...Weekly Reflection Ruben I. Torres, Jr., Cheyenne Blue, Marsha Scott, Catherine Caughrean ECO 365 2-20-13 Dr. Lin Weekly Reflection In week one on ECO 365 our team discussed the many different areas which create economics in the modern world. The objectives were clearly outlined in the syllabus which Dr. Lin provided to Team A. Differentiate between Macroeconomics and Microeconomics The first objective we discussed was the difference between Macro and Micro economics. Since both studies deal with the economic decision making process, the one aspect which separates them would be that Microeconomics is the study of economics from the view point of a firm or individuals. Macroeconomics is the study of economics from the view point of a society or nation. This aspect would study the budget or a government or GDP of a nation. Supply and Demand The second area which we discussed was the effects of supply and demand. It was nice to get a better idea on how the costs of goods are affected by the amount of goods available for distribution at any given period. By studying the buying trends of individuals, companies are able to control the price and the supply of goods for consumers. If a company wishes to charge an outrages price for a product and have consumers pay the amount, they simply produce a low quantity of the product. A good example of this would be the way Sony released the new Playstation 3 (PS3). When the PS3 system first came...
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...Five Forces Analysis of the Video Game Industry The video game industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an attractive industry for Sony. The video game industry has high entry barriers because of its high research and development costs, and capital investment needed to start a business in the console industry. The cost required to develop and manufacture a product that could be a decent competitor in this market is too great for a non-established company in this industry. The technology that is needed to be successful is too advanced for new competitors to achieve. For this reason, the threat to Sony, Microsoft and Nintendo of new entrants, was not very high in 2008. Additionally, Sony’s PlayStation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The prestige of these products was so strong that it...
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...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 teamed up with Shigeru Miyamoto to create games – The Father of Modern Video Gaming, creator of iconic franchises including...
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...Summary Nintendo entered the video game market in 1979 and has been a top competitor ever since. In 2006, with the release of the Nintendo Wii, they secured their competitive advantage in the video game industry. The Wii was created to establish a new standard in game control, using innovative and unprecedented interface with the Wii remote. The remote’s motion sensor capabilities allowed the user to interact and manipulate objects on the screen by moving and pointing the remote in various directions. It really changed the way games were played. In 2010, they were the market leader of that generation of video console sales growth, ahead of Microsoft and Sony. By the fall of 2010, Sony and Microsoft were starting to gain on Nintendo’s competitive advantage when they came out with their own gaming systems that had innovative controllers along with much better graphics. If Nintendo wants to keep their competitive advantage, they will need to reevaluate their strategies. External Environment If a company does not keep up with changes in the external environment, it becomes difficult to sustain competitive advantages. There are two components to the external environment to analyze. The general environment, which consists of demographic, sociocultural, political/legal, technological, economic and global conditions; and the competitive environment, which includes rivals, suppliers, customers and other factors that may directly affect a company’s success. Nintendo used...
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...Allatta- Corporate Managers of GameStop From: Helen Zhang, Section 001 Date: 12/05/2012 Re: How we can continue GameStop’s aggressive growth in the industry against the risk of emerging technology and the changing taste of consumers. Executive Summary: The objective of this analysis is to design a strategy that will continue GameStop’s growth as the largest retail gaming store in the industry despite threats from alternate methods of gaming and changes in consumer taste. Analysis will show that the retail gaming industry is an unattractive industry since the bargaining power of buyers and suppliers are high, barrier into the industry are low, and competitors are numerous. GameStop uses a broad differentiation strategy by offering a wide selection of new and used games and consoles. Its marketing strategy and reputation gives the firm a sustainable competitive advantage but its research and development give the firm a competitive parity. The environment of the retail gaming industry possesses the threat of technological and sociocultural risks. GameStop can address these risks by merging with online social media sites and contracting with its suppliers to increase barrier for new entrants in the industry. April 20, 2013 Introduction After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive...
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...individuals, many of whom are associated with the video game industry. Initially sparked by feminist criticisms of video gaming, Gamer Gate eventually escalated into a fiasco of hateful tirades, threats, and violence. In this paper, we hope to illuminate the factors which contributed to Gamer Gate evolving into its final form and Gamer Gate’s ultimate impact onto the industry that birthed it. To objectively describe the components of this extremely polarized conflict, we must sift through the bountiful amounts of opinionated material related to the matter, until we can depict Gamer Gate’s progression in an unbiased manner. What is Gamer Gate? The phrase Gamer Gate can refer to multiple things. The overall controversy known as Gamer Gate, in essence, is a polarized debate that began with criticisms of the videogame industry's misogynistic culture. In response to these claims, individuals amassed under a Twitter campaign of the same name to slander critics of the videogame industry and those that spread those claims. Eventually, slander became threats and these threats metamorphosed into a fiasco of indistinguishable muckraking that shook the video gaming industry to its core. Advocates of Gamer Gate and its crusading supporters rally against a supposed unethical reporters. They engage in a variety of extreme actions against anyone or anything they deem to be their opposition. The Role of Feminism and Sexism For many years, gaming was considered to be a “boy” activity. Many...
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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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... 1. Market and Competitive AnalysisProduct MarketThe product market consists of Video Game Console (Hardware Part). The global market is worth$58 Billion in 2010. There are only three major players in the market – Nintendo, Sony and Microsoft.The global games console market consists of the total revenues generated by Nintendo, Microsoft andSony through the sale of their console platforms, including any handheld systems. Market values havebeen calculated using annual average retail prices for each individual market.Market AnalysisPorter’s 5 Forces:Threat of new entrants:The console gaming industry, is a market in which, only very technologically advanced and well-fundedcompanies can enter. Loyal customer bases and established subcultures have made it so new entrantswould have to provide something completely revolutionary to get customers to switch. Microsoft was thelast big company to join the competition and they struggled for a long time, despite being a well-knowntechnology giant.Competitor rivalry:Although this market has few leaders, the competition is fierce. Nintendo squares off with industry giantsSony (PlayStation) and Microsoft (Xbox). Each of the competitors is well funded and has the mostadvanced technological innovations at their fingertips. For example, Sony nearly went bankrupt tryingto beat out the competitors through innovation, and lost close to $700 million (on the PlayStation 3) in thefirst six months alone. Fortunately for Sony, they are a multi-billion dollar...
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...Danelski Engl 102-20 November 16, 2012 The Metamorphosis of the Video Game Part I – What I Want to Know and Why I have played video games since I was seven years-old and I have watched it evolve over the years. My father started me off with my first video game system, which was the Super Nintendo. Although the system played off video game cartridges, which were inserted through the top of it, it was very advanced for its time. My siblings and I would play the game Mario Kart for hours on end – with my father joining us every so often. I noticed as months and years went by, that newer systems with better games and better graphics started to come out. The Gameboy Color, which came out in 1998, was the first handheld gaming device that I had the liberty to enjoy playing. Since GameBoy Colors were one of the first handheld videogame systems, making them very expensive, it was rare for kids to have them, so I was one of the lucky few who owned a GameBoy Color. As we moved toward the beginning of the 21st century, newer and sleeker versions of almost every videogame system slowly came out. Sony started out with the PlayStation, which turned into the PlayStation 2. The PlayStation 2 later evolved into the PlayStation 3, which had the technological advancements of an updated hard drive, wireless internet, Bluetooth capabilities, blue ray, Wi-Fi, and wireless motion detected controllers. Microsoft designed its own video game system that would later rival the PlayStation. The company...
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...Bangladesh has begun to develop its IT and software industry only recently, and has seen double-digit figures in growth on most IT sectors, the gaming sector not among them. Bangladesh is far behind most of its neighbors in the gaming industry. There are several reasons to this, as well as probable causes. Based on interviews and focus group discussion, we have come up with several problems and prospects, as well as reasonable solutions to the problems, of the game development sector. In the aftermath, appendices and a bibliography would assist our honorable readers to better understand our methodology and enable them to refer to and compare this study with similar pieces of work. Contents Page no. Letter of transmittal i Executive summary ii 1. Introduction 1 1.1 Origin of the Report 1 1.2 Objective 1 1.2.1 Broad Objective 1 1.2.2 Specific Objectives 1 1.3 Literature Review 1 1.4 Scope 2 1.5 Limitations 3 2. Background of the study 3 2.1 Game development industry 3 2.1.1 Popularity of games 3 2.1.2 Popularity of Virtual games 4 2.2 Types of games 4 2.2.1 Web based games 5 2.2.2 App based 5 2.2.3 Normal PC Games 5 2.3 Demand for web based, app based, and PC game. 5 2.4 The Global Gaming Industry 5 2.5 Outsourcing firms (Firms that are outsourcing in the ICT industry) 6 2.6 Bangladesh Gaming Industry 7 Gaming revolution in Bangladesh 7 Emergence of multiplayer gaming 8 2.7 Gaming Application Development sector in Bangladesh 9 ...
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...Technology Environment The Video Game industry is constantly undergoing new innovations and ground breaking technology. New trends and innovations are introduced on a yearly basis that alters the marketing environment. The Level of technology in this industry is very high. The speed of technology and usage is ongoing and expanding throughout the country and the world. With the constant growth, a fast and a high rate of Obsolescence is the outcome. The video game industry also has social concerns pertaining to the overall health of the users. Within the past 10 years the video game industry has boomed to keep up with the rapid growth of technology. Each video game console starting from the Atari 2600 ( September 1977) to the Nintendo 64( September 1996) and to the recent Sony Play station, Nintendo WII, and Microsoft X-box franchise has evolved insignificant ways. Trends: Mega-Gaming, Interactive •Mega-Gaming A new trend like Mega-Gaming which has been becoming popular Schmidt, D(2013,November )“These last ten years have ushered in the age of the mega-game; video games with budgets of $100 million and massive marketing pushes designed to break single-week sales records” Video Games in the US. Retrieved from IBIS World Industry Report. This Mega-Gaming consists of a high return and in return comes with high risk ,where if one game does not meet sales then the whole gaming company can go under. The highest budget game is Grand Theft Auto 5 reaching 265 million dollars invested...
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...spine out of the body and sever the head or limbs. That was the final move on mortal combat, it was when a person has won the fight and is wounded or dizzy the finishing move was applied if you know how to do it,it is called fatality. Thinking nothing about it we would brag about how we killed each other and how many times. We never gave it a second thought. My mother always told us not to play that gory game but we did not listen very well. As a result of kids like me that did not listen to their mothers the video game industry has grown to a billion dollar industry world wide. Consequently this multi billion dollar industry gets a significant amount of publicity. Both positive and negative. Nevertheless it is like a constant battle between good and evil. It is like two siblings always trying to out due each other. The controversy has been going on since video gaming was born. To illustrate this matter, it seems like every time I turn on the t.v. Someone is talking about video...
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...the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. PESTEL Framework: This categorizes environmental influences into six main types: political, economic, social, technological, environmental and legal. Political: Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video game industry. Video games have a tendency to play with the emotions of people which inturn can threaten peace and law, a country being multicultural. Therefore Government has the authority to control the contents of the video game frames. Economic: Places such as US and Japan are largely dominated by the video game business. Therefore contributing towards the GDP of their countries. Interest rates have not much impact on the video game business as they manufacture their own units. The disposable income of the consumers in the video game industry has an effect on their buying behavior. For example people who fall under a low income range may not afford to buy a video game of a high price. Nintendo’s low manufacturing cost was also one of the reasons for it to sell its games at a nominal price, therefore increasing its sales. Social: The social factors that influence the video game industry are population demographics, income distribution, lifestyle changes, social mobility, attributes to work, consumerism, level of education and...
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...leading changes in entertainment today is video games. There are now many forms to video games, virtual reality, consoles, PC gaming, simulators, and sports that are now controlled by body in the consumers very own living room. Video games have easily rivaled the video industry and also contribute to movie interests. Movies are being made after video games and games are being made after books, although the biggest and largest difference to the movie industry compared to video games is the after the point of sale distribution. What brings this very large difference between the two is the internet. Once the Internet was introduced to the gaming consoles at large, consumers were given opportunity to extend content. With the industry growing as large as it has and the internet bringing in these new opportunities, there are now politics, large and vocal gaming, and a larger hunger for money just like the video environment. Extended content is destroying the future of gaming and the standard price for digital content should not be set to a fixed full price. When video games were first introduced they were distributed physically by cartridge and floppy discs. This process included the normal investments like shipping, boxing, box art, booklets, and other added objects or information with the games themselves. Today games are distributed largely as virtual data. With digital data also brought new forms of objectives. The video game industry strives to keep games from being resold to...
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...SWOT and Strategy Evaluation Paper: Gambling PHL/320 07/21/2015 SWOT and Strategy Evaluation Paper: Gambling Fancy cars, extravagant vacations, expensive jewelry, and a bigger house; we all wish for these things and wonder how we will ever make them a reality. Growing up we all heard that ‘the grass is always greener on the other side.’ This is even truer as an adult since we all want something that we don’t have. To some people, gambling is the only way that dream will ever happen. All they need to do is win one more time or win just a little bit more money. However, most people will not stop at just one more time. It turns into a never-ending cycle. If it is used for the good of society it can be a completely healthy hobby that really adds to society. |Strengths |Weaknesses | |Gambling become socially acceptable |Large capital investments | |Key source of revenue for States |High debt-to-equity ratio | |Increased US tourism spending |Gambling addiction | |Increased casino hotel revenues |Gambling can lead to health issues ...
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