Preview

Case Responding to the Wii

Powerful Essays
Open Document
Open Document
1457 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Case Responding to the Wii
Case 2 Responding to the Wii
Question 1: How structurally attractive is the videogame console industry in 2008?
There has been a lot of competition in the market of gaming console producers after the videogame industry started in 1972 when the television maker Magnavox introduced its gaming system Odyssey. Other producers like Atari quickly developed their own gaming systems and competition in this market was a fact. Over time other game console producers joined the market such as Nintendo, Sega, Playstation and eventually also Microsoft. After fierce competition the past three decades companies such as Atari and Sega left the market. When looking at Exhibit 2a we can clearly see that the market for gaming console producers in 2008 consists out of 3 major players with their latest gaming consoles. Microsoft with the Xbox 360 which was launched by the end of 2005, the Sony Playstation 3 which was launched a year later in 2006 and the Wii launched by Nintendo at the end of 2006.
There is a lot of competition between these player which is a logical result after the market proved to be very profitable as we can see in Exhibit 2b in the case where we see large operation profits over the years for gaming console producers. Although this market has proven to be very profitable there have been past events of a sudden down turn such as the one in 1983 where lots of companies involved in the game console market declared bankruptcy. After reaching a peak in 1982 the industry lost 97% of its annual sales volume in three years.
When looking at how the industry evolving over time we can use figure A given in the case reader. Here we can clearly see the market leaders in the gaming console industry over the generations. When looking at the product life cycle of each of the volume leaders, we can see that each console produced by the volume leader has an approximate life time of about 5 years. Technological improvements and competition over time have been the main

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The earlier the new technology introduced, the more effective impact gave in the industry. Although the companies applied with the similar type tech, the first mover gained the perception as a dominant player. The first introduction of the 16bit and CD-ROM can lead respectively the market in its generation like Sega and Sony. However, it doesn’t affect always it. If the competitors could response strongly, quickly to follow it advantage, the first mover benefits would not last long like Wii.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Wii Encore Case

    • 1383 Words
    • 4 Pages

    There are many possibly factors that oculd explain why the leader in one generation did not become the leader in the next generation. First of all, there were ne and 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. Such as, the third generation (1888-1944) was dominated by Saga Genesis console whis was set firstly applied with a 16-bit microprocesors. And in the fourth generation, Sony introduced PlayStation, a 32-bit CD-ROM videogame machine which had more storage capacity and much lower costs.…

    • 1383 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Explain constraints and opportunities of different gaming platforms across a variety of consoles and handhelds.…

    • 802 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    In regards to competition, we can walk into any electronic store like Best Buy and see numerous brands of computer and computer software. HP and IBM were primarily hard ware vendors but have taken a significant slice of the pie in this competitive market. Currently they rank #1 and #2 in the world as IT companies. Some other IT companies that are major players in this industry are Dell, Acer (Taiwan), Lenovo (China), and Apple. Additionally, from Japan, you have Toshiba, Fujitsu, and Sony. In regards to software alone, Microsoft dominates the market. Apple has its own operating system, but with all the other companies listed, you will see a Microsoft operating system.…

    • 523 Words
    • 3 Pages
    Satisfactory Essays
  • Powerful Essays

    Responding To The Wii

    • 1072 Words
    • 4 Pages

    By 2008, the industry situation has become intense, with four of Porter’s five forces showing high threat (See Exhibit 1 in Appendix). However, the industry does hold the promise that the winner will occupy the “center of the living room” position, could potentially create a stranglehold on the entire entertainment industry and could reap profits. Therefore, the stakes in this battle are high.…

    • 1072 Words
    • 4 Pages
    Powerful Essays
  • Good Essays

    Home Video Game Industry

    • 1117 Words
    • 5 Pages

    The reason of rapid growth is the Atari’s products are highly differentiation. Atari is the first company enters the market, although some companies enter the market later, but Atari already build the reputation of highest technology support and the popular games provider to the customers. In the production competition, the Atari is the cost leader because they enter the market first, they could provide more high quality product with low cost. I think the home video game was accepted by the people who live in the 1970s and the demand of home video game increase rapidly at that time.…

    • 1117 Words
    • 5 Pages
    Good Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Good Essays

    “The company soon plunged into the home game market largely because, as Bushnell told BusinessWeek, ‘[they] turned out to be ready first’” (Gale, 1999) The company did eventually manage to make a home gaming console. This video game revolution would result in many other companies making new and improved home gaming consoles. Some of these new home gaming consoles…

    • 442 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Case Study: Gamestop

    • 1119 Words
    • 5 Pages

    Intertwined within the five force analysis of the online gaming industry is information systems. Information systems allows a company to function efficiently and effectively. Information systems allows companies to create, control, store, find, and access data. Based on these computers based tools, the threat of new entrants’ information systems plays a high role, as technology and systems develop it makes it easy for individuals to enter the industry. Information system also plays a role in supplier power, as it allows the companies within the industry to reach potential customers with marketing strategies through the internet. Moreover, supplies the ability to processes accounts and employee management. In our constantly growing technological world information systems plays a huge part. Rivalry among competitors in the online gaming industry is intense. The rivalry intensity only amplifies when you have existing companies like GameStop who dabble in online…

    • 1119 Words
    • 5 Pages
    Good Essays
  • Better Essays

    The video game market is an oligopoly with only a few companies competing within the market. The "Big Three" companies in the video game industry's oligopoly are Microsoft, Nintendo, and Sony. Microsoft's Xbox 360, Nintendo's Wii, and Sony's Playstation 3 all sell similar products and contend for consumer's dollars. Each firm closely watches the moves of the other companies when considering pricing, technology, and marketing of the games. They also compete with each other to gain exclusive licenses to game software so they can offer console exclusive games.…

    • 1058 Words
    • 5 Pages
    Better Essays
  • Good Essays

    This caused there to be so many consoles and games on the market that were mostly the same…

    • 679 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Case: Ps3

    • 1266 Words
    • 6 Pages

    Sony is a well-known brand name, which produces high quality products and prides itself on cutting edge technology and keeping up with the latest in all parts of the entertainment industry. The company launched its first PS console in 1995, which used 32-bit three-dimensional graphics at that time. Sony works with more than one hundred sixty software companies to develop new game for its consoles. PS2 launched in 2000, which incorporated a built-in DVD player and 3-D full motion video, succeeding in selling all over the world. With the apparent success of both the PS and the PS2, Sony was confident that the PS3 would be the most lucrative console in company history. (J. Paul)…

    • 1266 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Video games have become popular over the years. The increase of new technology and video games graphics has become one of the fastest growing industries of the world. In fact two of the modern and finest distributors to the video game industries are Sony's PlayStation 3 (PS3) and Microsoft's Xbox 360. These two companies have created the most advanced home video game system consoles on the market. However, even though the PS3 and the Xbox 360 provide similar entertainment there are several technical differences that both consoles contain.…

    • 568 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    With the introduction of the 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…

    • 474 Words
    • 2 Pages
    Satisfactory Essays