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    CSR Activities in Electronic Industry Table of Contents Executive Summary……………………………………...………2 1. Introduction……………………………………………………2 2. CSR activities of Sony‚ Dell and Apple……………………….3 1. Employees………………………………………...…...……4 2. Environment ………………………………………………..5 3. Consumers…………………………………………………..6 3. Evaluation on CSR activities………………………………….6 3.1 Employees………………………………………………...6 3.2 Environment……………………………………...………7 3.3 Consumers ……………………………………………….8 4. Conclusion……………………………………………………

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    Sony is a big corporation in electronic industry ranked 105th on the 2014 list of Fortune Global 500. But Sony is not the only corporation in electronic industry there are some big company and corporation in electronic industry and also big competitors of Sony such as Koninklijke Philips‚ Panasonic Corporation‚ and Sony electric. Furthermore‚ Apple is also a big competitor for Sony in making smartphone nowadays. Five Forces. Barrier to Entry: high Buyer Power: high Substitutes: high Supplier Power:

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    Executive summary Sony is a well respected brand in the electronic industry. With its success entering the gaming market with its PlayStation‚ Sony has earned a position as a market leader. Problems began to occur when Sony launched its seventh generation gaming console. New competitors entered the market‚ such as Microsoft and old rivals such as Nintendo. The release of the Sony PlayStation 3 failed to achieve growth in sales due to the lack of direct and indirect network effects. One of the

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    18 COMPANY BACKGROUND Sony Corporation was founded in Tokyo‚ in 1945‚ by Masaru Ibuka and Akio Morita‚ as the Tokyo Telecommunications Engineering Corporation (Tokyo Tsushin Kogyo (TTK)). The company built Japan’s first tape recorder called‚ the Type G. Then in early 1950s‚ TTK convinced Bell Laboratories to license its new transistor technology and became the first company to successfully apply the technology to consumer’s radios. In August 1955‚ TTK released the Sony TR-55; Japan’s first commercially

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    Introduction This paper is attempted to study Sony Corporation as a live brand in terms of experiential marketing concept. It contents true experience and observation of mine from an opening exhibition of Sony Corporation (see appendix 1) to be formed the primary sources of data. As an observer of the exhibition‚ I will use my own experience from it to combinative with experiential marketing concept theories to indicate the factors within Sony’s experiential marketing performance. This report will

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    ROURKELA INSTITUTE OF MANAGEMENT STUDIES DISSERTATION REPORT ON “COMSUMER BUYER BEHAVIOUR OF SONY PRODUCTS IN BHILAI‚ CHHATTISGARH” Submitted for the Partial Fulfillment of the Requirement for the Degree of Master of Business Administration (M.B.A)‚ Rourkela Under the Guidance of Prof. Ashutosha Mishra (Faculty Member‚ RIMS) Submitted By SAGAR KUMAR REGD. NO.-0706260163 MBA-IV (2007-09) Submitted To MAHESWARI SALES (Exclusive Show Room)

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    Sony Ericsson In 2001 telecommunications leader Ericsson and the Sony Corporation joined forces to establish Sony Ericsson Mobile Communications. Because of this joint venture‚ Sony Ericsson recognized sales of over seven billion dollars in the first year. This was mainly because the combined mobile phone business company now offered a range of mobile communication products that went far beyond the simple mobile phone technology of its time. Marketing Marketing‚ more than any other business function

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    Sony Ericsson Background and Situation analysis Ever since the Japanese electronics company Sony and the Swedish telecom giant Ericsson came together to form Sony Ericsson‚ big things were expected in terms of technologically advanced wireless phones as well as improved sales and market shares. However‚ the first year passed with a lot of disappointment. Sony Ericsson’s already low market shares began to drop rapidly and the company was losing money. On the other hand‚ the much anticipated

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    Sony’s Future Focus in the Video Game Industry The video game industry has gone through six generations of consoles‚ and the seventh is now underway with new consoles from Nintendo‚ Sony‚ and Microsoft. Atari led the first generation of the video game industry. They were able to create the first home video game Pong in 1972‚ and they were the first to develop the interchangeable cartridge and the joystick. The creation of the interchangeable cartridges allowed for third party independent video

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    SONY ’S INVESTMENT POTENTIAL Prepared by N.A.R. Report Distributed November 17‚ 2006 Prepared for English 302-B19-F06 ABSTRACT This report explores Sony Computer Corporation‚ in an effort to provide detailed information regarding the company ’s most recent stock trends. The purpose of this report is more specifically to show the performance of the company ’s stock after a video game console release‚ in order to provide investors with information to help decide whether or not to

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