Evaluates Sony's intended marketing strategy for its PlayStation 3 and suggests alternative strategies.
Analytical Essay # 111188 |
1,885 words (
approx. 7.5 pages ) |
42 sources |
APA | 2007
$ 36.95
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Abstract
This paper explains that Sony is in the middle of a marketing nightmare because the launching of their PlayStation 3 was delayed due to problems with their Blu-ray technology and with backward compatibility, which was an important feature to be used in the marketing of the product. The author uses the 'Four P Framework' as criteria in evaluating the intended marketing strategy for the PlayStation 3. The paper concludes that, despite the problems, Sony most likely will recover from their long-term problems and will maintain their dominance over the games console market. The paper includes two appendices: a SWOT analysis and a PlayStation 3 specification.
From the Paper
"'Ansoff's Matrix Model' suggests that Sony, in the product development stage, are attempting to replace their "old product with a fundamentally different one", but the change has been so extreme that it may have been better to have made the changes more gradually and less drastic, perhaps offering the blu-ray technology as a 'bolt on' in the same fashion as Microsoft's Xbox 360. That way any problems that occurred would not have been associated with the core product, or the Sony and PS3 brands, preventing consumer mistrust and perhaps even resulting in profit."
Tags:gamble swot, ansoff matrix model, porters five forces model, rapid penetration
This paper notes that the Sony PlayStation 3 is costly and discusses whether it is worth its price.
Essay # 98470 |
1,664 words (
approx. 6.7 pages ) |
6 sources |
MLA | 2007
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$ 32.95
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Abstract
In this article, the writer notes that the Sony PlayStation 3 (PS3)product had been widely anticipated all over the world, since Sony ran a teaser ad campaign, and put posters up everywhere in the international Electronic Entertainment Expo in the Los Angeles Convention Center. The writer points out that the PS3 has more than any other games machine has ever had. With features almost too numerous to mention, it looks confidently at commanding the future. Yet the writer notes that there is a quandary over the fact that the PS3 is difficult as a development platform. The writer concludes that the Sony PlayStation 3 may be the most expensive game console available today, and though its game titles are not impressive, its futuristic design and list of features make it worth the price.
From the Paper
"However, others believe that the game is over for Sony. Cynics around the world have predicted that, despite Sony defeating the odds in past years, this year Sony will have a hard time dominating the market, as it once did, competing against the technologically superior Xbox and GameCube. They recall that Sega was once a market leader in games, but now, ten years later no longer even makes consoles. Sony built its market base on satisfying hardcore gamers with providing innovative new experiences to widen console gaming's reach beyond traditional audiences. Having caught up on technology does not guarantee its lead. Many people were waiting to hear the price of the PS3 before they decided whether to buy an Xbox 360. Now they probably will buy that Xbox."
Tags:console, game, PS3, entertainment
Analysis of the company's success in the game console market.
Essay # 47751 |
1,575 words (
approx. 6.3 pages ) |
3 sources |
2003
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$ 30.95
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Abstract
Examines how Sony grew to dominate the market in a brief period of time. Applies Porter's Five Force Model to explain why the PlayStation became so popular. Discusses the size of the market and PlayStation 2.
From the Paper
"In a mere three years (between 1995 and 1998) Sony, which began as an unknown in the game console market, grew in such a short time to the domination of the market. To illustrate why this happened, the author..."
A discussion on the strategy and tactics of pricing for Sony's Playstation 3 (PSP3).
Term Paper # 108596 |
886 words (
approx. 3.5 pages ) |
0 sources |
APA | 2008
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$ 18.95
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The paper discusses Sony's initial pricing strategies, which looked to capitalize on the relatively high level of price elasticity that existed in the high end of the gaming market. The paper notes that Sony launched the PSP3 using price to ascertain the relative shape of the demand curves in each of the geographies in which they launched the PSP3. The paper discusses Sony's product and pricing advantage, premium market positioning and strategic planning. The paper concludes that Sony's pricing strategy shows that the company is very aware of how significantly their product life cycles are maturing and the difficulty experienced in keeping a uniform pricing strategy globally. Instead, the company has had to take a much regionalized approach to pricing in order to attain its objectives.
Outline:
Introduction
Analysis of Sony's Pricing Strategies
Conclusion
From the Paper
"Sony's initial pricing, while above the closest competitors by $50, was primarily used as a means for communicating premium market positioning over purely being a price penetration strategy. Sony's initial launch of the PSP3 was aimed at the adult gamers who would see the initial price point as an indicator of the devices' superior functionality and value. Making a Blu-Ray/DVD/CD drive standard across all models was a deliberate product strategy to attract adult gamers who also are high-definition video enthusiasts. Sony's pricing strategy then was to use the combination of enhanced functionality (Blu-Ray) in conjunction with a higher-than-average price for this segment of products to attempt to create an entirely new market. Whether this strategy constituted ones that is a "blue ocean" or "red ocean" strategy as defined in the book, Blue Ocean Strategies and discussed in by Columbus, the fact is that Sony was successful in achieving its market positioning. Adults purchased the PSP3 specifically for its high resolution gaming capability, in addition to Blu-Ray functionality as well."
Tags:competitive, advantage, innovation, differentiated, market
Analysis of the impact that computer-based games have on the social behavior and development of children today.
Research Paper # 55424 |
2,699 words (
approx. 10.8 pages ) |
10 sources |
MLA | 2005
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$ 48.95
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This paper provides a review of the relevant literature to determine the implications of computer-based gaming systems on children from a physical, psychosocial, and cultural perspective. More specifically, the paper attempts to determine if there is a link between the use of computer-, CD-, and DVD-based gaming systems, such as Playstation, and the incidence of juvenile crime, obesity, and poor academic achievement. A summary of the research is provided in the conclusion.
Introduction
Review and Discussion
Aims and Objectives of Dissertation
Review of Studies of Impact of Computer-Based Gaming
Systems on Children.
Playstation/Video Games Versus Traditional Games
Cultural Implications
Human-Computer Interaction (HCI)/Transference/Influence on Normal Behaviour/Influence
Outside Game Environment.
Moral Responsibility of Game Manufacturers/Correlation
with Crime
Future Trends and Potential Outcomes
Conclusion
From the Paper
"The primary issue identified from the parental concerns expressed in the literature has been the perception that the use of gaming technology such as Playstation creates a raised level of anxiety and imitative violence in their children (Clayton 2003). This consideration is all-the-more compelling in view of the increased incidence of children with behavioral disorders; in fact, one of the most difficult child management issues facing parents and other caregivers today is the management of children with behavioral disorders, and, while all children can be defiant and challenge authority from time to time, the growing body of childhood behavioral disorders emerging is disturbing. The research to date consistently suggests that boys are overwhelmingly more likely to suffer from these disorders than are girls. Furthermore, boys are also more likely to engage in computer-based gaming activities (Clayton 2003)."
Tags:auto, gamecube, gaming, grand, gta, ninetendo, playstation, systems, theft, xbox
This paper looks at the evolution of the Sony Corporation and the Play Station game console.
Case Study # 148860 |
2,311 words (
approx. 9.2 pages ) |
8 sources |
APA | 2011
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$ 42.95
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Beginning with an introduction into the Sony corporations, the paper provides a history of how Sony evolved into the gaming industry. Discussing how the industry has evolved today, the writer looks at what place the Sony Playstation has in the market. A large portion of the piece is a dissection which compares the PS3 with other gaming consoles and how they market the better points.
Outline:
Introduction to Sony
The Industry Today
SWOT Analysis
Marketing Mix
Summary
From the Paper
"The video game console industry is driven by consumer spending patterns. Therefore the single most important economic variable is discretionary spending. On a macro level this is typically driven by the state of the economy, consumer confidence, core inflation and taxation levels. The latter two influence the amount of discretionary spending in the economy by impacting the amount of money after essential purchase have been made. Consumer confidence will also impact discretionary spending, in particular in the key US market where spending on credit is common. It times when consumer confidence is low, savings rates increase, resulting in a corresponding decrease in discretionary spending. The state of the economy overall determines the amount of people employed and how much they make, in addition to consumer confidence."
Tags:sony playstation, ps3, nintendo
This paper discusses how organizational growth needs trade and investment with foreign nations.
Business Plan # 84954 |
2,250 words (
approx. 9 pages ) |
5 sources |
2005
|
$ 41.95
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Abstract
The paper identifies the key criteria related to foreign product introduction in the Brazilian market. The paper examines how the Sony Playstation is a potentially viable product for sale in Brazil. The paper explains that this is due to the ever-increasing presence of technology in this country, as well as its competitive pricing structure and highly advantageous position in the world market.
From the Paper
"In today's business environments, it is necessary for organizations to consider all alternatives in promoting growth in foreign markets. In order to identify potential business prospects in foreign nation, an organization must provide a product or service that is deemed valuable and useful to serve a purpose. Since trade and investment with foreign nations is a critical component of organizational growth, it is expected that companies will develop products and/or services that will be feasible for use in foreign countries. The business of foreign trade and investment is difficult to achieve and it requires a concerted effort from the organization to develop and promote products that will be attractive to buyers and users on a worldwide basis."
Tags:global, business, strategy
This paper discusses the Pop Art movement; Richard Hamilton, the father of this movement; and his collage, "Just What Is It That Makes Today's Homes So Different, So Appealing"?.
Essay # 50828 |
1,430 words (
approx. 5.7 pages ) |
1 source |
MLA | 2004
|
$ 28.95
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This paper explains that Pop Art uses images of consumerism and everyday objects, often placing mundane objects in bizarre situations as a form of social commentary. The author points out that, although Andy Warhol is perhaps the best-known pop artist, Richard Hamilton, born in London during the 1920s, created the first piece of Pop Art, ?Just What Is It That Makes Today's Homes So Different, So Appealing??, a collage poster design for the ?This Is Tomorrow? art exhibit. The paper describes the author?s attempt to reinterpret this collage by using images of the latest technology of our era -- the plasma TV, the DVD player, the PlayStation ? just as Hamilton?s collage shows the latest technology of his era -- the reel-to-reel, the television.
From the Paper
"I experienced some particular problems in creating my collage. Hamilton's background in advertising and the arts gave him an incredible skill for cutting out the magazine photos, and although the proportions are somewhat skewed, he was able to piece the individual photos together in an almost seamless fashion, creating a completely believable new world. In my collage, the scissors lines are obvious, and there is not the artistic flow of the created environment. The models in my collage do not have the creepy Outer-Limits air about them, and the sense of discord within a stable environment that Hamilton captured simply is not there in my collage, which does not have a proper sense of chaos or stability. It is an important lesson to be learned, however, that even if presented with the same basic supplies, it is the artistic skill and merit of the artist that creates a true piece of art. Simply incorporating similar themes into a piece does not necessarily make those pieces companions or comparable. Hamilton had an incredible sense of the impact of the media and consumer-based society on the individual, and it was due to his own brilliance that his collage is impressive, not just, because he found pretty pictures in magazines."
Tags:consumeriems, mundane, bizarre, worhol, technology
This paper looks at the influence of media violence on children.
Analytical Essay # 5790 |
1,520 words (
approx. 6.1 pages ) |
5 sources |
MLA | 2001
|
$ 30.95
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This paper explores studies that research the influence on children of violence in the media: television, movies and video games. The author discusses how although such violence affects youngsters, entertainment violence is not the sole factor contributing to youth aggression, anti-social attitudes and violence. Family breakdown, peer influences, the availability of weapons and numerous other factors may all play a part.
From the Paper
"The effect of media violence on our children is no longer open to debate. The exceedingly violent portrayals on the media in form of films, documentaries and even cartoons have firmly placed the media in the midst of a controversy with far reaching effects. Researchers have determined that exposure to media portrayals of violence increases aggressive behavior in children and arguing against this link is useless. America's youngsters are being exposed to increasing amounts of media violence through television, movies, video games, and popular music. Video game violence, children's cartoons, and music lyrics have become increasingly graphic. Action films depict anatomically precise murder, rapes and assaults and video games detail bodies being blown apart, splattering blood and body parts on walls and floor."
Tags:video, media, aggression, behavior, entertainment, film, games, fantasy, imitate, playstation, victim, graphic, psychology
This paper looks at the phenomenon of software piracy.
Essay # 5198 |
2,500 words (
approx. 10 pages ) |
9 sources |
MLA | 2001
|
$ 45.95
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An analysis of software piracy from an economic point of view. The paper provides charts of losses incurred by software companies due to piracy and domestic copying. It also looks at the ethical problems of software piracy.
From the Paper
"Software is a term that is essentially synonymous with computer programs. Software is simply a set of instructions that cause the hardware (the physical machines that we see on the top of our desks) to do the things that we want them to do. Anyone with any amount of experience in dealing with computers knows that software comes in an almost uncountable variety of different types of programs. The two major types of programs are operating systems, which control the basic workings of a computer, and application software, which addresses the innumerable multitude of specific tasks for which people use computers, from classifying recipes to playing Tomb Raider. While system software often handles essential (but to the average user invisible and actually pretty dull) electronic chores such as maintaining disk files and managing the screen) application software performs word processing, manages databases and allows people like me to play really cool games. System software is less subject to piracy than is application software for at least two separate reasons (www.msnbc.com). The first is that nearly every computer today (at least those sold in the First World) come complete with systems software that is up-to-the-minute so there is simply no reason to copy it from someone else."
Tags:intellectual, property, copyright, PlayStation, patent, trademark, law, technology