Case Study of Chapter 1: Harmonix
Harmonix was founded by Alex Rigopolos and Eran Egozy in 1995. The company was originally purpose was to allow users to use demo software to make music. Its sole purpose was to enable people who had no formal musical training or talent to be able experience the joy of playing and creating music. But this concept never panned out. After failing in their original plans Rigopulos and Egozy revamp the brand. By turning a failing software company into one that makes videogames. They had very little direction, since at the time technology for music based games had not been fully developed yet. But this change quickly in 2004 Harmonix found there niche. Haromonix had finally released Karaoki Revolution. That was the start of Harmonix future success in the video game industry. In, 2005 Harmonix teamed of with Red Octane. Red Octane brought their expertise in video games controllers and combined it with Harmonix soft technology and Guitar hero was born. Their successive partnership and effective marketing approach. That would become the fuel for Guitar hero to sell over billion in North American sales.
1. Harmonix used two different philosophies while trying to define the identity of the company. The company first used the production oriented philosophy. They started out focusing on the demo software. Most of the focus was place on the company needs and not the needs of the customer. The software another was not enough to make the company viable. Once they failed at this marketing philosophy, Harmonix decide to change over to a Market orientation philosophy. They started to search to see what the consumer wanted. Instead of what they thought they wanted. They geared their production to the wants of the customers. By making guitar hero Harmonix was able to deliver to the customer the experience they wanted. By doing this Harmonix was able to achieve the company long term goals. Guitar hero sold over 1 Billion in sales and