"Sony market structure" Essays and Research Papers

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    Sony Swot Analysis

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    COMPANY PROFILE Sony Corporation REFERENCE CODE: 881B16EF-3BEC-4BDD-B10A-26FAB18DEC3B PUBLICATION DATE: 25 Oct 2012 www.marketline.com COPYRIGHT MARKETLINE. THIS CONTENT IS A LICENSED PRODUCT AND IS NOT TO BE PHOTOCOPIED OR DISTRIBUTED. Sony Corporation TABLE OF CONTENTS TABLE OF CONTENTS Company Overview..............................................................................................3 Key Facts......................................................................

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    Sony Eye Toy

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    Sony Eye Toy 1 G R OUP 2 : DA N I K USW A NTO ( 12 400036 7 1) DENNY J C HANDR A ( 12 40002 611 ) FR A N S I S C US A SI NG G I H ( 12 40003 71 5) S I R EG A R SI DDI K ( 12 400036 3 3 ) VI TA HEL I A DESY ( 12 40002 78 2 ) Table of Content 2 Background Business & Industry Backround Sony Eye Toy Product Analysis Concept Development Marketing Strategy Market Performance Product Development Pipeline Future of EyeToy $62 billion annual sales (2004) • Sony Computer Entertainment

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    Sony de Mexico

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    Case Study #3 Sony de Mexico It was a hot‚ dry afternoon in Mexico’s northern Sonora Desert and Rey was in a sour mood. Rey Uribe‚ the nor¬mally energetic and optimistic president of Sony de Mexico‚ had just received the news that Sony’s Mexican operations were to be shut down in a cost-cutting move. Corporate had decided that to remain competi¬tive‚ capacity should be shifted to Southeast Asia‚ where labor costs were a fraction of Mexico’s fully bur¬dened hourly labor rates of $3.50. Of course

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    Sony Playstation 2

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    Sony PLAYSTATION 2 MARKETING PLAN [pic] November‚ 18‚ 2004 Group #8 Cindy Brown Kunal Shah Robert Burns Eddie Carter Playstation 2: marketing plan Introduction The Sony PlayStation 2 was released by Sony Computer Entertainment in 2000. Sony Computer Entertainment also develops‚ publishes‚ markets‚ and distributes software for PlayStation 2. PlayStation 2 is a gaming console giving consumers the ability to play not only PlayStation

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    Sony Marketing Strategy

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    Environment………………………………………………. PAGE 05  Economic Environment…………………………………………….. PAGE 06  Social/Cultural Environment………………………………………. PAGE 07  Technological Environment………………………………………... PAGE 08 1. Product and Services Overview……………………………………. PAGE 09 2. Market Segmentation………………………………………………. PAGE 10  Tactical Marketing Plan…………………………………………………PAGE 11 1) Product and Services……………………………………………............. PAGE 11  Product Quality………………………………………………… PAGE 11  Product Features………………………………………………..

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    Sony TV business

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    Sony TV business loses much money for the company SAMSUNG-LG-SONY(third largest) http://www.statista.com/statistics/267095/global-market-share-of-lcd-tv-manufacturers/ The TV business‚ which has racked up around 790 billion yen of losses over the past 10 years‚ has been one of the main contributors to persistent losses in Sony’s flagship electronics division Without the facility to produce its own LCD panels Sony found itself forced to buy in components from the likes of Samsung and Sharp. However

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    Samsung vs Sony

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    find/create a niche market that would be suitable to sell your product to. Sony broke out onto the scene in 1979 providing an innovation that could apply to all demographics‚ not only in Asia‚ but also to the whole world. It was the invention of the Walkman (Walters‚ 2011). The Walkman was the first mobile music device‚ it was the iPod of its time that had completely revolutionised how music was listened to during the late 70’s. It was the ‘wanted’ product of the decade‚ cementing the Sony brand in the

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    Sony Eye Toy

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    Importance of the Eye Toy product for Sony The Eye Toy was a revolutionary product because the underlying technology to interpret incoming video signals was clearly the first in the market. The case indicates that the Eye Toy Play appealed to a broad audience both in terms of demographics as well as gaming experience. Based on the consolidated income statements for Sony Corporation in Exhibit 2 of (Harvard Case 9-505-024 page 13) the game business segment accounted for 61.5%

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    Sony Case Analysis

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    Consumer Behavior Sony Case Analysis 1. Through years of innovation‚ Sony has developed high-quality products that consumers desire and established a number of cultural meanings for itself. Consumers see Sony as a manufacturer that produces high-quality products that are innovative and push the marketplace forward. Motivated and creative‚ Sony brings cutting-edge technology from Japan to America. They are mostly responsible for Americans perceiving products made in Japan as high-quality (Peter

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    Sony Eyetoy Case

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    In the face of substandard EyeToy Groove sales‚ Executive VP Phil Harrison of Sony Computer Entertainment Europe has to make the decision as to whether SCEE should continue to market the EyeToy‚ and if so in what manner and with what resources. Despite the seemingly disappointing sales of EyeToy Groove‚ SCEE should carry on efforts to sell the EyeToy: marketing specifically towards children and families‚ offering hardware bundling options for all titles and collaborating with 3rd party software

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