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Sony Computer Entertainment’s Core Product: Playstation

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Sony Computer Entertainment’s Core Product: Playstation
Introduction to Sony Corporation

Massaru Ibuka is the man behind some of the most successful high-tech products that consumers use today. Massaru Ibuka is the founder of Sony. After WWII, he opened up a radio shop and named his company “Tokyo Telecommunications Engineering Corporation,” (Sony Corporation, 2008, Introduction section, para. 1) which was then later changed to Sony. “The next year the company changed its name to Sony (from "sonus," Latin for "sound," and "sonny," meaning "little man").” (Sony Corporation, 2008, Introduction section, para. 1) Actually, Massaru wanted to change his company’s name, so that he could market his products to American’s. In order for any of their products to become a house hold name, he understood that they needed to have brand equity among other competitors. Massaru’s plan was to envision a product line that had incredible technological advantages over his competitor’s products. “The goal was to apply various technological innovations that had been developed during the preceding years to the production of new electronic gear for a general audience. Massaru concentrated on the products.” (Rothman, 2001 p.112) Sony has been a key player in the high technology field since the 1960’s when their main product was the transistor radio. Even though these radio’s already existed in the market, people did not see the value in them. Massaru had the vision, and knew how to market the product. After receiving much recognition for their transistor radios, he realized that the transistor radio was in the maturity stage of the product life cycle, and should therefore improve it. He also recognized that rock-n-roll was popular with the young generation at the time, and people needed to have better sounding radios. The new and improved radio (with numerous transistors) made sales skyrocket from only a few hundred thousand units (of old singular transistors) sold, to millions of units sold. Little did Massaru know that from creating a



References: Gee, J. (2003). What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 7-11. Kline, S Miller, J. (2005). Business of Brands. New York: John Wiley & Sons Incorporated, 112. Prues, D. (2003). Games Developer’s Market Guide. New York: Premier Press Incorporated, 203. Rothman, H. (2001). 50 Companies that Changed the World. New Jersey: Book-mart Press, 112.

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