...have been able to connect with each other on an unprecedented level. This has tremendously impacted many industries in particular the video game industry. It has influenced developers to begin creating massively successful games that are strictly or predominately played over the Internet on consoles, computers and mobile devices with some games even requiring a monthly or yearly subscription and further optional in game purchases. * The Internet has also spurred the console gaming industry to create digital distribution platforms such as the Xbox Games Store, Playstation Store and Nintendo eShop, which allows gamers to download videos games directly to their consoles from the comfort of their home. Through the use of social media (Facebook, Instagram, YouTube) people are able to share more and more of their daily life activities, goals and accomplishments with each other. The gaming industry has not missed the opportunity to amalgamate itself into the narrative that is our online identity. Developers have integrated the ability to share gaming achievements, photographic and video footage via social media into a great deal of modern video games. * Below I have written some strategic and general advice for Mr. Wilkinson to consider. The advice takes into consideration the above-mentioned impact that the Internet has had on gaming. Since we have the benefit of knowing the future the advice primarily comes from...
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...Microsoft’s XBOX 365 Portable Gaming Device Marketing Plan Jason Hudson MKTG522 / Herbig 10/19/2012 1.0 Executive Summary Are you tired of playing “Angry Birds, Words with Friends, or Song Tune on your mobile phone…bored with your iPad? Are your kids fed up with beating Mario in races and his 3D worlds? Ever wanted to take the live-action first-person shooter, “Call of Duty” or “Madden” on the road and play against friends during a road trip or a long flight? Well guess what? Us…good folks here at Microsoft have been working day and night to on some monumental news!!! Microsoft’s ambitions have been nothing short of amazing and being a huge pioneer in the IT industry, dating back to its inception in the early 1980’s. Microsoft is the world’s number one leading in software development and has controlled an overwhelming share of the personal computer operating system market. Microsoft’s products, do not stop at the development of software, nor operating systems; the company supplies the world with a number and variety of different types of products, including their office software, Zune (digital music player), CRM applications, sever and storage software, and last but not least XBOX as well as, the XBOX 360 video gaming consoles. Now that we are entering 2013, XBOX has stood by idle, in the portable gaming device market as we watched Sony & Nintendo dominate their way through this particular gaming market. Well now!! Microsoft has been absence for far...
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...Executive Summary Zynga Inc. (Zynga), is a provider of social game services with 240 million average monthly active users over 175 countries. The Company develops, markets and operates online social games as live services played over the Internet and on social networking sites and mobile platforms. The Company’s games are accessible on Facebook, other social networks and mobile platforms to players globally, wherever and whenever they want. It operates its games as live services. All of its games are free to play, and it generates revenue through the in-game sale of virtual goods and advertising. In March 2012, the Company acquired New York-based social game developer OMGPOP, makers of the cultural hit mobile game, Draw Something, and over 35 additional social games. In 2012, the Company launched several new games, including Hidden Chronicles, Zynga Bingo, Scramble With Friends, Slingo and Dream Heights. Zynga is a social network game development company located in San Francisco, California. The company develops browser-based games that work both stand-alone on mobile phones and as application widgets on social networking websites such as Facebook, Orkut, Google+ and Myspace. As of May 2012, Zynga's games on Facebook have over 250 million monthly active users. Five of Zynga's games, CityVille, Zynga Poker, FarmVille, CastleVille, and Hidden Chronicles, are the most widely used game applications on Facebook, with CityVille having over 40 million monthly active users. Zynga filed...
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...devices while watching TV. And this is just the nascent stage. By 2016, there will be 10 Billion mobile connected devices, almost exceeding the global population of 7.3 billion people. With such numbers in play, it is of supreme importance to reach out to this category of digitalized people. The time spent on digital media like smartphones, Tablets, Kindles, PlayStations, etc. has increased tremendously. According to our research, almost 56% of people are always connected through the different digital devices they use. With businesses looking for growth in stagnant economies their gaze turns to digital not just in their home markets, which are becoming more mature and saturated, but they see digital as the obvious route to international expansion and growth. Brand building and differentiation are the top reasons for digital marketing, followed by customer communication and assessment of customer satisfaction of a product, according to a survey of 250 firms with over $500-million in annual revenue by Gartner. Media consumption has evolved due to increased internet access, the narrowing of the age gap in usage across platforms, and the way geography influences media orientation. By understanding that these seismic shifts reflect an evolving balance of cross -platform media usage, marketers and advertisers can better craft their marketing mix and appeal to more diverse audiences. Social media has grown by 238% between 2009 and 2012. 42% of adults in a survey conducted by Scarborough...
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...Italy, Spain, Norway, the Netherlands, Sweden, Australia and Ireland. • Activision Blizzard Inc. is an internationally traded company and most of its revenue is generated from foreign trade. Therefore it is subject to various foreign and domestic laws. Fluctuations in these laws such as increased tariffs, duties, transportation costs and instabilities in the currency exchange rates can adversely impact company’s operations in the foreign market. 2. Economic Pg. 13 – Our products involve discretionary spending on the part of consumers. Consumers are generally more willing to make discretionary purchases, including purchases of products like ours, during periods in which favorable economic conditions prevail. • Consumers purchasing trends have a direct relationship with economic condition. Therefore, current economic condition and global recession is likely to reduce consumer spending on the products which can have a negative impact on company’s operations and financial position. 3. Socio-cultural Pg. 10 –We often seek to maximize our worldwide revenues and profits by releasing high-quality foreign language releases concurrently with English language releases and by continuing to expand the number of direct selling relationships we maintain with key retailers in major territories. • The company is globally recognized and it maintains the brand name by putting its customers first. For foreign countries, ATVI modifies its products and services according to consumer...
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...recognized for product differentiation and will continue to do so with the introduction of Apple Inc.’s I-Magine (video game console). In creating a marketing plan, Apple Inc. intends to consider various factors, such as geographic availability, product mix, and transmission of product description. In addition, phase I of Apple Inc.’s marketing plan will consider an effective SWOT analysis to determine strengths, weaknesses, opportunities, and threats, or trends to creating this latest product. Furthermore, marketing research and analyzing consumer factors, such as demographics, psychographics, behaviors, and geographic considerations will ensure I-Magine’s success. The function in Phase I of Team B’s marketing plan is to consider industrial analysis in relation to competition and differentiation from other competitors in the video gaming industry. To pursue this strategy in Phase II, Team B undertook data-based synopsis from different online resources to gather information on the organizational strategy of Apple Inc. Findings from research information pertaining to the video game industry’s products and services will be used to quantify (gathering from structured questions) the quality (answers to questionnaires, surveys, interviews, and responses) of the proposed video game console. A closer look at Apple Inc. products, customer needs, prices, and market trends will be used to implement a successful marketing strategy. The strategy includes a SWOT analysis that challenges the...
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...Why the connected experience revolution is yet to be televised Tony Duarte Connected TVs and second screen experiences have disappointed. Why? Where does the future lie and how to get there? This white paper considers the answers. © 2013 – All rights reserved Fluxx Ltd. | 11th March 2013 fluxx.uk.com Table of Contents Executive Summary The Connected Dream The Fragmented Reality Consumers Broadcast Industry Connected Device Technology Smart TVs Mobile Devices Synchronisation and Mobile Payments Future Imperfect Smart TV Second Screen Advertising and Retail Sociable TV Steps Towards the Connected Dream Living the Dream Appendix 3 4 5 5 6 8 8 10 12 13 13 14 16 17 18 21 23 Why the connected experience revolution is yet to be televised 2 Executive Summary Connected experiences which seamlessly fuse second screens and connected TVs have been ‘the future of TV’ for so long it almost feels like a returning series. Playing along with a quiz show; requesting a product sample during an advert; taking a breakfast news feature with you on your morning commute so you can finish watching; all could be routine. Despite the enablers and technology being in place this seismic shift in the viewing experience stubbornly refuses to mainstream. Why? A number of obstacles stand in the way: • Consumers brought up on a passive, linear TV experience show ingrained lean-back behaviour • The broadcast industry can be risk averse and ambivalent about commissioning multiplatform...
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...force in the area of gaming consoles ever since its debut in 1995. Sony has created the ultimate entertainment magic box for young people, and the number of people who own a PlayStation 4 is close to 20 million as of January 2015, just over a year since its release. Our project focuses on one certain aspect: the health of people aged 13-21 who owns a PS4. Our proposal is that we include a Sony SWR10 fitness smart band in the PS4 box, launch a marketing campaign before Christmas and on Boxing Day in Australia the console plus smart band will go on sale together with a game from EA games. Then we introduce the 100-summer days challenge. This is the core of our project, we will offer rewards to people who use their smart band in healthy activities, and based on walking distances or calories burnt that will be recorded in the smart band, and after implementing the software to synchronize this data to the PS4, users will be able to claim their rewards on the rewards website that Sony has. We are giving gamers the incentive and encouragement to get out there and live a healthy lifestyle. In a CSR perspective this is a brilliant proposal for the Sony Organization, which already has many different CSR activities concerning the youth. It will be good for business because it shows the world that the leading console maker also cares for its consumers who buy the PS4, and makes people see that Sony is taking responsibility and action for the adverse effects gaming may have on...
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...Executive Summary Throughout this research paper I hope to identify the sale of digital goods as a business model and the different types of companies that operate under this business model. Investigate the revenue streams for various digital products and the commercial strategy for investment/reinvestment of profit. I will also be looking at how this digital good have affected us on a social level ie education, employment, day to day living. The beginning SoundJam MP, developed by Bill Kincaid and released by Casady & Greene in 1999, was renamed iTunes when Apple purchased it in 2000. Jeff Robbin, Kincaid, and Dave Heller moved to Apple as part of the acquisition, where they continue to work today as the software's original developers. They simplified SoundJam's user interface, added the ability to burn CDs, and removed its recording feature and skin support. On January 9, 2001, iTunes 1.0 was released at Macworld San Francisco. Originally a Mac OS 9-only application, iTunes began to support Mac OS X when version 2.0 was released nine months later, which also added support for the original iPod. version 3 dropped Mac OS 9 support but added smart playlists and a ratings system. In April 2003, version 4.0 introduced the iTunes Store; in October, version 4.1 added support for Microsoft Windows 2000and Windows XP. This is can be interpreted as the birth of the one of the most successful digital goods based companies ever. Apple broke down the boundaries of logistics and...
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...Social Networks THE NEXT GENERATION David A. Smith Chief Executive Global Futures and Foresight November 2010 Social Networks The next generation Contents Foreword Introduction 2 Chris van der Kuyl 3 David Smith Executive summary 1. 2.1. 2.2. 3.4. 3.5. History of social networks in the digital age in the UK. The present state of social networks. Innovative uses of social networks in today’s society o B2C - Business to Consumer o B2B - Business to Business o P2P - Person to Person (Peer to Peer) o G2C - Government to Citizen Key trends shaping the future of social networks 1. Broadband penetration 2. Rise of mobile technologies 3. Ambient technology - the 'internet of things' 4. 24/7 lifestyle 5. Data expansion 6. The future of the net: web v apps 7. Geo-spatial and augmented reality technologies 8. New era of mass communication 9. New business era 10. Trust 11. Education 12. Older social networkers 13. Gaming and virtual reality 14. Government intervention Tomorrow’s consumer o B2C - Business to Consumer o E-Government and the 'Big Society' o Educational networking o Social studies o Gaming and virtual worlds The evolution of social networks o Technological progress o Business models and revenue streams o From the web to the street o Privacy/security/ permissive marketing o Digital Asset Management o Longevity of digital assets o Impact on advertising Changing...
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...Internet Value Chain Economics Gaining a deeper understanding of the Internet economy W hen considering the technological innovations of the past 50 years, the Internet is probably the one that has had the greatest impact on everyday life in developed economies. Nearly six out of 10 Americans now shop online and more than four out of 10 bank online. Twenty hours of video are uploaded to YouTube every minute, while 5 percent of all time online is spent on the social networking site, Facebook. The Internet has also changed the way in which businesses operate—today, 64 percent of C-level executives conduct six or more searches per day to locate business information. The Internet has been a source of great good—as evidenced by the role played by Internet-based mapping and communications in the relief effort following the recent Haiti earthquake. The Internet also has shown a negative side—more than 97 percent of all emails are spam, while more than 70 percent of Americans fear online identity theft and 57 percent feel that their personal privacy has been greatly diminished by the Internet.1 Behind these statistics and headlines, however, there remains a low level of understanding of how the Internet economy works. Who are the different players involved in the Internet, beyond the flagship names? How is the industry structured and how concentrated is it? How do players make money and how do revenues flow across the value chain? Is the industry attractive in terms of growth...
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...MKTG2100 Principles of Marketing 08 Fall Nintendo: Situation Analysis Krista Law C3110728 Kimberley Campbell C3194572 Julia Arellano C3206262 Haydon Potter C3207158 Table of Contents Executive Summary 2 Introduction 3 Market/Customer Situation Description 4 Industry & Product Category 4 Segmentation Bases & Variables 4 Demographic 4 Psychographic 5 Target Market Description 5 Marketing Situation Description 6 Product 6 Price 6 Promotion 7 Place 7 Process 7 People 8 Physical Evidence 8 Competitive Situation Description 9 Macro-environment Forces Situation Description 10 Demographic 10 Economic 10 Natural 11 Political 11 Technological 11 Socio-Cultural 11 SWOT Analysis 13 Strengths 13 Weaknesses 13 Opportunities 14 Threats 14 Main Opportunity Description 15 Conclusion 17 Reference List 18 Executive Summary This report comprises an analysis on the current and projected marketing performance of Nintendo. After careful and extensive research, a comprehensive analysis of these situations provides an insight into the anticipated future of the company. This will allow Nintendo to evaluate their current marketing situation and make appropriate changes in order to increase the effectiveness of any future marketing campaigns. The methods of analysis include: * An analysis of the current market/customer situation, this provides...
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...------------------------------------------------- Netflix: Strategic Plan Prepared by Carlos Contreras Jasprit Dyal Jessica Hoeschen Francisco Solano-Downs Yen-Chen Wang Prepared for Dr. Gary Wishnjewsky Date submitted August 22, 2013 Seminar in Strategic Business Management Department of Management California State University, East Bay at Hayward, CA Management - 4650 Industry Analysis Relevant Industry Trends Netflix falls under the broad umbrella of the movies and home entertainment industry. The company has been part of the wave that is taking this industry into the future in terms of how consumers are interacting with home video entertainment in particular. In general, we can observe that consumers are increasingly demanding more instant and personalized experiences when watching video entertainment as well as more mobile availability. There seems to be a “when I want it, how I want it” type of movement among consumers with declining interest in DVD’s and scheduled television programming and increasing use of online streaming or rental alternatives. Netflix is catering to these trends with its streaming service and seems to be well positioned, at least for now, to be successful in the future if it can manage to avoid more strategic “missteps” along the way. It is important to note how the public perceives and values films as an entertainment source here in the United States, something that directly affects Netflix’s business. Standard & Poor’s industry research for 2013 noted...
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...The Mobile Landscape Insights for Advertising April 25, 2011 Table of Contents I. Introduction 3 II. Consumer Behavior Trends 4 III. Mobile Technology 7 Mobile Devices and Services Other mobile-relevant technologies of interest The Development of Native Apps vs. Web Apps IV. Mobile Advertising 16 Banner ads on mobile devices Mobile applications or apps Mobile gaming Mobile commerce Location-based services or LBS Mobile and Health Mobile Metrics and Analytics V. The Future of Mobile Media 30 VI. Conclusion 34 VII. Works Cited 35 Part I: Introduction As predicted nearly ten years ago in their article, “The Death of Advertising,” Roland Rust and Richard Oliver wrote, “the new media represent a vast ‘network of networks,’ now often referred to as the information superhighway. A technical reality, major parts of the information super highway are under construction all over the US (1994).” During the digital revolution of the last decade, modern humanity has experienced a shift in traditional media consumption habits, which is now culminating with mobile technology. In examining the emerging mobile landscape, two things are increasingly apparent. One, mobile technology is heading into uncharted territories. Two, this is happening at unprecedented rates. This landscape is so unpredictable that the introduction of a new highly...
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...adopted: 15 Conclusion: 17 Sources: 18 Executive summary: It is clearly going to be “cliché”, but as most part of guys, I like Video Games. Being a soldier, killing the bad guys, or being the new star of European soccer fields scoring in the final of the UEFA Champions League, every men “normally” constituted has dreamed at least once to be in that situation, and video games can procure that kind of excitement. This is the reason why I choose to make my final e-business assignment on video games. Concerning my choice for the company, for me it was obvious to choose Steam. In my point of view, they have been the precursor of many things in e-business, or at least they were one of the first that used “e-novations”. Through the years, they have succeeded in being one of the most important company in this sector. Many factors have to be pointed out. First, the fact that they have created one of the best games ever made which is Half-Life. It allows them to have a world-wide recognition. Secondly, the Valve platforms, with its large numbre of games available, the exchange of data and information between players and users, have made them the first online retailer for video games. But Steam is not only benefic for players and users. It is also a way for small companies, small producers and developers to launch their game. The process is simple, quick, and less expensive than other distribution channel. In effect, they don’t have to produced CDs, they don’t have the...
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