"Gaming the console bernstein" Essays and Research Papers

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    Nintendo Wii Analysis

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    Analysis The Wii is a video game console released by Nintendo on 2006. It is the 7th generation of the Nintendo family. Today it competes with Sony Playstation 3 which was released the same year and Microsoft Xbox 360 which was released a year ago in 2005. Why Wii? Well‚ they say that Wii is more than a game machine. It is a social and active entertainment that brings the whole family together. How they have achieved this is by innovation in their gaming console. The Nintendo Wii is "motion controlled"

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    Emotiv System

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    new kind technology into market. However‚ there are many issues need to be decided‚ such as: 1. To launch as a PC-only device or both console enabled and PC enabled‚ which is better? 2. If Emotiv plans to launch into console market‚ what marketing strategy would best promote rapid adoption? 3. What kind of demand could materialize for the EPOC console-enabled? How about if only PC enabled? Technology development about brain activity Actually‚ many approaches were developed all the time

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    present emerging trends in the electronic gaming platform category before identifying opportunities to extend the Xbox line. The findings from our research indicate that‚ at times‚ portable gaming devices are in high demand due to their portability. On closer inspection it was found that devices that had multitasking abilities were also in high demand. Another emerging trend identified was the increase in female gamers and their influence on the gaming industry. Our report explores these three

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    XBox Vs. PS4

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    Game Console Industry The game console industry is unpredictable‚ as the market leader changes as frequently as new games being released. Currently‚ the most prominent console manufacturers in the industry are Sony (PlayStation)‚ Microsoft (Xbox)‚ and Nintendo (Wii). While Sony and Microsoft focus on powerful machines and games targeted at older teens and young adults‚ Nintendo’s family friendly‚ less graphically polished consoles target an entirely different market‚ and is not applicable to the

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    Strategic Management

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    visuals and graphics. • In the mid 2000 to 2007‚ social media‚ smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market‚ in the next coming 5 years‚ where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will

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    US households own and play games on a PC‚ game console‚ or portable game player. But the video gaming industry is in the middle of a midlife crisis — facing aging consoles‚ layoffs‚ slower growth‚ and a disgruntled customer base. The industry is responding with major equipment upgrades‚ online gaming‚ new titles to reach non-gamers‚ and ad-supported online and console gaming. The next three years will see a generational shift for home game consoles and increased broadband connectivity for all game-playing

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    Activision: Case Study

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    significant events for gaming industry. Activision is publisher of one of the most famous game publisher today. Games like Call of Duty‚ Guitar Hero and Pitfall series are published by Activision. Currently Activision is merged with Blizzard (creator of world’s most played subscription based game) to form Activision Blizzard World’s largest gaming company in a deal worth £9.15 billion. Around the time of formation of Activision‚ companies used to dominate market place. Gaming industry was not stable

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    Innovations and expectation of the Xbox have increased drastically in the recent years. In addition‚ Xbox offers more than just a great gaming experience; it brings people together in a world full of social media and electronics. Xbox provides a gaming experience for not only professional gamers but for casual gamers too. Recently Xbox has become a prestigious gaming console and will be forever be known to the world of gamers. This marketing plan provides the necessity’s to keep Xbox running successful

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    Emotiv Case Study

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    If Emotiv manages to convince one of the console makers in time for a fall 2008 debut‚ what marketing strategy (in terms of price‚ channel‚ consumer promotions‚ etc.) would best facilitate rapid adoption? What kind of demand could materialize for the EPOC if it is console enabled? How about if EPOC is only PC enabled? ANS: Marketing Strategy The marketing strategy Emotiv should use for convincing one of the console makers such as Sony or Microsoft to debut it’s product‚ the EPOC‚ Emotiv should

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    Pricing strategy in video game industry Video Gaming industry has gone dramatic changes when more and more digital platforms emerge and improved technology in portable devices‚ mainly in social games(Facebook‚ Myspace) and mobile games. 27% of US online population play at least one game on social network‚ and Facebook gaming revenue hit $1.32 billion in U.S market in 20111. Also‚ as more than more people have smart phone especially apple’s iOS devices‚ gaming application becomes more and more popular

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