...The Challenge Of Maintaining Greatness in the Gaming Industry Strategic Management Professor : Yuri Mishina 12-12-2013 1 Table of Contents Executive Summary....................................................................................................................................... 3 Industry Analysis ........................................................................................................................................... 3 Threat of New Entrants ............................................................................................................................. 4 Power of Suppliers .................................................................................................................................... 4 Power of Buyers ........................................................................................................................................ 4 Substitutes ................................................................................................................................................ 5 Degree of Rivalry ....................................................................................................................................... 6 Firm Analysis ................................................................................................................................................. 7 Company Strategy ....................................................................................
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...The Video Game Industry An Industry Analysis, from a VC Perspective Nik Shah T’05 MBA Fellows Project March 11, 2005 Hanover, NH The Video Game Industry An Industry Analysis, from a VC Perspective Authors: Nik Shah Nik.Shah@Dartmouth.edu Tuck Class of 2005 Charles Haigh Charles.Haigh@Dartmouth.edu Tuck Class of 2005 • The video game industry is poised for significant growth, but many sectors have already matured. Video games are a large and growing market. However, within it, there are only selected portions that contain venture capital investment opportunities. Our analysis highlights these sectors, which are interesting for reasons including significant technological change, high growth rates, new product development and lack of a clear market leader. The opportunity lies in non-core products and services. We believe that the core hardware and game software markets are fairly mature and require intensive capital investment and strong technology knowledge for success. The best markets for investment are those that provide valuable new products and services to game developers, publishers and gamers themselves. These are the areas that will build out the industry as it undergoes significant growth. • A Quick Snapshot of Our Identified Areas of Interest • Online Games and Platforms. Few online games have historically been venture funded and most are subject to the same “hit or miss” market adoption as console games, but as this segment grows, an opportunity...
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...Entertainment: Hitting the crm Jackpot | Harrah’s Entertainment Inc: Come out and Play In 1931, the casino gaming was legalized in Nevada and has become a socially acceptable form of recreational entertainment, thus, proliferation of casinos followed. In the early period of the industry, religious settlers felt that gambling was immoral which gambling was unacceptable for churches. But over the last decades, the popularity of gaming/casino industry has risen to new heights as casinos were forced to continuously change, renew, and rejuvenate themselves in order to survive in the industry. According to research, the US gambling industry consists of about 500 casinos, about 400 Indian casinos and bingo halls, and lotteries in about 40 states with combined annual revenue of about $80 billion. Today, the major players of the industry include Harrah’s Entertainment, MGM Resorts, and Boyd Gaming. The Gaming Industry To help us assess and have an in-depth understanding of this particular industry, Porter’s Five Forces Analysis is utilized: The threat of entry poses low pressure on the industry due to high barriers to entry. Government regulations and the large amount of capital requirement create barriers to new firms. The presence of close substitute products or services brings high influence on the casino industry. As an industry involved in providing leisure opportunities, it competes with a wide range of leisure activities like video games, theaters...
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...A Glimpse of ARCADE GROUND Name: ARCADE GROUND Industry: Gaming Service Provider Tagline: “Play the Game, Feel the Intensity, Achieve what you dreamt” Profile of the Team KASHFIA KAMAL (CEO) A chief executive officer (CEO) is the highest-ranking corporate officer executive in charge of total management of an organization. The responsibility of an organization’s Chief Executive Officer or Managing Director is set by the organization's board of directors or other authority, depending on the organization's authorized structure. The CEO although have to coordinate the overall management and executive bodies, but this position have the flexibility to divide the decisional factors to other department, as the rest of the governing body have to report to the CEO in a certain time frame. SAYEF-AL-NASIR (COO) A Chief Operating Officer (COO) is one of the executives who hold a higher rank in a company and comprises part of the executive team. The Chief Operating Officer is in charge for the daily operation of the company and consistently reports to the higher ranked executive, generally the Chief Executive Officer. The COO may also hold the title of President which makes him or her the second in command at the firm, especially if the highest ranking executive exists in the hierarchical structure. The Chief Operating Officer has to interact with the department head of Finance as the funding will be connected with the operating plans and activities. KHAWAJA SHAHZAN EHSAN...
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...30089392 Presentation Overview (1/2) •Introduction •Company Profile •Microenvironmental Analysis •PESTLE Analysis •SWOT Analysis •Porter’s 5 Forces Analysis •The Industry Life Cycle •Nintendo’s Key Success Factors Presentation Overview (1/2) •Analysis of Key Uncertainties •Analysis of Future Trends •The Scenarios & Implications •Conclusion •References A Brief History of Video Games Atari to Wii Introduction (1/2) • Video games have been around since the 1940s. • Over the decades, game machines continuously evolved to become powerful machines capable of stunning visuals and graphics. • In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios. Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by Fusajiro Yamauchi. • Manufacturer of Hanafuda “flower” cards • Expanded in 1960s by Hiroshi Yamauchi. • Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer. Company Profile (2/3) • 1970: Yokoi...
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...Phase 1 Report: Strategic Position Analysis Industry Nintendo of America Organisation Name Organisation Contact Name www.nintendo.com Website URL Email Address 4820 150th Ave. Northeast Address Redmond City WA State / Province 98052 Zip / Postal Code Individual Organisation Type Video Gaming Industry UNITED STATES Country Nintendo of America Inc., established in 1980, is a subsidiary of 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...
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...Real Steel World Robot Boxing Game Assessment report -Submitted by Abhay Arya Contents: Serial No. Name Page 1. Mobile Gaming Industry 2 2. Indian Mobile Gaming Scenario 3 3. Reliance Entertainment 4 4. Real Steel World Robot Boxing 5 5. Game Metric Analysis 7 6. References 11 1|P A G E Mobile Gaming Industry: The worldwide video game marketplace, which is driven by strong mobile gaming and video game console and software sales, the market is forecast to reach $111 billion by 2015. Mobile games are the fastest-growing segment of the market, with revenue set to nearly double between 2013 and 2015 from $13.2 billion to $22 billion. It is growing so fast that it’s expanding the traditional video game industry far beyond its old borders. Digi-Capital recently issued a report that predicts mobile gaming could drive the whole game software industry’s revenues to 100$ billion by 2017. The mobile and online game can grow at a compounded annual growth rate of 23.6 percent to 60$ billion by 2017. Asia is becoming the biggest driver of economic value in mobile and online games, with the best companies’ revenue growth and profit margins becoming the envy of foreign competitors. Asia and Europe combined could take more than 80 percent of the global revenue share for mobile and online games. Nine of the top 10 game M&A deals of 2013 had Asian buyers, compared to eight out of 10 in 2012. Thirteen out of 15 game initial...
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...COVER PAGE EXECUTIVE SUMMARY TABLE OF FIGURES TABLE OF CONTENT 1. INTRODUCTION (250) 2.1 History of the resort 2.2 Vision-Mission-Value-Culture 2. SITUATIONAL ANALYSIS 3.3 Stakeholder matrix analysis 3.4 TOWS matrix 3. ISSUES (400) 4.5 Micro issues 4.6 Macro issues 4. SUSTAINABLE PRACTICES (600) 5. IMPACTS (600) 6.7 On the organization (8 JA, 1 Framework) 6.8 On the guest experience (8 JA, 1 Framework) 6. CHALLENGES(400) 7. RECOMMENDATIONS- STRATEGIC PLANNING- Grant Chart(200-250) 8. CONCLUSION (250) APPENDICES 1. INTRODUCTION 1.1 Overview of MGM Resorts International 1986 2000 2010 1986 2000 2010 MGM was incorporated as an company MGM was incorporated as an company MGM Grand and Mirages Resorts was merged into MGM Mirage MGM Grand and Mirages Resorts was merged into MGM Mirage MGM Mirage changed into MGM Resorts International MGM Mirage changed into MGM Resorts International Figure 1. Timeline of MGM Resorts International (Bolton 2014) MGM Resort International (MGM), which is based in Nevada, USA, is one of the global leading companies in hospitality and entertainment industry. (Bolton 2014). It owns and operates 13 properties across the world, some of which are MGM Grand, Bellagio, Mandalay Bay, Mirage and holds 50% investments in four other properties including CityCenter. Besides, MGM has 51% interest in MGM China Holdings Limited owning...
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...Competitive analysis CanGo is a company that operates in the Internet industry (E-tail) through three major segments: books (e-books), CDs, and videos. They are planning on diversifying themselves by adding a new segment to their company, the online gaming segment. Other companies already operate successfully within the Internet industry (e-tail) or in the book industry. Those companies are CanGo’s competitors. EBAY: eBay Inc. is an American Internet company that manages eBay.com, an online auction and shopping website in which people and businesses buy and sell a broad variety of goods and services worldwide. In short, the company is a giant marketplace used by more than 100 million people to buy and sell all manner of things to each other. * Revenue 2009: $7.67 billion (second position in the e-tail) * Strength : Strong customer relationships founded on a Consumer-to-Consumer business model, where strong interrelationships occurs, for example where buyers and sellers leave feedback for each other, and whereby awards are given to the most genuine of eBayers. * Weakness: the eBay model does leave itself open to a number of fraudulent activities. AMAZON.COM: Amazon.com, Inc. is an American-based multinational electronic commerce company. Headquartered in Seattle, Washington, it is America's largest online retailer. * Revenue 2009: $24.51 billion ( 1st position in the e-tail) * Strength: Its competitive advantage is enhanced by their strategies...
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...entertainment for customers here in the United States and internationally. They offer their products under the labels, including Rock star Games; and 2K, which publishes its titles under 2K Games, 2K Sports, and 2K Play. It also develops and publishes action and adventure products under the Grand Theft Auto brand, as well as other franchises. Take Two’s products are designed for console gaming systems, such as PlayStation 3 and PlayStation 2, Xbox 360, and Wii which is a handheld gaming systems that consist of DS, 3DS, and PlayStation Portable and personal computers including smart phones and tablets. The delivery of its products is done through physical retail, digital download, online platforms, and cloud streaming services. The company sells its software titles to retail outlets in North America, Europe, and Asia through direct relationships with retail customers and third-party distributors. As a leader in its field of gaming, Take-Two has global reach, with publishing and diffusion operations located in Canada, the United Kingdom, France, Germany, Denmark, Italy, Australia, and Japan. The company offers products; either created internally or acquired finished third party developers, for all major game...
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...itself as a contemporary and vibrant business. The company has achieved several milestones, recognition of your CEO as business leader of the Hudson Valley Professional Business Association, the acquisition of Webjiuster an online gaming company which provides leverage as CanGo venture into the competitive online gaming industry, and a successful IPO launch. In this climate of continuous growth it now become critically important for CanGO to reassess and take a creative and comprehensive look at their strategic plan which is vital for any long-term business success. Strategic planning requires an awareness and contribution by all members of CanGo. Every challenge, problem, or action requires an assessment from the perceptive of the broader context. This framework will provide improved decision-making and ensure that goals and objectives are cohesive, integrated, and are aligned throughout CanGo’s employee infrastructure. The significance of thinking strategically promotes the process of developing and evaluating every decision and action that concedes with current and future endeavors, the direction you want to go in, and the results you want to achieve. CanGo has a several short and long term initiatives, sustain and strengthening their online gaming division, automating their storage and retrieval system, transition from private to public company with the launch of their IPO, and product diversification. Implementing a strategic plan will provide focus and direction as it...
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...Nintendo Wii Marketing plan Table of Content 1. Situation analysis 1.1 Macro analysis 1.2 Micro analysis 1.3 SWOT analysis 1.4 Bowman’s strategy clock 1.5 The Product Life Cycle 2. Target Market 2.1 Positioning 2.2 Segmentation 3. Marketing Mix 3.1 Product 3.2 Price 3.3 Promotion 3.4 Place 3.5 People 3.6 Physical 3.7 Process 1. Situation analysis 1.1. Macro environment The PESTEL analysis describes a framework of macro-environmental factors. It is a useful strategic tool for understanding market growth or decline, business position, potential and direction for operations. 1.2.1. Political The video game industry is influenced by factors such as taxation policies, foreign trade regulations and social welfare policies (some games have sexual/violent content). Video games tend to play with the emotions of people. Governments have the authority to control the content of the video game frames. 1.2.2. Economic The income of the consumers in the video game industry have an effect on their buying behaviour. If people fall under a low-income range, they might not be able to buy a video game because they are relatively expensive. 1.2.3. Social Factors that can influence the video game industry are: income distribution, lifestyle changes, level of education, population demographics, attributes to work, consumerism, etc. Nintendo’s action to open World of...
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... 1 Introduction 1 Situation Analysis 1-2 SWOT analysis 2-3 Appendix 3 Executive Summary It is a well-known fact that the gaming industry is advancing at an amazing speed in present-day society. The global video gaming industry in 2009 was estimated at US$52.5 billion, and video game revenue is expected to jump to US$86.8 billion in 2014, according to PricewaterhouseCoopers. Singapore video games industry grew from $87 million in 2005 to $285 million in 2007(reference??), Zynga, creator of popular facebook game- Farmville, achieved around US$300 million in revenue last year.It is also becoming noticeable as overseas game developers are also entering Asia, including Singapore. Ubisoft and LucasArts have both opened studios in the region, and MIT has opened the Singapore-MIT GAMBIT Game Lab to educate the local population in preparation for industry jobs. And the government is in on the act, too -- with Contact Singapore, an agency designed to recruit industries, including the game industry, to the country. Key significant points and swot analysis ?? must add it in. Introduction Sony Corporation of America, based in New York, NY, is the U.S. subsidiary...
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...ECON 230: Urban Economics (G2) Term Paper: Business Location Decisions & Patterns: An Analysis of the Agglomeration Effects in Las Vegas Table of Contents Introduction 3 Motivation 3 Background and History 3 Las Vegas Strip Today 6 Location Quotient of Las Vegas 7 Development Phases of Las Vegas 8 The First Wave of Development 9 Supply-side Factors 9 Demand-side Factors 10 The Second Wave of Development 11 Demand-side Factors 11 Supply-side Factors 13 Summary of Development Phases 14 Comparing Macau with Las Vegas 15 Lessons Learnt For Singapore 17 Conclusion 18 Bibliography 19 Introduction Motivation Over the years, Las Vegas has developed itself into a city housing mega-resorts and massive entertainment providers. More specifically, Las Vegas Strip, which is a 6.8 kilometer long highway leading from Los Angeles into Las Vegas, has seen a conglomeration effect with many large hotels, casinos and resort properties congregating there. Nineteen of the world’s twenty-five largest hotel by room count are on the Strip, with a total of over 67,000 rooms. In this paper, we are interested in studying the agglomeration trends of the mega-resorts in Las Vegas, understanding the reason and benefits of concentration. Next, we attempt to analyze difference between Las Vegas and Macau, the 2 gaming giants of the world. Lastly, we will extend these lessons learnt to two upcoming integrated resorts in Singapore. Background and History ...
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