Apple Inc. Case Study # 1 iPhone [pic] Professor Chug-Shing Lee BUSA 499 Capstone October 1‚ 2008 Analysis Conducted By Apex [pic] Ryan Boykin Ashley Fiorini Lance Tanaka Matt Webb Executive Summary Apple has demonstrated that innovation can lead to market dominance with products like the iPod. With products such as this‚ Apple has developed a brand that has built a customer base with astonishing loyalty. According to Business week‚ Apple was thirty third for top
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Barney and Hesterly (2006)‚ describe the VRIO framework as a good tool to examine the internal environment of a firm. They state that VRIO “stands for four questions one must ask about a resource or capability to determine its competitive potential: 1. The Question of Value: Does a resource enable a firm to exploit an environmental opportunity‚ and/or neutralize an environmental threat? 2. The Question of Rarity: Is a resource currently controlled by only a small number of competing
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consoles. The combination of in-house games and less focus on consoles allowed them to have over four times the amount of games as Nintendo by the end of 1991 and people ultimately flocked to where the games where. 2. Why did Nintendo choose to not make its video game consoles backward compatible? What were the advantages and disadvantages of this strategy? Nintendo chose to not make its video game consoles backward compatible because this meant that consumers would have to spend money on a new
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constraint on what can be considered a firm’s resources or capabilities. VRIO Analysis Given that almost anything a firm possesses can be considered a resource or capability how should you attempt to narrow down the ones that explain why firm performance differs? In order to lead to a sustainable competitive advantage a resource or capability should be Valuable‚ Rare‚ Inimitable (including non-substitutable)‚ and Organized. This VRIO framework is the foundation for internal analysis. If you ask a business
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Company Wildberries - it is a large online store of fashion apparel‚ shoes and accessories‚ which has existed for more than 7 years. I chose this site because I had previously used the services of this website. Products in this online store are divided into categories. To view products by brands (brands)‚ go to the tab "brand". All products are sorted by price‚ color‚ size‚ popularity rating (rated buyers) and the date of receipt to the store. When viewing products by categories is also sorted
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The key developments in the industry post-2008 are Increase the market share of software (based on third-party developers) During the 2007 ‚ the market share of game console industry is ocuppied by Sony‚Nintendo‚Microsoft. Ats he cosole market is saturated‚the competition will be fierce in software based on third-party developers. Release new generation game console with high definition and physical contact technology Since Wii’s success‚ next generation
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current unit. I have been asked to study a Transactional website so I chosen Nintendo as I am well aware how their Transactional website works and I am familiar with the company’s history. Digital economy. Digital economy is a big part of the ever changing and expanding world of ICT. It is a major part in businesses because it allows them to have a large range of customers and is a cheap way for places like Nintendo to sell their products. Digital economy is like an online marketplace where
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1: Why the rapid growth of Atari? Why the 1982-85 collapse? How did Nintendo rebuild the industry? What was its strategy? After Bushnell settled on Atari‚ his first built was the simplest game‚ which people knew the rules immediately‚ and this game could be played with only one hand. Then‚ Bushnell talked his way into a $ 50000 line of credit from a local bank to start his business. By 1974‚ 100‚000 Pong-like games were sold worldwide‚ and although Atari manufactured only 10 percent of the game
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game industry grew in prominence with the 1985 introduction of the Nintendo entertainment system and was well into battle for supremacy among third generation consoles in 2008. The development of video games began in 1947 with the introduction of the first games: “Tennis for Two” and “Spacewar”. The first patent for video game was created in 1968 by Ralph Bear. Until 1983 consumers could only play simple arcade-type games‚ but Nintendo rescued the video game industry in 1985 with the introduction of
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"Console wars"‚ also known as "System wars" is a term used to refer to periods of intense competition for market share between video game console manufacturers. The winners of these "wars" may be debated based on different standards: market penetration and financial success‚ or the fierce loyalty and numbers of the fans of the system’s games. The term itself does not strictly denote a clear winner in each case‚ though. The outcome of a console war may however determine whether or not a manufacturer
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