"Gaming the console bernstein" Essays and Research Papers

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    Nokia Strategy

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    decisions to enter the game playing market? Handset maker Nokia has launched its mobile games service in a worldwide effort to capture share in one of the fastest growing mobile segments. Nokia was entering potentially huge market segment for wireless gaming. The Nokia N-Gage was full of features - game (local or wireless)‚ Internet‚ phone‚ PDA‚ hi-speed wireless modem‚ FM radio‚ etc.‚ all in one product. Different attributes where about to satisfy different needs of more and more demanding customers

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    Nintendo Strategy

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    Competitive Strategy in Game Consoles Jay Conrod‚ Klimka Szwaykowska; Mar 7‚ 2007 The interactive entertainment industry has grown remarkably quickly in recent years. Since 2001‚ the market has been dominated by three major players: Sony‚ Microsoft‚ and Nintendo. Of these‚ Nintendo had the smallest market share‚ even though the company had historically dominated the market. In 2004‚ faced with strong competition from larger and wealthier rivals‚ Nintendo had to come up with an innovative

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    Nintendo Case Study

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    arcades and electronic gaming and by 1977 they released their first home video game machines‚ the TV Game 15 and 6 in Japan. In 1980 they opened their American subsidiary‚ Nintendo of America and released their first portable‚ the Game & Watch. 1981 saw the premier of Donkey Kong which featured two of Nintendo most famous characters‚ Jumpman‚ who would later be renamed Mario‚ and the titular character Donkey Kong. 1983 saw the Japanese release of the iconic Famicom console and Nintendo being listed

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    that Nintendo has redefined what was traditionally thought to be the video game console life cycle with the Wii as it can be seen as an industry standard and shows no signs of decline. This means that the Wii can plausible be seen as the dominant design in this market as “a single basic architecture that becomes the accepted market standard” (Anderson & Tushman (1991)). The key behind the success of this console seems to be its affordability and Nintendo’s concept of “play‚ not graphics”. The

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    Business & Corporate Strategy Case Study Competition in Video Game Consoles: The State of The Battle For Supremacy Julie Petitdemange MGE – 2ème Année 24/11/2010 Ecole de Management Strasbourg I. Analayse the Industry of Video Games History: The video game industry grew in prominence with the 1985 introduction of the Nintendo entertainment system and was well into battle for supremacy among third generation consoles in 2008. The development of video games began in 1947 with the introduction

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    | | | | | |EA is outsourcing the console‚ portable gadgets‚ PC and mobile (hardware). Many other | | |companies in the same industry involve in producing the finest products of video games. | | |In order to complete

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    Exciting

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    The above diagram shows a typical NDS Lite game device 1. Search from the Internet the technical specification of the above device Nintendo DS Lite Size: 73.9 millimeters (2.9 inches) tall‚ 133 millimeters (5.2 inches) broad‚ 21.5 millimeters (0.85 inches) wide. Top Screen: A backlit‚ 3.12-inch‚ trans missive TFT color LCD with 256x192-pixel resolution and .24mm dot pitch‚ capable of displaying a total of 262‚144 colors. Touch Screen: Same specifications as top screen‚ but with a transparent

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    Paraphrase of Gore for Sale (Evan Gahr‚ WSJ) The land is laden with bodies. Gore is far and wide. The afflicted lament and plead for compassion. Others cry out for aid. It might seem to describe a gruesome part of the Littleton‚ Colorado shooting‚ but those playing the computer game Postal simply label it entertainment. Through Postal Dude‚ the players go wild and butcher everybody they see. On the developer’s website‚ pride is taken in its realism : “Corpses stay where they fall for the duration

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    Xox Supply Chain

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    Xbox? * How did this compare to the launch of Xbox 360? * Did they consider any changes in the supply chain? Essay: Xbox Stakeholders Microsoft’s Xbox project was started by a group of gamers in 1999 so that they can also develop a gaming console which threatened the performance of the home PC market. The Xbox project consisted of both internal and external stakeholders who had either a direct or indirect “stake” in the project. These stakeholders include the Microsoft employees (i.e.

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    Nintendo Case Analysis

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    effective competitive response? 1. Technology development Traditionally‚ Sony‚ Nintendo and Microsoft will create a new battle every five or six years‚ so it means that to develop a new and good product takes time. For the cost aspect‚ as the consoles are expensive‚ the cost of the video games is increased as well. In order to fulfill the customers’ need‚ company has to make more attractive and complex games and this will cost a lot and take time also. 2. Target market limitation When

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