"Gaming the gamers case" Essays and Research Papers

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    Betsoft Case Study

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    Playing Betsoft Slots online Betsoft is an innovative gaming solutions developer‚ focused on cinematic 3D performance. Initially‚ the company set off launching slot3 games for iOS and is rapidly expanding. It supplies original gaming programs for numerous casino games‚ distributed by associates. Complete backing and customizing services are provided to associates that aim at iGaming merchandise. Betsoft is a segmental gaming platform that associates use to enlarge their label’s wallet. Hence‚ the

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    Nintendo Case Analysis

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    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 the Wii came out‚ Nintendo focused on both expert players and occasional gamers. This can extend the market well. But Sony and Microsoft didn’t recognize this point‚ so they fell behind. 3. Traditional model of development of products Traditional model of development of products are sustaining strategy and revolutionary

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    Activision: Case Study

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    Live case study: Activision Activision was established in 1979 as a third party video game developer-publisher. Formation of Activision has been one of the most 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

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    Cyworld - Case Analysis

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    “clean‚ ad-free environment”. Cons: ignoring the largest market (890m potential revenues)‚ not solving the attrition problem of people tiring of virtual gifts‚ 2) Acquire a gaming company (acquiring Empas was approximately $30M) Own company (buy for $3 -- $5 M; or enter into a license agreement where we have a gaming contract....create a certain number of games per year and collect a small percentage of proceeds) Positioning Statement: Marketing Analysis Product Price

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    DFC Intelligence Forecasts Global Video Game Software Industry to Reach $100B in 2019 Core Gamers Expected to Be Biggest Driver of Growth (1888 PressRelease) New DFC Intelligence forecasts for the game industry are being released and indicate that the industry will grow significantly over the next five years. A series of new reports from DFC Intelligence examine growth prospects for the worldwide video game software industry. The reports forecast that the global video game industry will reach

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    Gillette Case

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    Gillette Case Study 1. Background Synopsis Gillette is a razor and blade company started in 1901 by King Camp Gillette and was at the time the only shaving company available to men and women. According to the book‚ “Gillette has long been known for innovation in both product development and marketing strategy” (Ferrell). The company was the first to invent the disposal razor and the first 5-bladed razor. The company has lasted through many trying times and has invented many of the products

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    The Effect of Online Gaming to the Academic performance of GRC student (BSBA-Marketing Management) SY: 2012-2013 Jonah Mica Hernandez Rochelle Banquiao Annabel Arabes Maricris Bristol Jayson Madrid Gherry Mark Odiada Victor Dela Pena Global Reciprocal Colleges Cor.9th Avenue. Grace Park‚ Caloocan City October 9‚ 2013 Ms. Carla Marie Marcelo Professor Table of Contents I. Title page …………………………………………………………….. CHAPTER 1 II. Acknowledgement …………………………………………………

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    Four Cases of Marketing Communication: Ugg Boots‚ Tourism Australia‚ BT against SME Gremlins‚ Nintendo Wii Discussing the first case from those listed in the title‚ Ugg Boots marketing program demonstrates the role of the proper audience analysis‚ i.e. understanding of the buyer behavior that helps to motivate into buying an ugly unknown shoe brand and turn it into a cultural currency recognized and worn all over the world. A successful marketing communication in the case of Ugg Boots

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    Wii Case Study

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    Sony’s strategic options for regaining industry leadership? As Kazuo Hirai‚ which option would you pursue? 1. The video games industry is the economic sector involved in the development‚ manufacturing and selling of electronic gaming devices‚ software‚ and accessories. The case study focuses on video game consoles (also known as platforms)‚ electronic systems that are primarily used for playing video games on a TV. In the past decades‚ the video game industry has become a huge part of the entertainment

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    Sony Playstation 3 Case

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    September the 26th 2012 Case Analysis: Sony Playstation 3 1. What‚ if anything‚ should Sony do to turn around the sales of the PS3? * Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women‚ children‚ occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low

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