1) What are your group 's chosen IT market sector and TWO competing "public" companies that your group will base its ITMSA research? Why did you choose these two public companies? Please explain.
My groups chosen IT market sector is video game consoles and the two companies we have chosen are Microsoft and Sony. We chose these two public companies because they are the largest ones when it comes to the creation of video games and video game consoles. Microsoft represents the Xbox series which is one of the largest game consoles in the world while Sony represents PlayStation which is also one of the largest game consoles in the world. We picked these companies because I knew we would be able to find a lot of information on them and they are heavy competitors with each other.
2) What are 3 key findings (facts, information) from your IT Market Sector research (not company research) you found using the IBISWorld business database that correspond to one or more of the topics in "Section 2: Market Sector Analysis" in your Google Doc? Cite your sources following APA.
The first key finding I had on IBISWorld was the fact that annual growth in the video game market has grown by 4.0% (IBISWorld, 1). I also found that the video game publishing software employs over 103,000 individuals (IBISWorld, Software Publishing). The last key finding I had was that the social network game department has advanced heavily since its introduction to the systems (IBISWorld, Social Network).
3)
To be able to do this project you should select a company of your choice and identify the various market research techniques the company has used to gather information of the market.
3. What does your strategic group map of this industry look like? How attractively is Netflix positioned on the map? Why?
Video games are an ever-growing franchise that is constantly undergoing change. Ever since the dawn of video games, new consoles, games, developers, and teams have come together, fallen apart, triumphed, and failed. What is it that has allowed some to thrive where others failed? Several different factors have changed and influenced the world of gaming, including the history that is continuously being written, the people who have built the games behind the scenes, and, of course, the actual video games themselves. Numerous video games have been more successful than others, but identifying what components set the successful apart from the unsuccessful is something definitely worth observing.
This section provides the context for the issue / organization being examined. It is necessary and important that the class be given a feel for the type of organization and industry being examined, the marketplace in which that industry operates, and the overall business environment in which the discussion and analysis will take place.
This web assignment will review two research firms and the type of tools they use in their firms as well as determining if those tools are effective as well as does the firm provide a valuable service to its customers. The two firms being reviewed include The NPD Group and Kantar TNS Global, each company was ranked in the top ten market research companies in the AMA Gold Report for 2016 as noted by Bowers & Brereton (2016). These two research firms are globally accomplished, have collectively helped thousands of clients succeed using their innovative techniques in a tailored program for each company they serve as well as being able to evolve in an ever changing research environment.
With the competition in the video games industry getting more intense, the next steps of the video game companies become more crucial for their positioning on the market. Due to the low product differentiation, the next market leader will be the platform provider that manages to offer an innovative gaming experience and a wider population of buyers that include all demographics. Although the industry is being totally dominated by Nintendo’s console, the industry is still considered to show a
But this time, the critical hardware was completed as planned. IBM completed its chip design by Dec, 2004. ATI finished its graphics chip in November.
Threat of Substitutes: The main substitute for a video game console would be a personal computer. They can both be used for playing different types of video games and be used for entertainment. The threat of this substitute edging out video game consoles is very low, because they are not completely similar. If anything, video game consoles are edging out personal computers in the gaming industry. The threat of substitutes in the video game is not very high. In 2008, this was not a very strong force in the video game industry.
Sometimes it seems like the computer game industry is dying, crushed to death by its own bulk. Every year more and more gaming companies get gobbled up into huge conglomerates like Electronic Arts, companies that mostly put out trash that is technically and visually impressive, but devoid of concept and content. However, there are some small gaming companies that buck the trend. While mostly just small groups of programmers and artists, some are huge unions of fans who, irritated with the dropping quality of computer games, have decided to use the power of the internet to get together and to produce games tailor-made to their personal preferences.
General Issue: which segments should the company target? How should the company and its products be positioned?
1. Compare and contrast Nintendo’s marketing strategy for the Wii with Sony’s strategy for PS3.
* Instead of focusing on one particular target segment (18 to 35 year-old male gamers with above average-education and high degree of comfort with new technology) further target segments should also be focused (e.g. women, children, occasional gamers and non-gamers). Some of the further customers require games which are easy to play because they have a low degree of comfort with new technologies. Furthermore some of them don’t want to invest a significant amount of their time to learn and play these games because of their busy lives.
Since the video game console industry had a narrow focus, the entire gaming industry was used for this scenario planning exercise. The environmental scan focused mainly on the competitive aspect and left out many external factors. In order to give adequate attention to the external environment, a PESTEL analysis was conducted. This helped determine external factors that the gaming industry faced that were not in control of a single company, or their competitors.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to
A series of questions that a company could use as a start in evaluating the potential of a specific BOP market segment for one of its products will be based on these key points as following: