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    Sample of Sony Swot

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    Question 1: Globalization brings a lot of chances for companies to expand its operation to capture more benefit‚ however‚ it also bring many challenges such as more competitors. Airline industry is an industry which has captured a lot of benefit from globalization‚ and AIRASIA is one of the most successful companies in the air industry. AIRASIA was founded by a government owned organization DRB-Hicom in 1993 and started operation on 18 November. However‚ it was not successful

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    Sony PSN Data Leakage

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    surf the net provided by Sony Computer Entertainment‚ Inc. On 19th April 2011‚ PSN was struck by hacker and this resulted in an outage of PSN. It was believed that approximately 77 million users’ personal information was stolen by hacker. This case is highlighted because it vividly depicts the issue of data leakage and its effect to the users. I will firstly discuss how PSN works and how it was hacked under technical analysis. Next‚ I will touch on some legal issues which Sony violated in certain countries

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    Sony Ericsson Swot Analysis

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    Sony Ericsson SWOT Analysis Strength Diversity among products. Sony as a brand name. Weakness Lack in understanding Customer Preferences Less technology advancement Lack of user centered designs. Lack of Brand awareness globally Opportunities Mobile phones market in developing High % of young market Strong Customer demand for innovative product High Disposable income in emerging markets. Network capabilities and low tariff of service providers. Threats

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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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    Sony Aibo Case Analysis

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    Marketing Mid-Term Sony AIBO: Case Analysis Prepared by: 1. a. What was Sony’s positioning strategy for AIBO? The AIBO is a robot. In its most simplistic form it is an amalgamation of steel‚ circuitry‚ and software. Sony‚ however‚ did not position the AIBO as a robot. Instead they positioned the AIBO as a pet with no utility or usefulness‚ but rather as a source of entertainment and companionship. Takeshi Yazawa‚ Vice President of Sony Entertainment Robot America‚ succinctly

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    Sony Double Life Analysis

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    Sony is a brand that beliefs in creating things which captures consumers’ imaginations and enhancing their lives in the process. Their products such as the PlayStation aim to stimulate people’s senses and refresh their spirits. The Sony PlayStation delivers a message that it helps players achieve their dreams and attain fulfilment in their lives. This message is depicted in the commercial using peripheral cues that appeal to our inner fears‚ and it can be seen through the following frameworks. Three

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    Sony Electronics Inc Sony is one of the world’s most well known electronics stores in the United States. From televisions‚ to gaming systems‚ computers‚ cameras and much more‚ Americans have looked to Sony to provide products that out-do past devices. Sony brought in 78 billion dollars for the fiscal year ended 2010 and employees 167‚000 people. Sony doesn’t only sell products‚ but has many other companies that run within the Sony business name. Whether it is the production company in the music

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    CASE 1 SONY AIBO

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    What is the value proposition? AIBO was not only a lovable toy but also an intelligent functional product that Sony programmed to respond with affection to creatures that ask for people’s nurturance. Sony made it have “brain” and motor skills by artificial intelligence software‚ made it have “emotion” and “personality” which made customers take it as real pet‚ or companion. People give care to it and get reaction as well. This kind of feedback loop is an area where people are really emotionally vulnerable

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    Consumer Behaviour Assignment -2012-13 PlayStation 3 Sony Rahul Pandit M.A. Advertisement & Marketing 200735024 CONTENT No. | Particulars | Pg.No. | 1. | Company Introduction. | | 2. | Product Introduction. | | 3. | The Perceptual Process. | | 4. | Attitude; The Functional Theory Of Attitudes. | | 5. | Need & Behaviour; Need Recognition Process. | | 6. | Conclusion. | | Company Introduction Sony Corporation is a Japanese multinational conglomerate‚

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    and distribution of information‚ creating new and easier paths for committing crimes like piracy‚ identity theft‚ infringement of an individual’s privacy etc. In this paper we will be analyzing the Choice-point case and the ‘Sony data breach ‘case from an ethical point of view. (Laudon &Laudon‚ 2010‚ p.128) Background: The ChoicePoint Data breach: On September 27 of 2004‚ ChoicePoint‚a company that aggregates and stores personal information‚ suspected that some of its small business customers

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