EB GAMES
The Marketing Environment Final Project
Table of Contents 1.Products or Services: 3 Product or service details: 3 Development and marketing: 6 2.Overall Marketing Strategy 6 General marketing strategy 6 How do customers trade? 8 Features and benefits o the products/services 8 3.Pricing Strategy: 8 Price 8 Credit Policy 12 Price comparison 13 4.Location 14 Geographical location 14 5.Supply and Distribution 15 Describe the methods that will be used to sell and distribute the products or services 15 Discuss the advantage and disadvantage of the selling methods chosen 17 6.Advertising and Promotion 17 Advertising and promotion approach 17 Basis of the approach 18
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To attempt counteract this cyclical slowdown, EB games have introduced an ever-growing variety of accessories with games to increase the revenue raising capacity of their respective consoles, as well as maintaining the loyalty and attention of a fickle gaming public. Some types of games have been released, with specialty controllers to great success, mitigating the expected lull in sales in the lead-up to new consoles. Recently however, the competition has become slightly skewed. Nintendo’s newfound dominance of the market is causing some headaches for Sony and Microsoft. However, as the Wii’s target market is slightly different from that of either the Xbox 360 or the PS3, it is of less concern in the short-term. Nintendo’s dominance of female console gamers, however, is of serious concern. In 2008, the Wii outsold the PS3 and Xbox combined, indicating Nintendo’s strength in the market, as well as the growing eminence of female gamers as a target for game and console developers.
In 2008, the Wii outsold the PS3 and Xbox combined, indicating Nintendo’s strength in the market, as well as the growing eminence of female gamers as a target for game and console developers.
As sales of Nintendo’s Wii and DS dominate the PlayStation 3 and Xbox 360, and PlayStation Portable, respectively, the pressure continues to mount on Sony and Microsoft to move to the next level in the ongoing console wars. Sales of the Wii in 2008
If you've never touched a video game controller in your life, but do have avid players in your household, you may be in for a bewildering month. That's because we're on the verge of what the gaming industry excitedly calls 'a new console generation'. In short, the Xbox 360 and PlayStation 3, once the most powerful games machines on the planet are being replaced – the former by the Xbox One, the latter by the PlayStation 4 (PS4).
Have you ever wondered which gaming console was the better pick, or purchase? I am sure a lot of people have run into this problem. I’m here with this essay to make sure you make the right choice, of course it’s your purchase so it’s all personal preference on which console you decide to buy. The two consoles I have chosen to compare & contrast are the Xbox One and the PS4. These consoles are both very well known consoles, and the developers who made the invention make lots of money off of these two consoles every year. These two well known consoles are probably some of the biggest money makers every year. When a new console is released and you’re trying to get your hands on it on the release day you may run into some problems. Even worse problems than Black Friday shopping, so make sure you’re ready for what may occur during your purchase. When purchasing one of the new consoles that come out. If you want to get an Xbox One or PS4 these two consoles are the front-runners of our current generation. For the
By the end of 2006, two game console industry giants, Nintendo and Sony had launched their respective new products; the Wii and PS3. Various marketing strategies were implemented by both rivals and this writing attempt to analyse common and differing elements.
However, when Microsoft started the development of its next generation console- the Xbox 360- it recognized the deficits and problems related to its initial strategy: the company was operating under too high costs in order to assure high product availability which was not the critical factor in this business. The nature of the console business is about providing the customer with a cheap hardware and a variety of games, in order to generate profits from games sales. Additionally, the first Xbox was released one year behind Sony’s PS2, Microsoft’s biggest competitor in the market. This delay resulted in a substantial loss of sales and consequently reduced game sales. Therefore, Microsoft learned that the Xbox 360 had to be launched ahead of Sony’s PS3. Accordingly, one relevant part of Microsoft’s new strategy was the “first-to-market” approach. Another essential change in Microsoft’s business strategy concerned its cost structure in the Xbox supply chain. Whereas the initial strategy focused heavily on reliability, Microsoft changed its strategy to achieving reduced costs and increased profitability. Additionally, the company insisted on owning the design of critical components, such as the microprocessor and the graphics chip, in order to “control its own destiny”. Therefore, the supply chain network needed to be redesigned in order to support Microsoft’s strategic shift. So as to reach the desired cost
Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market throughout most of the years because of their superior technological products. The video games industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market, because of Nintendo’s success with their dynamic Wii over Sony’s high-tech PlayStation 3 and Windows’ Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox 360, the Wii's cheaper price, ease of use, innovative motion-sensitive controller, and simple but fun games, made the console a hit all demographics from 9 to 65 years old, male and female. All these factors resulted in Nintendo’s Wii dominating sales and surpassing Sony’s by an impressive ratio of 2:1.
Finally new online companies are creating new games that do not need a console so they can be played easily, anytime and anywhere. This factor affects our sales dramatically because our product might be seen as old fashion.
Global Video Game Console Industries must try to maintain a sustainable competitive advantage through innovation such as creating an upgraded version of the game every year or increase their on and off line presence to better satisfy their customers. There are many competitors in the Video Game industry that include PlayStation 3, Xbox 360 and Wii. These gaming consoles compete in terms of price, durability and loyalty. With Intensity Rivalry being a major determinant of competitiveness, video game companies work towards dominating the industry as well as gaining the major part of the industry profit pool. (Blackwell, 2002)
Overall, the market response to these three consoles has been surprising. Nintendo Wii, has outsold its rivals and more surprisingly, Sony’s PS2 has outsold PS3. This has let Microsoft and Sony with the enormous challenge of competing with a rival possessing two key advantages: a lower cost console and a product with a sound response in the market.
Over the past ten years, the Sony and Microsoft gaming divisions have been in direct competition with one another with their Playstation and Xbox systems respectively. The “console war” was at it’s all time high in the fall of 2013 when Sony was set to release their Playstation 4 and Microsoft releasing the Xbox One within the same month of each other. Fans of both consoles were excited for them to usher in the next generation of gaming. Both systems were very similar in terms of graphic capability and overall power output, so it really came down to their lineup of exclusive games and the approach each company wanted to take with their respective console that was going to determine which system would come out on top.
The fifth and final force is that of the intensity of rivalry. This is the strongest force in the video game industry. Nintendo was very strategic in targeting an audience that Microsoft and Sony neglected. While Microsoft and Sony focused on the typical gamers, males ages 18-34, Nintendo focused on a broader audience “everyone” when creating their Wii. In the video game industry rivalry Microsoft and Sony are battling for the same market, while Nintendo has much of its audience all to itself. This is why
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.
* Quality of graphics and the power of processors has lost its importance Wii more successful than PS3 despite its underpowered processor and comparatively basic graphics
• Every company produce video game for different consoles, consoles are developed new generations fast, game developer should compete to gain license for new generation console.
According to several studies, women are now making up a significant portion of the gaming demographic, but the industry hasn’t done much to make them feel welcome. During the last decade, the mainstream video game industry has seemed to operate under the same apparent assumptions: girls don’t play big action games, boys like the sexualization of girls in video games and won’t play as a female character unless she is heavily sexualized, and that girls play video games for the attention of boys. These assumptions are what allows the gaming industry to continue to focus on their male players, particularly young men, despite the fact that the number of women playing games today may someday soon rival the number of men.
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