Volume 1 | Issue 1 Article 8
1-1-2002
Sony Computer Entertainment, Case Study
Ayse Erguner
Follow this and additional works at: http://scholarlycommons.law.hofstra.edu/jibl Recommended Citation
Erguner, Ayse (2002) "Sony Computer Entertainment, Case Study," Journal of International Business and Law: Vol. 1: Iss. 1, Article 8. Available at: http://scholarlycommons.law.hofstra.edu/jibl/vol1/iss1/8
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Erguner: Sony Computer Entertainment, Case Study
SONY Computer Entertainment, Case Study
Ayse Erguner*
EXECUTIVE SUMMARY
This marketing research proposal was prepared to provide Sony Computer Entertainment with valuable information about its customers; customer perceptions about Sony and other giant game companies; how to maintain its strengths; and how to turn its weaknesses into strengths. Erguner Consulting is the consulting firm working on this research proposal. Historical and up-to-date information about Sony Computer Entertainment; internal and external analysis of the company along with its marketing strategies are provided. The company's niche, sales projections and new product plans, alliances as well as the competition in game industry are analyzed in detail. Consequently, the problems definitions and diagnosis are followed by the hypotheses and their relevance, the expected results of the research, the conclusions and the recommendations. Each of these sections are essential to give the background of the company, its competitors and the environment it operates in as well as to propose applicable solutions to its current and prospective problems. The issues that Sony Computer Entertainment faces