"Sony globalisation" Essays and Research Papers

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    GLOBALISATION

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    Essay: Globalisation has brought countries closer together. How far do you agree? Globalisation is a wide term that could be defined differently depending on the issue in which it focuses. In terms of the English language‚ “Globalization may be thought of initially as the widening‚ deepening and speeding up of worldwide interconnectedness in all aspects of contemporary English as a lingua franca and globalization social life” (Held et al. 1999: 2). This ‘widening‚ deepening and speeding up interconnectedness’

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    The Sonyericsson Alliance

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    mobile phone terminal market world was shaken by the announcement of the agreement between two « giants » of their respective worlds. On one side the telecommunication reference Ericsson‚ on the other the entertainment and communications company Sony. As the result of the strategic alliance‚ an agreement focused on their respective mobile phone terminals businesses bringing to life a new joint venture aiming to gain consistent market shares during the next five years of operations. In this

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    Playstation Case Study

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    HISTORY A. PlayStation Impact The history of PlayStation remote for the year 1988 when the SONY and Nintendo tried a CD- ROM expansion. In the course of the work the two companies did not get along due to monetary reasons‚ Nintendo did not agree with the requirements of Sony‚ and Nintendo joins with Philips so ended the contract with Sony. As the project was already very developed PlayStation was easy for Sony to finish the project and sell it on the market in 1994 in Japan‚ thus is born the first

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    achieved. (Suarez‚ 2004). This means that it was a race to the tipping point of the installed base. When this was reached by one of the formats‚ the race would have been won and this format would become the dominant format. Eventually‚ the decision from Sony‚ to incorporate a Blu-ray-player into their Playstation 3‚ which essentially came down to giving away Blu-ray-players for free‚ turned out to be an

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    Description of the selected organisation (Sony Corp. History and introduction) Sony Corporation is engaged in the development‚ design‚ manufacture‚ and sale of electronic equipment and devices‚ as well as game consoles and software. It is also engaged in the production and distribution of motion picture‚ home entertainment‚ television products‚ and recorded music. Further‚ Sony is also engaged in the financial services businesses‚ including insurance operations through their Japanese insurance

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    Case Study

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    ERP CASE STUDY ON SONY CORPORATION HISTORY OF SONY * Akio Morita and Masaru Ibuka started ‘Tokyo Telecommunications Engineering’ on May 7‚ 1946 with its headquartered in Minato‚ Tokyo Japan. * The company produced the Japanese first tape recorder in 1950. * In 1952‚ Ibuka traveled to United States and heard about Bell Laboratory invention of the transistor. He convinced Bell to license the transistor technology to his Japanese company. While most American companies were researching

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    Porter's Five Model

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    PROJECT MANAGEMENT [BBA 615] PORTER’S FIVE FORCES MODEL ON SONY CORPORATION Submitted By:- SHUBHI SINGH BBA(4530/09) PORTER’S FIVE FORCE ANALYSIS CONSUMER ELECTRONICS INDUSTRY [pic] 1. THREAT OF NEW ENTRANTS - LOW ➢ Economies of Scale ➢ Product Differentiation ➢ Capital Requirements ➢ Switching Costs ➢ Technology‚ Know-how and Innovation ➢ Government Policy

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    marketing

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    CASE STUDY - SONY CORPORATION A record number of Sony Corporation shareholders‚ total 9‚500‚ gathered in a posh hotel in Tokyo on 27th June 2012 waited anxiously for the new chief to reveal revival plan and strategies for Sony. This was Kazuo Hirai‘s first interaction with the share holders. Board of Sony Corporation had announced him as the new Chief Executive in February 2012 and he had taken over charge in April 2012. Kazuo Hirai‚ 51 years old new CEO‚ first asked the outgoing American

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    Project Copy

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    STEPS UNDERTAKEN BY SONY CORP TO ACHIEVE AND MAINTAIN HIGH LEVEL OF QUALITY TABLE OF CONTENTS ACKNOWLEDGEMENTS 3 EXECUTIVE SUMMARY 4 OBJECTIVES 5 RESEARCH METHODOLOGY 6 Primary sources 6 Secondary sources 6 QUALITY MANAGEMENT 7 SONY CORPORATION 9 TECHNIQUES UNDERTAKEN BY SONY FOR QUALITY MANAGEMENT 11 QUALITY MANAGEMENT SYSTEM MEASURES 11 ROLE OF CONSUMER FEEDBACK 13 INITIATIVES AIMED AT IMPROVING THE QUALITY‚ SAFETY AND LONG-TERM RELIABILITY OF PRODUCTS 16 RESPONSES TO QUALITY ISSUES 17 CONSUMER

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    Responding to the Wii

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    chief executive of Sony Computer Entertainment Inc. (SCEI) has encountered two large rivals in the video game industry this year. Nintendo and Microsoft have released advanced video game consoles that have left Sony sales behind. Nintendo especially‚ has broken the status quo for marketing in the video game industry by dramatically expanding its target market from 18-34 year-olds to 9-65 year-olds both male and female with its new video game console‚ the Wii. For years‚ Sony had gone head to head

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