Running head: Marketing Plan – Phase I Paper Sony Electronics – SONO Stick University of Phoenix MKT/421 – Marketing Facilitator: Chris Ross April 23‚ 2007 Sony Electronics – SONO Stick Introduction The introduction of any new product can be and intense process for any company. The Sony organization is a large world wide corporation that since its inception has proven to work towards electronics innovation. The new product that Sony is reviewing is the Sono-stick and prior
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the Next Generation of Gaming Consoles The 2012 E3 Expo introduced gamers around the world to the newest projects and games under development. However‚ there was nothing announced about the next generation of consoles. As the current Xbox 360‚ Playstation 3‚ and Nintendo Wii get older‚ many fans have begun to question when we’ll see new systems developed and released‚ and with those questions come expectations. Here’s a look at three expectations that I have for the next generation of video game consoles:
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Playstation SWOT Analysis Marketing Project Mitch DeVan Playstation is a product of Sony‚ which is one of the leaders in the electronic equipment industry. Since it was founded in 1946‚ Sony has produces some of the most innovative‚ quality products as apart of mainstream culture. The SWOT analysis provides a snapshot of the Strengths‚ Weaknesses‚ Opportunities‚ and Threats for not only Playstation‚ but also examines certain aspects of the video game industry along with the entertainment
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future strategy is socio/cultural/demographic. Since the Nintendo Wii emerged‚ it attracted many of non-traditional gamers came into the videogame console market‚ especially females and elderly people. Traditionally‚ non-traditional gamers think PlayStation is not ease of use for them. For instance‚ the joystick is difficult controlled or the instruction of the games are not easily understood for them how to play. Due to the non-traditional gamers want simpler products‚ high level of technical and
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people‚ and the thinkers and the doers. The employees keep Nintendo alive and thriving. External Environment Customers Without the support of customers ages 3-120‚ Nintendo Wii would be sitting on store shelves collecting dust and losing money for Nintendo. Competitors The two main rivals to the Nintendo Wii are Sony ’s PlayStation 3 and Microsoft ’s Xbox 360. Without this competition‚ Nintendo may not be to the point that it is now. It could rest on its laurels and not supply its customers
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Rocket League is a vehicular soccer video game developed and published by Psyonix. The game was first released for Microsoft Windows and PlayStation 4 in July 2015‚ with ports for Xbox One‚ OS X‚ Linux being released in 2016. 505 Games began distributing a physical retail version for PlayStation 4 and Xbox One in June 2016. Described as "soccer‚ but with rocket-powered cars"‚ Rocket League has one to four players assigned to each of the two teams‚ using rocket-powered vehicles to push a ball into
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Strategic Management – Nintendo Wii Case 12th August‚ 2009 PGSEM 2009 Sec-? Strategy Group I Dinesh Bhagwat 2008020 Bobby Kurian 2009009 Sajith Radhakrishna Shetty 2009053 Mathew Jacob 2009030 Threat of new entrants The video game console industry‚ being a typical oligopoly‚ enjoys high barrier to entry. Three firms dominate the industry with comparable market share. See Exhibit 1 and 2 for latest sales data. Existing industry
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However‚ in 2014‚ Sony Computer Entertainment has announced its intention to develop the HMD for PlayStation fans‚ especially those who own a PlayStation 4. Furthermore‚ at GDC 2014‚ Sony revealed its HMD “Project Morpheus” which rivals the newly HMD the Oculus Rift. Virtual reality systems from both Oculus VR and Sony can be the future of gaming with their own unique design
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Strength Electronics - Sony is a well-recognized and respected brand with consumers‚ and its products cover a wide spectrum of the entertainment and industrial markets Threats Electronics - new entrants are threatening sony’s position due to the industry shift from analog to digital technology. In the analog era‚ complicated functionality of electronics products was made possible through the combination of several complex parts‚ and Sony held a competitive advantage in the design and manufacture
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Entering the Economic iVIodels of Game Console iVIanufacturers Nabyla DAIDJ & Thierry ISCKIA Telecom & Management SudParis Abstract: This paper deals with the video game console market. We are not interested here in portable consoles nor in PC games. Our work focuses on the role of core competencies in console wars‚ analyzing the way these competencies are activated within the firms’ business models. The home console market also exhibits crossed network externalities‚ which requires console manufacturers
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