Video Game Consoles

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    Generational Differences in Video Games

    Generational Differences in Video Games The evolution of video games has seen a dramatic transformation over the course of the past few decades. When comparing Pong to Halo, or the Atari 2600 console to an Xbox, major differences are apparent. Advances in technology have resulted in changes to graphics and controllers, in addition to communication between characters and players. Generation X (those born between 1956-1976) experienced games with simple cursors that moved on screens to accomplish

    Words: 543 - Pages: 3

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    Sony - Responding to Wii

    Executive Summary In 2008 the video game industry is dominated by three major players, there's Sony with its PS 3 launched by the end of 2006. Then there's Microsoft with its Xbox 360, launched in the end of 2005; and finally Nintendo with the "Wii" in late 2006. These three players are competing to gain market leadership in the game console industry. The video game industry has been marked by quick and frequent changes of fortune amongst the various players in the market. The market is characterized

    Words: 1715 - Pages: 7

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    How to Write a Business Model

    BUSINESS MODEL GENERATION Yves Pigneur Patrick Van Der Pijl Alexander Osterwalder Alan Smith Tim Clark www.businessmodelgeneration.com, EUR 27,60 THE CORE TEAM a core team did the heavy lifting in authorship, design and production of this collaborative effort involving over 400 strategy practitioners from around the world. Lead authors Alexander Osterwalder, Ph.D, and Professor Yves Pigneur, Ph.D., Creative Director & Designer Alan Smith from The Movement, Producer Patrick Van der Pijl

    Words: 4176 - Pages: 17

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    Nintendo Wii

    playing cards in 1889, to the expansion into toys and games, and eventually into the start of the electronic entertainment industry in the late 1970’s, over the years Nintendo worked hard to achieved brand familiarity. Over the years Nintendo’s products have made their way through the product life cycle. From the initial market introduction and sales growth in the 1980’s, the Nintendo Entertainment System (NES) as well as their first big game “Donkey Kong”, dominated the market. In the 1990’s

    Words: 6287 - Pages: 26

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    Sony Strategy

    Sony Corporation and the Video Game Console Market: 1 A Competitive Analysis By Ryan Bogner, Peter Hung, Guan Wang, and Steven Wang This report evaluates Sony Corporation’s strategy in the console gaming market from the top-down perspective of the entire corporation. 1 Executive Summary Sony’s current strategy in the video game console market is simple: use the technologically superior Playstation 3 as a loss leader to introduce the Blu-ray optical drive2 into consumers’ homes and leverage

    Words: 5489 - Pages: 22

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    Ultimate Gaming Technology (Ugt) Marketing Plan

    The video game console market is a fast growing market. The UGT Mega B0x competes together with Sony’s PlayStation 3, Nintendo’s Wii and Microsoft’s Xbox 360 for the market leader position. Compared with these competitors, the Mega B0x includes the newest technologies and provides the highest variety of functionalities. Therefore, our strategy is to target customers who focus on high technologies and multimedia-entertainment. This involves that the Mega B0x competes not only with console manufacturers

    Words: 6000 - Pages: 24

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    The Analysis of Xbox Supply Chain

    launched the original Xbox? Console video game industry at the time placed game sales as the primary profit driver: the devices were usually sold at cost or at a loss, with their development and production costs subsidized with royalties from game publishers or sales of games designed in-house. Because of that model, gaining market share was one of the primary goals of console manufacturer: getting consumer acceptance was important in making a system appealing for game publishers to invest into.

    Words: 1352 - Pages: 6

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    Microsoft and the Xbox 360 Ring of Death

    Microsoft and the Xbox 360 Ring of Death ------------------------------------------------- Table of Contents Executive Summary ...................................................................................................................... 3 Problem Statement .......................................................................................................................4 Situation Analysis .......................................................................................

    Words: 7018 - Pages: 29

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    Creative Brief

    is the Xbox 360+Kinect gaming console. Launched in November 2010, it held the Guinness World Record for being the fastest selling consumer electronics device from 2010 to 2012 (BBC 2012). This is a good indicator of how the Xbox 360 + Kinect has captured its target market in a growing games industry which promotes family bonding through entertainment. 1.1 Market Share and size of market Currently, Xbox 360 holds 47% share of the overall current-generation console market, with Kinect sales accounting

    Words: 5687 - Pages: 23

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    Xbox 360 Marketing Plan

    & Strategies Part 6: Marketing Strategies * Primary target market & Marketing Mix * Secondary markets Part 7: Marketing Implementation Part 8: Summary & Conclusions Part 1: Executive Summary: The Xbox 360 is a gaming console made by Microsoft, Inc. It is in the middle of its product life, being 4 ½ years old at the time of this marketing plan. The success of the original Xbox made the Xbox 360 a likely success for Microsoft, and it has paid off. With millions of units

    Words: 3791 - Pages: 16

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