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    greater popularity. Sony has made updates to the Memory Stick format with Memory Stick Duo and Memory Stick Micro. By early 1990s‚ Playstation was released. This gave them a rise of 61% of global console sales. By the success‚ Sony released Playstation 2 by early 2000s which was even more successful. The console has become the most successful of all time‚ selling over 150 million units as of 2011. In 2001‚ Sony entered into a joint venture with a Swedish Telecommunications Company ERICSON‚ to form Sony

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    the Supply chain changes made between Xbox and Xbox 360 by Anand Kangala In July 1999‚ Microsoft legitimized its expansion beyond its core competencies‚ to invade the gaming hardware market with Xbox and made its impression on the thrill and action seeking needs of the sophisticated video gamers. It aimed at providing a console that would enable the gamers to push the skills and risk-taking prowess to mesmerizing limits – much beyond what was then offered by its formidable champion players Sony

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    adult users generally use it for business purposes while youngsters for computer games. Computers are part of our life and are a very important component in many spheres of modern life. And nowadays majority of young people spend their time either gaming or surfing the net. Computer games have become one of the favorite past time of young people from kids‚ teens and even adults. These habits turn to an addiction that has a tremendous effect on young people. In an increasingly technology-dependent

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    Sony Analysis

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    TABLE OF CONTENTS EXECUTIVE SUMMARY 3 INTRODUCTION 4 SWOT ANALYSIS 6 PESTEL ANALYSIS 11 RECOMMENDATIONS 16 REFERENCES 17 EXECUTIVE SUMMARY Consumer electronics‚ broadcast and professional systems and information technology products are widely used in this globe. For example Japan was one of the leading countries in the industry of electronical goods. Japanese electronic products share a large portion of the Japanese trade

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    Sony Playstation

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    analysis stands for "Political‚ Economic‚ Social‚ and Technologicalanalysis" and describes a framework of macro-environmental factors used in the environmental scanning component of strategic management. We added an L for legal issues‚ because in the gaming industry there are additional restrictions especially referring to the content.Political: * Different taxes and currencies → have impact on revenue * USK‚ PEGI (age restrictions)[ Unterhaltungssoftware Selbstkontrolle and Pan European Game Information]

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    Video games have progressed immensely in price and technology over the past thirty years making them more popular then ever. Video games were originally for arcades‚ then came the first home console. The graphics have changed a lot since the first console game. Games colors were originally just black and white now they have more colors then you can think of. Not all businesses made it through competition of other businesses. In the seventies video games were fairly new. Some companies were

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    Assignment Question 1: The articles by Bower & Christensen (1995) and Markides (2006) discuss several types of innovation: disruptive technologies‚ radical innovations and business model innovations. a) Please describe in your own words (but based on the articles) what the following concepts mean: (i) business model innovation‚ (ii) radical innovation‚ and (iii) disruptive technologies. b) Please explain how according to Markides (2006) business model innovation differs from disruptive

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    entertainment products. The company began designing home video gaming consoles and arcade games for arcade centres‚ shopping malls‚ and taverns. When computer market emerged in 1983‚ most console manufacturers did not survive the business and withdrew from the market either through bankruptcy or by diverting their attention to their other product lines. Despite this decline in home video gaming market‚ Nintendo still pursued the home video gaming console and made its own Nintendo Entertainment System (NES)

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    Internal Analysis sony

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    competitors‚ have been the worldwide leader in creating the entertainment games. Nintendo’s video games have been sold everywhere in the world and they became in the list of the worlds best selling. The latest gaming console system‚ which is considered as a revolutionary video game console‚ was the Wii. It attracted a large number of people from different ages‚ which resulted in a large number of sales and profit. Unfortunately‚ nowadays the demand of the video games slightly decreased because of

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    Global video games market

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    Introduction The global video game market‚ or the so called interactive entertainment industry‚ is the economic sector which focuses on the development‚ marketing and sales of video games. The worldwide video game sector includes video game console hardware and software‚ online‚ mobile and PC games and has reached $ 93 billion in 2013‚ up from $ 79 billion in 2012. Currently‚ the video game industry is a massive source of development; profit still stimulates technological advancement

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