"Porter five forces model video game console industry" Essays and Research Papers

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    Porter’s Five Forces Model in Evaluation of a New Market with Reference to Tesco Jeewan Pudasaini Greenwich University BA (Hons) in Business Studies 2011 Utilisation of Porter’s Five Forces Model in Evaluation of a New Market with Reference to Tesco Jeewan Pudasaini Blake Hall College Submitted To University of Greenwich in accordance with the requirement of BA (Hons) in Business Studies December 2011 Word count: 2905 Contents Introduction 1. Porters’ Model:

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    Introduction As a company‚ it always faces the complicated environment. There is only dependent on resource that it has. Human resource is very important power in the value chain. It should be valued by directors. Be different from other resource‚ it can be affected by cultural factor. How to attract and keep employee would be arduous task. Employees should distribute time in the work and life reasonably. On the one hand‚ that way make employee can enjoy the healthier and happier life. On the other

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    Microeconomics of the Video Game Industry Video games have been around for years with many different types of consoles and games. The video game industry has grown into a $20 billion dollar industry over the past ten years‚ and it only shows signs of growing larger in the years to come. In the United States alone‚ the market has grown considerably where 60% of all Americans play video games‚ 40% are women‚ and 60% of all gamers are between the ages of 25 through 44 years old (games-advertising.com)

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    Porter’s 5 Forces Analysis (Past) My analysis begins with a thorough breakdown of the competitive environment which surrounded Starbucks Corporation in 1987‚ when it was first acquired by Howard Schultz. Michael Porter‚ author of Competitive Strategy‚ uses a five forces model to analyze an industrial environment and to develop an optimum strategy for success within a given industry based upon specified parameters. The five variables responsible for the forces analyzed using this model are the

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    History The history of video games goes as far back as the 1940s‚ when in 1947 Thomas T. Goldsmith‚ Jr. and Este Ray Mann filed a United States patent request for an invention they described as a "cathode ray tube amusement device." Video gaming would not reach mainstream popularity until the 1970s and 1980s‚ when arcade video games‚ gaming consoles and home computer games were introduced to the general public. Since then‚ video gaming has become a popular form of entertainment and a part of modern

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    Threat of entrants • High entry cost because of great capital is need for start up the business • Difficult for the small sized companies to enter the market‚ i.e. the top brands are well established company linked to multi-production. • Operating the business is challeging because of costly machiery repairing and professionally quality control is weariness. • Market maturity and saturation which exiting nearly 100 brands and numourous little brands in the market • Entrants are still willing

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    Industry background The video game industry (formally referred to as interactive entertainment) is the economic sector involved with the development‚ marketing and sale of video and computer games. It includes video game consolesgame software‚ handheld devices‚ mobile games and online games. The video gaming industry has been growing exponentially in recent years. The growth is expected to leap-frog in the future. Following chart shows the projected market share by 2010 of different segment

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    What is the defining business and economic characteristics of the video game console industry? ① Intensity of competition: the competition in the video game industry is dramatically fierce.There are three largest companies in this industry‚ which are Nintendo‚ Sony and Microsoft. Additionally‚ lots of companies have relatively high level of strength‚ for example:high technology and meet the social trend‚ which are able to compete in the market place. ②Market size; the target market for the products

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    Porter’s Five Forces Model Michael E. Porter’s five forces of competitive position model and diagrams Michael Porter’s famous Five Forces of Competitive Position model provides a simple perspective for assessing and analyzing the competitive strength and position of a corporation or business organization. New Market Entrants‚ eg: • • • • • entry ease/barriers geographical factors incumbents resistance new entrant strategy routes to market Supplier Power‚ eg: • • • • • brand reputation

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    Introduction The video game industry is very broad in scope and continuously growing at a rapid pace (Exhibit 1) with billions of dollars to be made. Although the large potential for growth cushions rivalry amongst the existing competitors in this industryvideo game companies constantly focus on differentiating their products and seize new opportunities to gain and secure their customers loyalty in order to continue in the business. Most of these new opportunities are created through advancements

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