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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 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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    SONY Introduction: Company name SONY CORPORATION Founded May 7‚ 1946 by Masaru Ibuka and Akio morita Headquarters Located in Tokyo Japan President and CEO Kazuo Hirai Head count 140‚900 in total Operating revenue 800‚000 yens (2013) MISSION STATEMENT At Sony‚ their mission is to be a company that inspires and fulfills our curiosity. Their unlimited passion for technology‚ content and services‚  and relentless pursuit of innovation‚ drives them to deliver  ground-breaking new excitement

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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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    Walmart vs Target

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    Wal-Mart empire has grown monumentally. To move into this segment of the market would be tough. The first Target store was also opened in 1962. It was started under the Dayton Hudson Corporation. As you can see the Target corporation has a decorated past as well. Target now has 1‚300 stores in 47 states. The store count itself is still a lot less than Wal-mart. For every one Target store‚ there is three Wal-Marts. To put together a plan of action we must first research many facets of the

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    Target Market

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    3M Questions 1. How can 3M hold on to the notion of accepting failures to achieve the winners during recessionary times and shorter product life cycles (PLC)? 2. What changes would you make in the 3M marketing strategy if it became apparent that generic competitors were consistently able to copy the innovative 3M products? 3. How well has 3M applied the marketing concepts discussed in the text chapter? Suggested Responses 1. With its vaunted positive attitude toward accepting

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    page 1 / 1 Quotation CONTACT \ Olivia Chang EMAIL \ olivia@verso-design.com CELL \ +86 13918 2424 12 TEL \ FAX \ +86 21 3360 3628 +86 21 3360 3626 DATE \ 2012/3/28 PROJECT NAME \ Della Mela Project Design CLIENT CONTACT E-MAIL TEL SEND TO Della Mela Connie Chen INVOICE NO. PO NO. VENDOR NO. Fax BILL TO PE516-12001 anan614@hotmail.com +86 21 64056628 Connie Chen +86 21 64056519 Connie Chen 上海市闵行区莲花路1733号C栋101室 上海市闵行区莲花路1733号C栋101室 A. BRANDING for Della Mela 编号 品项 数量 单位 货币 单价 总价 备注

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    Target Market

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    Creativity‚ Technology and Innovation 4BUS1013 2011/12 Semester B Module Leader: Hajni Handler 1. Contact details for the module leaders (and teaching team) |Name |Room |Phone extension|E mail address |Office hours | |Hajni Handler |M235 |5762 |h.handler@herts.ac.uk |Monday 10-11am | |Leonor Silva de Mattos |M218 | |l

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    Sony Porter's Five Forces

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    In this paper‚ we will examine the video game console industry and apply Porter’s Five Force model to SONY. Sony is a big media conglomerate with businesses in the gaming‚ music‚ movies/entertainment and electronics industries. It has a strong brand image‚ a wide product range and had over $75 billion in sales in 2010. For the purposes of doing this analysis‚ we will concentrate on Sony’s performance in the video game industry‚ understand its current position with respect to its competitors and recommend

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    Contents About Sony Ericsson About the report Financial results 1 2 3 4 5 6 7 8 10 12 14 16 18 19 20 21 Corporate A word from our President and Chief Executive Officer Governance People Vision in sustainability GreenHeart™ Contents The Life cycle approach Life cycle analysis Carbon footprint Recycling Substance control Supply chain Factory Health Community engagement 2011 Sustainability Report | Contents About Sony Ericsson Sony Ericsson is a 50:50 joint venture between Sony Corporation

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