decided to sell it. Furthermore‚ Microsoft had to decide how to leverage those assets‚ especially for Xbox 360‚ to maintain its long-term strategic vision. ! Problem issues: 1. Cost cover of Xbox 360. 2. Honest and responsibility. 3. Personnel appointment. 4. Declined marketing share. 5. Disappointment of players. ! 2! ! 6. The peripheral of game is less than Sony and Wii. 7. The high quality but high cost Internet of Xbox. 8. The contradiction
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Oldenburg Version: 1.0 Date: 26.01.2010 Toni Hoang‚ Tim von Oldenburg -1- Marketing Plan – Sony PlayStation 4 Table of Contents Page 1. About the company 2. Internal analysis 2.1. General analysis 2.2. SWOT analysis 2.3. Predecessor analysis 3. External analysis 3.1. PEST analysis 3.2. Porter ’s 5 forces 3.3. Competitors 3.3.1. Nintendo 3.3.2. Microsoft 3.3.3. PC 3.4. Customer analysis 4. Marketing Mix 4.1. Product details 4.2. Price 4.3. Distribution 4.4. Promotion 4.4.1 Marketing slogans
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people‚ and the thinkers and the doers. The employees keep Nintendo alive and thriving. External Environment Customers Without the support of customers ages 3-120‚ Nintendo Wii would be sitting on store shelves collecting dust and losing money for Nintendo. Competitors The two main rivals to the Nintendo Wii are Sony ’s PlayStation 3 and Microsoft ’s Xbox 360. Without this competition‚ Nintendo may not be to the point that it is now. It could rest on its laurels and not supply its customers
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Play station 3 External Environment & Industry Analysis Porter’s 5 forces overall‚ the industry isunattractive for new entrants‚ and themain concerns are competitors andthe increasing number of substitutes [pic] [pic] Internal Environment Analysis This involves assessing the resources and capabilities of the firm in terms of strategic importance and relative strength‚ specific to PlayStation3 (see Appendix A.3 and A.4) (Grant‚2010). The following graph summarises this:
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Bibliography: 1) Kotler Philip‚ “Marketing Management”‚8th Edition‚ June‚ 1995‚ Page no. 172-197. 2) Boyd‚ Westfall‚ Stasch‚ “Marketing Research”‚ 7th Edition‚ 1998‚ The Marketing Research process‚ Page no. 63-127‚311-465. 3) Schiffiman Leon G. and Leslie Layas Kanuk‚ “Consumer Behaviour”‚ 6th Edition‚ 1997‚ Market Segmentation‚ Page no. 48-64‚ Consumer Behaviour‚ Page no. 376-392‚ Consumer Decision Making‚ Page no. 503-508.
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Sony play-station Vision:To create exciting new digital entertainment experiences for consumers by bringing together cutting-edge products with latest generation content and services. | Mission:Sony is committed to developing a wide range of innovative products and multimedia services that challenge the way consumers access and enjoy digital entertainment. By ensuring synergy between businesses within the organisation‚ Sony is constantly striving to create exciting new worlds of entertainment
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Technology on the Music Industry: An Examination of Market Structure and Apple iTunes. College of the Holy Cross. Retrieved September‚ 30 (6)‚ 204. Kurzak‚ J.(2008). The playstation 3 for high-performance scientific computing journal. Computing in Science and Engineering‚ 10 (3)‚ 84. Thompson‚ C. (2007). Halo 3: How microsoft labs invented a new science of play. Wired Magazine‚ 15 (9)‚ 26-29. Griffiths‚ M. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology
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feels to touch‚ and how the animal acts. 2. Think of your favorite place to go out and eat. Describe it for a friend. You may want to say what you see there‚ what you hear there‚ what you do there‚ and how it makes you feel to be there. 3. Suppose that you and a friend have just found a very strange or weird bird. You ask others about the bird‚ but they do not know anything about the bird. Before you begin to write‚ think about what the bird is like. Describe the bird for your teacher
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Strike in Space Case Study Executive Summary This case centers on the original 3 Skylab missions that began in 1973 following a successful series of Apollo missions starting in the 1960’s. NASA viewed the Skylab missions as logical successors of the Apollo missions and each of the Skylab missions picked up where the prior one left off. The primary focus of the missions was to determine if humans could in fact live comfortably for extended periods of time in weightless conditions and prior to
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400036 3 3 ) VI TA HEL I A DESY ( 12 40002 78 2 ) Table of Content 2 Background Business & Industry Backround Sony Eye Toy Product Analysis Concept Development Marketing Strategy Market Performance Product Development Pipeline Future of EyeToy $62 billion annual sales (2004) • Sony Computer Entertainment Inc. (SCEI) led the development of PlayStation since 1994 • In 2000‚ PlayStation 2 (PS2) was launched • As of 2004 PlayStation 2 had reached 70 million units worldwide 3 Video
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