Preview

495 Wii Case

Good Essays
Open Document
Open Document
830 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
495 Wii Case
BMGT495
Costco Team
Wii Encore
Question #1
One factor would be new & differential technologies in the game industry. In the console game industry, “generations” are defined by advancement of the underlying technology.
Nearly all technological leaps from one generation to the next were marked by a change of industry leadership. For example, the 3rd generation was dominated by the Sega Genesis console which came with 16­bit microprocessors. The next generation Sony would introduce
PlayStation, a 32 bit CD­ROM based video game machine which had a bigger storage capacity and had lower costs.
Another reason would be the fact that customer’s preferences and desires change over a period of time. While someone might like more motion based games for one generation, the next time they might want to go back to controller based. While Wii was successful with their motion based, they were not able to stay the leader because their competitors realized that they needed motion based devices, and quickly developed similar systems. The reason why Sony was the exception would be the fact that Sony had first mover’s advantage, which allowed them to enter the market ahead of Microsoft and Nintendo. This allowed them to gain market share earlier which means their console was already in the living rooms of their competitors. Sony was also able to become dominant due to the fact that they were already an existing manufacturer of electronics, which meant they could design and manufacture parts in house.
Question #2
According to the case, Nintendo launched Wii and its motion­sensitive controller in 2006. This was a significant success because it appealed to a broader market and the non traditional gamer with total sales of the Wii(86 million units) outdoing the sales of PlayStation
3 and Xbox 360. The starting price for Wii was also $250, much lower than the competing consoles. Non­gamers would be more willing to spend money on a cheaper console especially

You May Also Find These Documents Helpful

  • Powerful Essays

    History of Gaming

    • 3265 Words
    • 14 Pages

    Fast forward five years after Baer and his associates created the Brown Box, Magnavox began production of the Magnavox Odyssey. The Odyssey was called the first commercial video-game console and was marketed in Magnavox TV dealerships. The Odyssey used six cartridges to play up to twelve games. The Odyssey downfall is that many TV dealers didn’t see any potential in it and along with the false rumor that it only worked in Magnavox televisions hurt the popularity of the gaming systems.…

    • 3265 Words
    • 14 Pages
    Powerful Essays
  • Satisfactory Essays

    Matching Dell

    • 443 Words
    • 2 Pages

    Most of them have a strong purchasing power and a easy way to change of supplier in commodity PC product…

    • 443 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Sony Strategy

    • 5402 Words
    • 19 Pages

    superior Playstation 3 as a loss leader to introduce the Blu-ray optical drive2 into consumers’…

    • 5402 Words
    • 19 Pages
    Powerful Essays
  • Powerful Essays

    Sony is a well respected brand in the electronic industry. With its success entering the gaming market with its PlayStation, Sony has earned a position as a market leader. Problems began to occur when Sony launched its seventh generation gaming console. New competitors entered the market, such as Microsoft and old rivals such as Nintendo. The release of the Sony PlayStation 3 failed to achieve growth in sales due to the lack of direct and indirect network effects. One of the reason majority of the users were not adopting because of the high price premium and the technological uncertainty. Technological uncertainty included the new innovation Blu-ray and the number of main stream users willing to buy the console. The SCENT analysis displayed a strong network effect for the Sony PS2 because it was: a more advanced product, had agreements with third party game developers, and had a strong advertising campaign. Unfortunately, this was not the case for PS3. There was a strong network effect for the PS3 when its Blu-ray became the de facto standard in 2008. PS3 also showed signs of increase sale when it dropped the price of its console yet they were still losing money on each console being sold. The recommended course of action that Sony should take is composed of 3 main components: alteration to the promotional program, a shift in the marketing strategy, and the addition of demos in select locations.…

    • 3087 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    By the time Sony was operating in America and part of Asia with two important devices released to the World, both owners decided to expand their business to the United Kingdom under the name of “Sony (U.K) Ltd.” During this…

    • 2288 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    The University of Western Ontario. Richard Ivey School of Business. 2011. Ivey. The Wii: Nintendo’s Video Game Revolution. United States of America: McGraw-Hill Companies.…

    • 1493 Words
    • 6 Pages
    Better Essays
  • Satisfactory Essays

    One reason was that Sony’s corporate-level strategies no longer worked in its favor; the leaders of its different product divisions had developed business-level strategies to pursue their own divisions’ goals and not those of the whole company. Also, Sony’s top managers had been slow to recognize the speed at which technology was changing and as each division’s performance fell, competition between corporate and divisional managers increased. The result was slower decision making and increased operating costs as each division competed to obtain the funding necessary to develop successful new products.…

    • 745 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Nintendo Case

    • 994 Words
    • 4 Pages

    3. What strengths and weaknesses did Sony have when it entered the video game market in 1995?…

    • 994 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo

    • 351 Words
    • 2 Pages

    They started trying to replicate the “feel” of the Nintendo arcade games however on a less powerful version that would be suitable for home use.…

    • 351 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    spend more time on research and development; instead Sony tried to save money by picking a version of technology it thought would do best without really exploring all the options (Wikipedia.org.,…

    • 265 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Nintendo

    • 698 Words
    • 3 Pages

    In the game console industry, the competition is a warzone between three big game console company.…

    • 698 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    mm assignment

    • 5911 Words
    • 20 Pages

    Pearson, D. (2012) Core marketing: How Nintendo is selling Wii U in the UK [online]. Brighton: GamesIndustry Network. Available form: http://www.gamesindustry.biz. [Accessed 29 April 2014].…

    • 5911 Words
    • 20 Pages
    Powerful Essays
  • Good Essays

    Wii Case Study

    • 456 Words
    • 2 Pages

    This is the fact that the console is mainly family orientated in comparison to its competitors. A result of the motion controller is that it opens up a whole new market to families and over 30’s. Through games such as Wii fit increases its popularity from the usual teen market to a much greater audience.…

    • 456 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    ORG AND MGMT

    • 2835 Words
    • 12 Pages

    ‘First movers’ dominated the market - built plants and were “working out bugs” in the production process; had already established themselves in the market by creating sales and distribution organisations/networks and had recruited management teams that were “well down the learning curve”. Remained dominant even over companies with competitive advantage ie. IBM – invested heavily, other electronic companies diversified too much…

    • 2835 Words
    • 12 Pages
    Powerful Essays
  • Powerful Essays

    Nintendo's Wii Strategy

    • 5218 Words
    • 21 Pages

    Nintendo has pursued a fundamentally different strategy and business model with the Wii console than that of its competitors, the Microsoft Xbox 360 and Sony PlayStation 3. The heart of Nintendo’s strategy was the assumption that consoles do not necessarily require leading-edge power and performance. This is a radical stance since the gaming industry traditionally competed on technological performance, graphic quality, and game realism: factors valued primarily by die-hard gaming fans. Nintendo shifted its focus to providing a new form of player interaction targeted at a wider demographic than the traditional avid game audience.…

    • 5218 Words
    • 21 Pages
    Powerful Essays