Free Essay

Future in Mobile Gaming

In:

Submitted By aryabhay
Words 1955
Pages 8
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 public offerings from 2011 to 2013 were by Chinese, Japanese, or South Korean companies. Investment in game companies grew in value by 16 percent from 2012 to $1 billion. But an early stage game-investment gap remains. Metrics and analytics have become increasingly significant in fundraising. Average game investment deal size grew 14.8 percent from 2012 to $6 million. Mobile games and tech/gamification deals dominated 2013. Meanwhile, game playing is growing on mobile. Games accounted for 32 percent of mobile app use in 2013, and they were 67 percent of tablet use. They accounted for 72 percent of mobile app revenue and 40 percent of mobile app downloads in 2013. It is anticipated that 2014 would be a year of both growth and disruption for the games market.

2|P A G E

Indian Mobile Gaming Scenario:

The mobile gaming market has become quite saturated globally especially in US. With recent laying off of workforce by global players like Zynga, Electronic arts, Tapjoy etc, it is clear that companies abroad are having a tough time. However, as per the recent research by RNCOS, in India, out of 100 mobile subscribers, only 2 are mobile gamers, which is much less than the mobile gamer penetration in Japan, the US, South Korea, and the UK. Thus, indicating a wide opportunity available for mobile gaming companies in India. Further, with 110 Mn mobile internet user base, cheap 3G plans, affordable smartphones and highly untouched T2 & T3 markets, Indian mobile gaming industry offers enormous scope for development and is attracting a lot of global players. The game developers are also forming alliances with app stores such as Google Play, Samsung Apps and Nokia’s Ovi, to reach masses and to build a brand of their own. Currently players like Reliance Entertainment, Games2win, Bash Gaming, Jumpstart, Csharks Games are having a great foothold in the present mobile gaming scenario in India.

3|P A G E

About Reliance Entertainment:

The global gaming brand of company, Reliance BIG Entertainment is one of the biggest game developers in India. Reliance Games is the mobile gaming division of Reliance Entertainment Group whose subsidiaries include entities like Dreamworks SKG, IM Global and Codemasters. Currently operating four studios worldwide, the company has a strong, multi-disciplinary, and crossskilled team spanning across the US, UK, Japan, Korea and India. Reliance Games’ portfolio presently includes more than 600 games for over 2000 devices across various operating system like the iOS, Android, Windows, Java and Symbian. Its current roster of hit games include After Earth the mobile game, Real Steel World Robot Boxing, Total Recall, F1 2011 among others. On the Nokia store alone, the collective Reliance Games titles have surpassed over 200 million downloads. Distributed across the US, Europe, South Africa, Australia, the Middle East, and Asia, Reliance Games’ content can be accessed through 80 leading networks across 40 countries as well as global AppStores. The content is available on leading networks like Airtel, Vodafone, BSNL, TATA Docomo, M1, MTNL, Dialog, Telekom, Reliance Mobile World, Telstra, Tele2, TIM, O2, Virgin Mobile, KPN, Telia, 3, Telefonica, Optimus, and Teleenor.

4|P A G E

Real Steel World Robot Boxing:

Real Steel World Robot Boxing, inspired by 2011 Dreamworks film Real Steel, is the latest launch by Reliance Games on iOS and Android. Following is the assessment of the game on 6 parameters:

1. Originality – The story of the game is exactly similar to the 2011 movie Real Steel but they have some new characters in the game. The concept of the game remains the same i.e to start in the lower boxing leagues with an ultimate goal of dethroning Zeus, the WRB champion. The game can be played in multiplayer as well as in career mode. The career mode begins with a character selection with 3 Robots to choose from. As the character fights further into the league, new Robots can be bought or the same character has to be upgraded with the battle earnings or Real money buying. But the battle earnings become too less as one advances in the game that it becomes quite difficult to upgrade, and it becomes too monotonous to fight with the same character numerous times to unlock something new in the game. 2. Business Model – The game works on the Freemium model i.e. it is free to download from Android and iOS but one can play only till the first tier of the league. Also many other features of the game have to be unlocked through ‘Real money buying’ or ‘Friend invites’. For example – Once the character is upgraded, one has to wait for some time to equip the part, which becomes irritating as the upgrade level increases. The Ad pop-ups also are irritating which keep popping up quite frequently. As the game advances, earning money also becomes difficult but all this done to push the gamer into Real money buying. 3. User Interface – The interface is very user friendly. One can easily find its way into different modes and other areas. The controls could have been the sliding-finger type (like the iOS Injustice: gods among us controls) which makes the reflexes really fast as compared to the press-button type.

5|P A G E

Finger slide controls (up)

Press-button controls (up) 4. Creativity – The art style, Robot designs and battle action is really amazing. Each character has its own special move and winning stance. Character color customization adds more variation to the same character. Music, background sounds and noises have also been well chosen. In-battle Camera movement and the Arenas also makes the fight really engaging. But modes like Tag-Team, Co-operative mode were missing which could have added much more fun. 5. Graphics – The graphics are really good given the amount of animation within a fight. Anything from a regular old punch to the finishing move renders smoothly. Even the special move and the post-win stance looks fantastic. 6. Gameplay – The initial gameplay is really engaging. The phone becomes un-put-down-able for the first few fights. But as the game advances, similar fights with the same character slowly starts draining interest. The Special move and Maximum defense move, which is a quick time event that depends on how fast one can tap the screen offers a bit of a break from the normal fight.
6|P A G E

Metric analysis: In order to monitor the game on a daily basis, following parameters should be focused on:

1. Lifetime Value – To understand the value of various customers so that one can compare users and identify the segments of successful cohorts that need improvement. Cohort Analysis is one way to find that out.

2. Retention Rate – To determine the game’s potential to keep the gamer engaged, we can analyze the daily, weekly and monthly data of the users. Metrics like Daily Retention Rate, Weekly Retention Rate and Monthly Retention Rate can be used. The day on which the User installs the game is referred to as Day 0 and if he comes back on Day 1 or later within that time frame, then it is considered to be as a retained User.

7|P A G E

3. Active Users – To see if our game is able to compel people to play it with regularity. To need to learn about this cohort and how they are using it, we can use Weekly, Monthly and Daily Active Users (WAU, MAU and DAU) metric analysis. This data may also help us while designing games in future.

4. Usage – To understand who is using the app, how they are using it? To understand the demographic, the frequency, are they opening is during the day or the night? This information would help us to allocate resources accordingly to drive greater engagement and revenue. All these questions can be answered by the data collected from the various metrics discussed here.

5. Session length – This parameter is important in differentiating between the users who just opened the game or opened by mistake and the users who actually played it. The session length data also helps us to understand the average session time for which a user likes playing this game. Higher average Session length suggests an Un-put-down-able game whereas a lower average Session time suggests the game does not have the potential to be a Hit. Following charts will give an idea on how these can be analyzed:

8|P A G E

9|P A G E

6. User Acquisition – One way to acquire new users is to study how existing users found the game, whether through paid advertisements, organic search, in-app referrals or word of mouth. People are drawn to different kinds of game through and because of different reasons, and it is useful to know the best way to reach your target audience.

Following Metrics can also be very crucial ti understand the virality of game:  Viral K Factor (How much viral our game is going) and  Viral Cycle time (How much time an invitee takes to try the game after receiving invitation)

7. User Experience – To understand the User’s Happiness, Disappointment, Suggestions or Bug reports, platforms like social media, Game forums and feedbacks can be analyzed.

8. Average revenue per User – People engagement is the first step of success for a game to be a hit but until the revenue is being generated, the purpose of the huge investment made by the company is not achieved. This metric gives an idea about whether the users are willing to buy Gold Coins or spend Real money on this game. Or are they just contented with playing the Free Trail only. And what amount does an average user is ready to pay. This is one of the very important metric as it represents the potential of a game in numbers.

10 | P A G E

References: 1. Market Research by Gartner (http://www.gartner.com/resId=2606315)
(http://www.gartner.com/newsroom/id/2614915)

2. RNCOS Market Research

(http://www.rncos.com/Report/IM288.htm)

3. Reliance Entertainment

(http://www.relianceentertainment.net/)
(http://www.reliancegames.com/)

4. IamWire article

(www.iamwire.com/mobile_market_survey)

11 | P A G E

Similar Documents

Premium Essay

Gaming Industry Trends

...as an owner/operator of multi-business units. I am not currently in the casino industry, but I have a very big attraction to the industry as an owner. I want to do more research on the industry and there is no better way than identifying the current trends in the industry. After a lot of research, it has been noted that there are many trends that the casino industry has to keep a look-out for. These trends touch many different areas in the industry, ranging from the changes in the technology, the different types of policies and regulations as well as a shift in demographics and how they have influenced the industry. The first trend I want to identify in the gaming industry is the fact that online gaming is becoming real competition for the traditional brick and mortar casino. Some of the main competitors in the gaming industry that have a brick and mortar casino have also launched websites where people can gamble online. These are people who are catching onto the trends and will be around for the long haul because of it. There are...

Words: 1552 - Pages: 7

Premium Essay

Nintendo

...•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 Mario, Zelda and Pokemon. • The rest is history. Evolution of Nintendo Gaming Consoles Industry Overview (1/2)...

Words: 2368 - Pages: 10

Free Essay

Information Systems Assignment

...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...

Words: 995 - Pages: 4

Premium Essay

Trends in Digital Gaming: Free-to-Play, Social, and Mobile Games

...landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Previous reports in the series include: Intelligent Transport Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects of Lawful Interception NGNs and Energy Efficiency Standardization Activities for Intelligent Transport Systems Distributed Computing: Utilities, Grids & Clouds The Future Internet ICTs and Food Security Biometrics and Standards Decreasing Driver Distraction ICT as an Enabler for Smart Water Management Using Submarine Communications Networks to Monitor the Climate Standards and eHealth The Optical World Trends in Video Games and Gaming ITU-T Technology Watch Report September 2011 Video gaming is a global phenomenon, a fast-moving multibillion dollar business, cutting across all age groups and gender. This ITU-T Technology Watch Report surveys some of the latest developments in the world of video games, describes the most common gaming platforms and terminals and highlights new technologies enabling a better gaming experience and associated standardization activities. http://www.itu.int/ITU-T/techwatch Printed in Switzerland Geneva, 2011 The rapid change of the telecommunication/information and communication...

Words: 10531 - Pages: 43

Premium Essay

Gaming Industry

...Table of Contents Introduction………………………………….….…..…..Pg. 3 Broad Overview of the Gaming Industry…………....….Pg. 4 Trends……………………………………………..…….Pg. 5 Is My Business Fit for Gaming…………..…..................Pg. 6 Larry Katz of Dot’s Diner………………….……….…..Pg. 7 Lessons Learned……………….......................................Pg. 7 Conclusion…………………………………….….……..Pg. 8 Works Cited……………………………………………..Pg. 9 There are many industries that are out there providing jobs for many different people in this world. There is however, quite none like the Gaming Industry. The beginning of gambling can be traced to religious rituals in pre-historic societies. The rituals had a purpose of predicting the future. The procedure of the rituals was simple and consisted of “casting the lots” throwing small objects like pebbles, sticks, nuts, arrows etc. out of the palms of the hands or any container (Hoovers, 2012). The result was checked to see if the number of the objects on the ground was “odd” or “even”. “Even” number meant a positive outcome and “odd” stood for a negative one. With time that process became more complex and also involved interpreting the patterns of the objects lying on the ground. The next step in the evolution of these rituals integrated the sacrifices from the participants to encourage the fate of the Gods to deliver positive signs and help. The sacrifices were normally personal stakes which turned those involved from observers into active players of the process...

Words: 4378 - Pages: 18

Premium Essay

Porter 5 Forces Analysis of Computer Industry

...to Rs.1500 crore (Rs. 15 billion / $277 million). Sweet numbers. The console segment will overall grow at a rate of 19% CAGR, to reach Rs. 1900 crore ($351m) by 2017. The report is yet to take in other future factors such as the possible success/failure of PS4 and the upcoming Xbox. On the other hand, the Internet & Mobile Association of India estimates that 50% of India’s mobile users have access to gaming content on their devices. These numbers are expected to rise amid increased penetration of smartphones and tablets. Mobile gaming revenues in India typically have come through telecom operator partnerships, but this is expected to change by 2014, the report states, when sources such as app-stores and online marketplaces will dominate mobile revenues. This despite the fact that operators are now offering up to 70% revenue share to game publishers. As expected, the big challenge for game publishers is monetisation, as a chunk of mobile game revenue in India comes from ad-funded free-to-play games. This also might be due to the fact of limited high-speed connectivity of smartphones and tablets alike, and limited access to credit cards. On a positive note, the report predicts this trend to change soon, with users slowly opening to newer revenue models. The India mobile market has been growing rapidly and offering immense opportunities to players involved in the business. The market is performing on the back of rising penetration of smart phones and availability of high...

Words: 654 - Pages: 3

Premium Essay

Marketing Plan

...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...

Words: 4734 - Pages: 19

Free Essay

Management 303 Swot Analysis: Nvidia Corporation

...well as having a significant stake in manufacture of system-on-a-chip units (SOCs) for the mobile computing market. Nvidia was founded in 1993 by Jen-Hsun Huang, Chris Malachowsky, and Curtis Priem and is headquartered in Santa Clara, California. The Nvidia Corporation is responsible for inventing the GPU in 1999 and has shipped more than 1 billion to date. In 1999, Nvidia was listed on the NASDAQ under the symbol NVDA. The company currently has 8,000 employees worldwide, has 6,000 patent assets, and reported $4.3 billion in revenue in fiscal year 2013. According to co-founder, president and CEO, Jen-Hsun Huang, Nvidia’s mission has always been to build a great company and be the most important 3D graphics company in the world. Organizational Strengths and Weaknesses Nvidia Corporations first major organizational strength has been their product mix, and as the manufacture of graphics processing units for PCs shifted its attention to the mobile computing boom, Nvidia has done so seamlessly. Nvidia manufactures some ome of the most popular top-of-the-mind brands such as GeForce, Quadro, Tegra, Tesla, nForce and currently holds more than 2,300 patents worldwide. Nvidia’s strength in this area has helped to increased its addressable market, and has advanced computing power to not only gamers, but to researchers, users of motor and aero vehicles alike, and of course mobile devices. The second major strength of the Nvidia Corporation has been in the area...

Words: 1202 - Pages: 5

Premium Essay

Doc, Docx

...Discuss the future of social gaming. Is it bright? If yes,why? Social gaming that is playable within a social networking site especially Facebook has exploded the gaming industry as trendsetter in the last decade.Because of that, not only Facebook game's have a lot of gamers, many companies have a lot of users. In consequence, the fast moving gaming companies turned into multi-million powerhouses and at the same time CPA (cost per acquisition) went up and gradually started leveling up with ARPU (average revenue per user). Concurrently social networks especially Facebook became as big as a virtual earth entertaining thousands of millions of people with so many services. As a result, their CAPEX & OPEX has increased sharply and ROI margin shrank gradually. These are types of some platforms for gaming: Facebook Social Networking Platform, Non-Facebook Social Networks, Mobile Social Network Games, Social Casino Gaming, Social Gaming Market Revenue 2020. With more than 1.39 billion registered users with 60% (834 million) active users monthly, it is undoubtedly the most popular social networking platform in the world. According to Facebook, 30% (250 million) of the active users play social games on Facebook. Facebook has risen sharply. Adparlor estimates that purchasing installs can cost anywhere from $.50 - $3 per install and Facebook’s recent changes to 30% revenue sharing model also set a limiting bar. There are many people who enjoy gaming on other consoles...

Words: 544 - Pages: 3

Premium Essay

Nintendo

...Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising popularity and improvement of PC technology led to the use of PCs as gaming platforms. Capitalizing on the popularity of PC gaming, Microsoft developed its Xbox game console in the early 2000s. While the competition focused on technological advancements to make improvements to existing game consoles, Nintendo developed a new type of console that would give way to a new gaming experience –...

Words: 1974 - Pages: 8

Premium Essay

Nintendo

...Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising popularity and improvement of PC technology led to the use of PCs as gaming platforms. Capitalizing on the popularity of PC gaming, Microsoft developed its Xbox game console in the early 2000s. While the competition focused on technological advancements to make improvements to existing game consoles, Nintendo developed a new type of console that would give way to a new gaming experience –...

Words: 1974 - Pages: 8

Free Essay

Tcw & Activision Caomparison

...Both TCW and Activision Blizzard (Activision) operate in a competitive environment. For TCW, the investment management industry, while large, is filled with several formidable competitors such as Pacific Investment Management Company (PIMCO) and Oaktree Capital Management. Similarly, Activision fights for market share in the gaming industry, which is growing increasing crowded and experiencing shifting trends. To further grow in these industries, both companies need to innovate and take market share away from competitors. As both companies continue to innovate and expand, both company’s growth strategies will be further analyzed. An investment fund’s success is largely measured by three key metrics: Assets Under Management (AUM), fund return relative to its benchmark, and fund ratings. With $180B in AUM, TCW is one of the largest players in the fixed income investment management industry. The company has a strong history of outperforming its benchmark and has garnered high ratings from several rating agencies. However, with the number of investment firms increasing, the three key metrics are becoming increasingly difficult to not only grow, but to maintain as well. The example often given to explain the difficulty is the distinction between a “winner’s game” and a “loser’s game” in tennis. For professional tennis players, wining points entails outplaying the opponent and hitting winners, thereby making their game a winner’s game. However, for the average tennis player, winning...

Words: 1155 - Pages: 5

Premium Essay

Marketing Plan

...Segmentation and Positioning 10 Geographic segmentation 10 Demographic segmentation 10 Psychographic segmentation 11 Targeting 11 Tweens (11 - 12) 11 Young Adults (16 – 25) 11 Other 26+ 12 Select Target Segments 12 Positioning 12 Marketing Mix 13 Product 13 Place 14 Price 14 Promotion 15 Television 15 Printed Media 15 Public Transport 16 Official website and Forums 16 Evaluation and Control 16 Implementation/ Action Plan/ Schedule 18 Conclusion 19 Recommendation 20 References 21 Executive Summary The following report is a marketing plan for Sony Ericsson Mobile in Australia for the 2012-2013 financial years. The purpose of this report is to present a study of the opportunities for Sony Ericsson to expand its business and to become a dominant player. Sony Ericsson has focused on its resources on the young adult market for its mobile phone the Xperia play, but opportunities exist to penetrate the tween market which will be more viable for profit and growth. This Report will critically analyze Sony Ericsson’s current product, its marketing mix and target market and provide recommendations as to it can better its performance and stop its trend on consecutively making losses and gain in unpopularity. Sony Ericsson has missed a critical market...

Words: 4888 - Pages: 20

Premium Essay

Extended Destruction

...over the past 20 years, TV’s are high definition, computers are reaching extreme speeds while staying colder even in tablet to phone form, and entertainment is marketed as virtual data. One of the 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...

Words: 2574 - Pages: 11

Premium Essay

Emnt 201 Unit 2 Summary

...ROLES OF CULTURE AND TECHNOLOGY ON THE FUTURE OF ENTERTAINMENT ——————————————————— Patience Madigan TABLE OF CONTENTS 1. INTRODUCTION ……………………………………………………………….. 4 THE ROLES OF CULTURE AND TECHNOLOGY IN THE FUTURE OF ENTERTAINMENT 1.1 OVERVIEW ……………………………………………………………… 4
 1.2 OBJECTIVE ……………………………………………………………… 4
 
2. DISCUSSION …………………………………………………………………… 5
 2.1 TECHNOLOGICAL FORCES ON ENTERTAINMENT INDUSTRY … 5
 2.1.1 1950’s ……………………………………………………………… 5
 2.1.2 1960’s ……………………………………………………………… 5 2.1.3 1970’s ……………………………………………………………… 5 2.1.4 1980’s ……………………………………………………………… 5 2.1.5 1990’s ……………………………………………………………… 5 2.1.6 2000’s ……………………………………………………………… 5
 2.2 CULTURAL FORCES ON ENTERTAINMENT INDUSTRY …………. 5
 2.2.1 1950’s Mass Culture ……………………………………………….. 6
 2.2.2 1960’s Counter Culture …………………………………………….. 6 2.2.3 1970’s Punk Culture ………………………………………………... 6 2.2.4 1980’s Heavy Metal and Rap Culture ……………………………… 6 2.2.5 1990’s Grunge and Rave Culture ………………………………...… 6...

Words: 2016 - Pages: 9