Wednesday, December 18, 2019
Technological Environment Video Game Industry - 856 Words
c. Technological environment Video game industry is one of the so-called creative industries that experiences much disruptive innovation(DeFillippi 2014). Leading console manufacturers like Microsoft, Sony, Nintendo invest significantly in research and development. As a game publisher, Ludimus needs to keep up with console manufactures and be ware of innovations that could affect the industry as a whole. Disruptive innovation is defined as a process that product or service takes root initially in simple applications at the bottom of a market, then relentlessly moves up and eventually displacing established competitors (Bower and Christensen 1995). It places risks on current market participants. Although the worldwide game industry have seen revenues jumps for years (Sinclair 2015), there are innovations that could probably shift consumers away from purchasing traditional video game consoles. Last year, Facebook placed a massive bet on virtual reality by acquiring Oculus VR, makers of the upcoming Rift headset, for approximately $2 billion (Sinclair 2014). Unlike traditional 2D screens, the Oculus Rift is a virtual reality system that completely immerses users inside virtual worlds (Oculus 2015). It is a fundamental change of how the gamers plays, interacts and communicates. Moreover, the latest development kit DK2 of Oculus is retailed for $350, which means this technology has alread y been affordable and accessible.Therefore, for the video game publishers VR could be viewedShow MoreRelatedEnvironmental Scanning of Nintendo662 Words à |à 3 PagesEnvironnemental scanning Macro Environment Macro environment is said to be the most general layer of the environment. This consists of broad environmental factors that have an impact on the organization. The PESTEL framework helps us to identify the future trends which might impinge on Nintendo and therefore identify the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. PESTEL Framework: Read MoreVideo Concepts, Ince Essay729 Words à |à 3 PagesTeam 2 Video Concepts, Inc. 1. Describe Video Conceptsââ¬â¢ business model. Has it been successful? Would you consider Chad Rowan to be a successful entrepreneur? Why or why not? A companyââ¬â¢s business model is defined as, ââ¬Å"managementââ¬â¢s blueprint for delivering a valuable product or service to customers in a manner that will generate ample revenues to cover costs and yield an attractive profitâ⬠(Thompson, 2012). Video Conceptââ¬â¢s business model is based on providing value to its customers throughRead MoreVideo Game Industry : The Revolution1117 Words à |à 5 Pages10/06/16 Video Game Industry: The Uprising Video games are luxury items owned by consumers of all ages. A worldwide phenomenon, video games delivered an impact towards social and technological society. The industry is flourishing, and will continue to flourish for the upcoming years. The expansion of such said luxury items comes with its set of pros and cons. Video games are an example of controversy and benefits. As many as ninety-seven percent of US kids age 12-17 play video games, contributingRead MoreThe Blu Ray Disc1456 Words à |à 6 Pagesroadmapping of the Blu-ray disc. It will be structured in the three essential parts: the development of this technology, the environment involved and its initial market and competitors. The first part describes the technological development and the advantages that led to the implementation of this innovation, and it presents the challenges faced by it. In the second part, an environment analysis will explain what helped to the success of the Blu-ray disc. In the last part, market circumstances reveal howRead MoreResponding to Wii Essay1567 Words à |à 7 PagesSony Computer Entertainment Inc. faced pressure due to Sonyââ¬â¢s Playstation 3 video game console losing market share to the Nintendo Wii. Hirai faced a major business decision in deciding how Sony should respond to the cheaper, more interactive, family oriented Nintendo Wii. The Video Game Industry at a Glance From an industry analysis standpoint, the videogame console industry in 2008 was not very attractive. The industry was, and still is, structured as an oligopoly in which there are few largeRead MoreVideo Games And Its Effect On Society980 Words à |à 4 PagesAs a growing medium, video games are often associated with various negative connotations that have obfuscated its positive contributions made to society. As a result, the general public is unaware of how video games have shaped modern-day, some even consider it a meaningless teenager pastime, but this is distant from reality. Video games are important to society at large because they do not serve for entertainment purposes only, they are a major force in the economy, scientific research, and militaryRead MoreThe Marketing Strategy Of Blockbuster Essay1111 Words à |à 5 Pages Before Netflix, Hulu, and Amazon, everyone used to go to a video store to checkout a DVD or VHS movie they wanted to feature. Blockbuster was the movie and video game rental store that became a weekly stop for movie viewers. The concept was well accepted by Americans because they loved the flexibility and convenience of renting movies, rather than individually purchasing each film they wanted to view. By 2004, there were 9000 Blockbuster locations in America. As of October 4, 2016, there were onlyRead MoreWhen I first enrolled in Technology and Society, I honestly did not know what to think of this1100 Words à |à 5 Pageslesson that was taught was how technology and society have been linked so closely throughout history, and now today you cannot have one without the other. According to the Merriam-Webster Dictionary online, technology means: the use of science in industry, engineering, etc., to invent useful things or to solve problems: a machine, piece of equipment, method, etc. that is created by technology. So the question is, how did this class affect me? Iââ¬â¢ve learned that the evolution of technology has dramaticallyRead MoreVirtual Reality Is Defined As The World Wide Web1625 Words à |à 7 PagesVirtual reality is defined as the electronic simulations of environments experienced through head mounted goggles and wired clothing to enable the user to interact in realistic three-dimensional situations (Biocca). It has recently gained attention throughout the gaming subculture in the form of the Oculus Rift, a new console that allows users to interact with a constructed 3D environment. However, its potential does not end there. It is already being applied to provide hands on training for surguriesRead MoreGamestop Essay2410 Words à |à 10 PagesEB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive environ ment. The strategic objective we wish to accomplish in this analysis is to formulate a viable strategy that will continue GameStopââ¬â¢s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast. The retail gaming industry is a
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