Arslan Rashid
November 17,2016
H. Kartal
BIS - Tech Paper Xbox Kinect "The New Big Thing" I chose Microsoft Kinect as my technology topic because I wanted to analyze that how Kinect gave a competitive advantage to the Microsoft in the gaming industry. My analysis will focus on the technology Microsoft used in Kinect and the reasons of Kinect becoming the fastest selling tech-gadget, even though it was just launched in November 2010. I will also discuss the strategies Microsoft used while developing and launching the Kinect and the different factors that helped Microsoft to become leader by selling 10 million gadgets in a very short period of time, beating Apple 's iPad and iPhone previous record. Microsoft Kinect made into the Guinness book of records as the fastest selling electronics device. I myself also own Kinect and play it all the time with my friends.
What is Kinect? It is an controller free gaming experience for the Xbox 360 video game system to blend up great hype in the gaming industry since its launch. It has a great impact on the approach to gaming and changed the meaning of game industry and the Entertainment World. Microsoft came with a complete entertainment solution for the whole family with the launch of Kinect. With the selling of 10 million gadgets, Microsoft 's Kinect became the fastest selling tech gadget. By beating Apple 's iPad and iPhone 's previous record it made into the Guinness book of records as the fastest selling gadget and wrote
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
Microsoft targets numerous segments of the population of many countries through advertisements of its Xbox. Microsoft, one of the most successful companies in the world, is using its innovations to take over the machine gaming market. Sony and Nintendo have been the gaming powerhouses for many years now, but are now starting to become overshadowed by the success of Microsoft’s Xbox. As long as gaming machines have been available, teenage boys have been the targets of the companies. One new strategy that Microsoft is using is the targeting of all ages and both sexes of consumers. While other companies continue to stay in the young kids and teenage market, Xbox is revolutionizing the target market of gaming systems.
The lifestyle of a hardcore gamer is to be antisocial around human beings, but through the connectivity of the Internet to be social and build friendships and relationships through video games. Xbox has created a live chat while playing video games to verbally speak to the gamers or instantly chat. The social class gamer is divided by the income category that they fall on. Upper and middle class have the ability to spend money on new consoles in the gaming industry, while the lower class does not have the funds to invest in all of the new consoles that are released. The most important key point of the demographic component is the behavior of a gamer. It is important to have a strategic target plan for any new consoles; however, behavior gamers are the marketing targets to any new innovation. Behavior gamers are the most loyal consumers and it has a significant amount of the profitability to the company. As a result, the three different components makes up the target market and is very crucial to be strategic with the plan and know the potential
Through the years of all the generations consoles Microsoft’s Xbox and Sony’s PlayStation both prove to be, arguably, number one. The flames of the console war since the release of the latest generation of consoles back in 2013 have been set ablaze by fans and gamers alike. Microsoft had a weak start with the Xbox One and with nonstop updates and quick releases they crushed their competition. What exactly makes Xbox better?
Although this specific program will likely not become available to average consumers, the same foundations for the simulation will be available on the marketplace while being affordable at the same time. In time, applied use of virtual reality such as the Oculus Rift will become mainstream and accepted in everyday life not only due its entertainment value, but also due to its affordability for consumers everywhere. Thoughts of virtual reality often resemble fantastical scenarios reminiscent of scenes in movies with similar themes like Gamer, The Matrix, Total Recall, and Inception. After one delves into the VR technology in products such as the Oculus Rift, one will begin to believe, and he or she will brace themselves for the tidal wave that is the paradigm shift of virtual reality.
Shopping, for example, has now become as simple as going online and selecting what you need from a list, and the company delivers your purchases to your front door. We are now able to go on virtual tours through existing buildings as well as those that are yet to be built. The most common and accessible of these interactive replacements is the Nintendo Wii. The Wii is a gaming console that has reached the point where is has wireless operation and reacts to and with human motion. Its games range from common play station gaming like world of warcrafts and tactical gaming, to fitness and sport orientated games and programs with which you can play virtual matches or have simple workouts.
The head of Microsoft, Bill Gates, first introduced the console at the Game Developers Conference in 2000 and it was a huge success. Bill went on to tell everyone that the Xbox was not just another console, it was going to be the most powerful console to date (Marshall, R).
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.
How and why does it exist? I’m going to find out the story behind this to show that it has a story in its development of one of the most popular gaming consoles on the world. What I Want to Find Out My prior knowledge the Xbox comes down to the name of the different types of consoles’, what the Xbox is and its features are on the newer models, and how it rivals to other companies as an entertainment machine. Xbox
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.
The XBOX is now a 6th generation video game console that is manufactured by Microsoft. The machine itself was released in November of 2001, just in time for the 2001 Holiday Season in the United States, then subsequently worldwide. The decision to manufacture and release the system was Microsoft's first plunge into the gaming console market and designed to compete with the Sony PlayStation 2, Nintendo's GameCUbe, and Sega's Dreamcast. By November of 2002, Microsoft launched the Xbox Live service that allowed players to play interactive games online (Gamer's Catch, 2006). Looking at the evolution of the system, however, we now know that the Xbox began to be discontinued in late 2005 (in Japan) and then in early 2007 in North America. The last game was released in August 2007, and even support for out-of-warranty consoles was discontinued in 2009, with all new faulty consoles replaced with Xbox 360. Xbox Live support was discontinued in April 2010 (Whitten, 2010).
In terms of the product itself, Xbox One has many features that it can use to its advantage in distinguishing itself from other gaming systems, as well aiding its ability to attract many customers. For example, the Xbox has many apps such as Netflix, Google, and ESPN, which the console owner can use whenever they want (even during the middle of a gaming session). Cable and Satellite television services can even be connected through the Xbox in order to enhance the consumers’ experiences and to create an all in one system. Additionally, the Xbox brand is known for many of the great games only offered with the Xbox experience, making it a more alluring choice.
Microsoft is trying to establish the Xbox One as the video game console leader in the Video Game Industry. The Xbox One is a third generation video game console for Microsoft. The video game industry continues to have steady growth. However,
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.
The role of technology is vital in this industry as it focuses on technological efforts for competitive advantage. Every new development uses new technology. Though there are restricted innovations in the gaming industry, the speed of technological transfer is very high. Nintendo’s role from playing cards to toys to video games and then with each console introduced, included many technological changes. Technological up gradation increased hardware costs and discouraged innovation. The online capability of Nintendo Wii was a major change in the technology of the video game industry though they were not able to do as well as their competitors (Sony, Microsoft).