usually try to pull off deals with these companies when they identify...
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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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...in video games” and succeeded, it also proved attractive to innovators and early adopters. This strategy has been identified by the Journal of advertising research as a key component to rapid market penetration and high profits . As suggested by the article energy policy late majority and laggards are categories of innovation that lack willingness to adopt new products. The article proves that to reach these groups the innovators and early adopters must first embrace the product and that the late majority and laggards can’t be financially burdened by their purchase. Nintendo appealed to these categories by using a price penetration strategy. They brought the Wii into the market $150 cheaper than its closest competitor (Microsoft Xbox 360) and reached the mass market . Part of the success of the Wii is the Wiimote, a Wireless motion-sensitive remote controller . Nintendo went through a heavy screening phase for the Wiimote, coming to an...
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...global marketing concept 3 6. Forces for global integration and market responsiveness 3 7. The value chain as a framework for identifying international competitive advantage 4 8. Value shop and the service value chain 5 9. Information business and the virtual value chain 5 CHAPTER 2: Initiation of internationalization 8 1. Introduction 8 2. Internationalization motives 8 3. Triggers of export initiation (change agents) 9 4. Internationalization barriers / risks 9 SESSION 2 11 CHAPTER 3: Internationalization theories 11 1. Introduction 11 2. The Uppsala internationalization model 11 3. The transaction cost analysis model 11 4. The network model 12 5. Internationalization of SMEs 12 6. Born globals 12 7. Internationalization of services 13 CHAPTER 4: Development of the firm’s international competitiveness 15 1. Analysis of national competitiveness (the porter diamond) 15 1.1. Factor conditions 15 1.2. Demand conditions 15 1.3. Related and supporting industries 15 1.4. Firm strategy, structure and rivalry 15 1.5. Government 15 1.6. Chance 15 2. Competition analysis in an industry 15 2.1. Market competitors 16 2.2. Suppliers 16 2.3. Buyers 16 2.4. Substitutes 16 2.5. New entrants 16 2.6. Strategic groups 17 2.7. The collaborative five-sources model 17 3. Value chain analysis 17 3.1. Customer perceived value 17 3.2. The competitive triangle 18 3.3. Perceived value advantage...
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