Rivalry Among Competitors Game console companies are facing strong rivalry competitions. As the industry develops‚ every game console company tries to implement the latest graphic technology into their products‚ and those who fell to apply the new technology have seen a decline of the market share. In addition‚ many of the console companies are exploring new functions that are not just video games. Threat of New Entrants The threat of new entrants is low. All the game console companies hold some patents
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MACROECONOMIC FACTORS INFLUENCING THE VIDEO GAME CONSOLE MARKET Demographic Factors: Age is the main demographic factor affecting the market for video game consoles although common misconceptions are that the market is mainly comprised of teenagers. Recent Studies shows that the largest market sector of video game console purchases are teenagers or young adults. ESA demographic data shows that America¶s average game player¶s age is 34 and the average age of game purchasers is 40 (see article x) Generational
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Subject: The Home Video Game Industry: Industry Analysis History In 1949 the video game was thought of for the first time by an engineer named Ralph Baer but it would be years before video games would enter the spotlight.1 In 1972 Steve Bushnell started the first gaming company Atari. Until 1978 there were very few games for the home system. In 1982 Atari releases a newer version and sales start to sore. In 1985 Nintendo enters the market with the NES. Nintendo still outsells both companies
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Nintendo Case Study 1. Imagine that you are charged with designing a successor to the Wii. Briefly describe the new-product strategy you might use. The Nintendo is having a lot of growth‚ since it has already proved by selling more consoles compared to its competitors Sony and Microsoft. The Wii is now targeting its customers not only the teenagers‚ but also the entire family community. As a design successor for Nintendo Wii‚ it would be better to design a product that suits the entire family
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influence can be seen all over the worldon television‚ in comic books‚ in video games‚ in electronics‚ in the film industry‚ and even in music. In fact‚ currently‚ 60% of all the cartoon shows being broadcast on television the world over are from Japan. (Croal) Indeed "Japanese anime characters have established a substantial base of fans in Europe and North America" (Shuhei). Similarly‚ the Japanese video game industry has been very successful in the world. It has proven to have many positive
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Topic: Ninendo’s Disruptive Strategy: Implication for the Video Game Industry 1. Evolution The video game industry has a history of over 40 years since 1970s. Over these years‚ the industry has undergone giant revolution in terms of competition and technology as described below. * Competition In the earliest day‚ major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s‚ the
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Technology Environment The Video Game industry is constantly undergoing new innovations and ground breaking technology. New trends and innovations are introduced on a yearly basis that alters the marketing environment. The Level of technology in this industry is very high. The speed of technology and usage is ongoing and expanding throughout the country and the world. With the constant growth‚ a fast and a high rate of Obsolescence is the outcome. The video game industry also has social concerns pertaining
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The video game industry has been under repeated attack by accusations that the material in their best-selling video games has harmful effects on children and on society as a whole. With $10 billion dollars in annual sales the gaming industry has an interest in any policies that may hinder business and produce false information to the public. In the search for answers an examination of medical findings from groups such as the American Medical Association (AMA)‚ American Academy of Child & Adolescent
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What is an educational video game? An educational video game is a video game that provides educational value to the player. Including reading‚ writing‚ calculation‚ and history or science. Why do we need these games? We need them because they help us have better critical thinking in school. They also help us in timing for example in some games you have to do the fastest time and if we don’t we will lose. Students learn through the process of playing the game. By playing educational video games
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largest 4 firms in an industry. Formula: CR4= Σ4i=1 si Calculation: (11‚834‚883 + 3‚845‚900 + 3‚696‚800 + 3‚650‚647) / 44‚582‚621 = 0.5165292996 = 0.516 (3dp) =51% Analysis: As the four firm concentration ratio is >50% this insinuates that this market structure is that of an oligopoly. Calculating the Herfindahl-Hirschman Index (HHI) Definition: The HHI is a concentration measure based on the sum of the squared market shares of all the firms in the industry. Formula:
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