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Pages:
51 pages/≈14025 words
Sources:
64 Sources
Level:
Harvard
Subject:
Business & Marketing
Type:
Dissertation
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 39.95
Topic:

Video Game Industry (Dissertation Sample)

Instructions:

The report examines the position that innovation has in the video industry, the factors that influence innovation and the interaction between innovation and company strategy

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Content:

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Abstract
The video game industry has been there for quite a while. Many companies have emerged that seek to compete with some of the world’s best developers as well as established companies. The sequel has been to provide clients with games that will entertain them while still making it possible to utilize the current technology. This implies having creative individuals that can make it easy to meet their goals while at the same time creating independent attributes for the sake of their success in the industry. Nintendo has been recognized as one of the most developed companies in the area of video games, meaning that companies wishing to establish themselves sin this industry must look at Nintendo and choose the best path that will destabilize their markets and win the new company more clients. Microsoft has become one of the greatest threats for the company, making it difficult for Nintendo to enjoy the same market share it did in the US. Sony is also threatening Nintendo’s shares in Japan, meaning that they must work on creating a hedge on their products through innovation.
The report herein will examine the position that innovation has in the video industry, the factors that influence innovation and the interaction between innovation and company strategy. It will tackle different attribute of each of the three companies; Nintendo, Microsoft and Sony.
Table of Contents
 TOC \o "1-3" \h \z \u 
 HYPERLINK \l "_Toc366014744" Abstract  PAGEREF _Toc366014744 \h 2
 HYPERLINK \l "_Toc366014745" Introduction  PAGEREF _Toc366014745 \h 4
 HYPERLINK \l "_Toc366014746" Background  PAGEREF _Toc366014746 \h 4
 HYPERLINK \l "_Toc366014747" Rationale  PAGEREF _Toc366014747 \h 5
 HYPERLINK \l "_Toc366014748" Aims and objectives  PAGEREF _Toc366014748 \h 7
 HYPERLINK \l "_Toc366014749" Summaries  PAGEREF _Toc366014749 \h 7
 HYPERLINK \l "_Toc366014750" Chapter Two: Literature Review  PAGEREF _Toc366014750 \h 8
 HYPERLINK \l "_Toc366014751" National system of innovation  PAGEREF _Toc366014751 \h 11
 HYPERLINK \l "_Toc366014752" Technology push and market pull strategy  PAGEREF _Toc366014752 \h 14
 HYPERLINK \l "_Toc366014753" The video industry: Microsoft, Nintendo, Sony  PAGEREF _Toc366014753 \h 17
 HYPERLINK \l "_Toc366014754" Nintendo, Sony, Microsoft: an analysis  PAGEREF _Toc366014754 \h 19
 HYPERLINK \l "_Toc366014755" Chapter Three: Methodology  PAGEREF _Toc366014755 \h 25
 HYPERLINK \l "_Toc366014756" Data Collection  PAGEREF _Toc366014756 \h 25
 HYPERLINK \l "_Toc366014757" Research Design  PAGEREF _Toc366014757 \h 27
 HYPERLINK \l "_Toc366014758" Rationale for Qualitative Analysis  PAGEREF _Toc366014758 \h 27
 HYPERLINK \l "_Toc366014759" Rationale for Quantitative Analysis  PAGEREF _Toc366014759 \h 29
 HYPERLINK \l "_Toc366014760" Analysis  PAGEREF _Toc366014760 \h 31
 HYPERLINK \l "_Toc366014761" Chapter Four: Findings and Discussion  PAGEREF _Toc366014761 \h 33
 HYPERLINK \l "_Toc366014762" Findings  PAGEREF _Toc366014762 \h 33
 HYPERLINK \l "_Toc366014763" Discussion  PAGEREF _Toc366014763 \h 39
 HYPERLINK \l "_Toc366014764" Chapter Five: Conclusion  PAGEREF _Toc366014764 \h 51
 HYPERLINK \l "_Toc366014765" References  PAGEREF _Toc366014765 \h 54
 HYPERLINK \l "_Toc366014766" Appendix  PAGEREF _Toc366014766 \h 61

Introduction
Over a period of time, there has been a great movement from one level of operation to the next. Ideas have been upgraded to suit the current status of development, with growth in the processes and operations of conducting these attributes growing each day. People have come up with different ways of doing the same thing, only that it has become easier given the advancements occasioned by arising problems. Video games have evolved over the years, with developers creating games that are in touch with the growing societal needs. Some have been accused of creating games that hurt the children psychologically, while others have been hailed for creating games that are educative. Whichever way one looks at it, development, and growth in the video game industry is a direct reflection of the society and its values.
Background
From the analogue versions that used cathode ray tubes as their display formats to the current platforms that range from the electronic components to console games and hand-held devices, gaming has been taken to a whole new level. Children and even adults are targeted in the innovations taking place to date, with many companies making killings in the way they sell and produce their products. It has caught the attention of many and this is the most imperative attribute that makes it easier to produce new platforms and versions that will attract more people into buying and using them. In the 1950s, the cathode ray tubes were making it difficult to produce as many gaming boxes as possible because of the portability. Currently, the handheld gaming devices have been translated to make the access easier to those willing to use them. The increasing use of the internet and the evolution of the social networking platforms have made it easier to sell ideas to people far off and still make money the days when one had to be close to the gaming machine have been replaced with the online payment methods such as visa and master cards (Cucuel, 2012, p. 12). Some like MMO have created a platform where the user pays a monthly fee and gains an unlimited access to games produced, while others like Lord of the Rings Online allow users to play first and pay later as one progresses in the levels. This means that companies have seen a new model through which they can make money and improve on their business. It is imperative, therefore, that the companies work on improving their outlook in terms of the business models present, as well as interact with the people who frequent their sites to learn of better methods of dealing with any arising issues.
Rationale
Other than payments and business models, there is the aspect of hardware and software upgrading. Many of the games considered as classic are re-released using the current technology, showing how essential it is to keep track of the developments in the world of technology. Digital preservation, for instance, has been very equivocal in the preservation of these classical gaming sessions, making it easier to transfer them to the current technological growth, while allowing for better realization of the progress needed in each field. The history of each field works in such a way that allows them to meet their goals, while at the same time creating a new platform for the growth of the industry by building from past experiences. The relationship amongst the actors in the industry is very imperative in identifying the leverage points to help enhance innovative performance and overall competitiveness. To meet these goals, there has been an increase in the number of ways that each bit of information accessed by innovators is utilized. Knowledge on the national innovation systems has been centered on four main knowledge domains. First, they look at the interactions amongst the enterprises, which mainly examine the primary joint research activities and other technical collaborations. This will help understand the impact that innovation has on this area the second domain deals with the interaction between amongst the enterprises, public research institutes and the universities. This widens the research berth, allowing new ideologies to trickle in and get recognized in the best way possible. The third platform deals with diffusing knowledge and technology to these enterprises. The fourth attribute deals with personnel mobility. This focuses on the movement of the technical personnel between public and private sectors and within these sectors as well. As much as the firms grow, so will the intent to be better at what they produce. The mobility allows for better interconnection between the different firms, allowing for synchronization of gaming platforms. It also creates an avenue through which growth and competition may be exercised as each seeks to win over their unique clientele.
In-house R&D has been very effective in creating the current gaming platform, many companies such as Nintendo and Sony are seen to rely on their personnel to develop new generation gaming platforms to ably compete on international platforms. The use of the interactive modules between enterprises and research institutes is the next big thing as companies turn to these institutions to help meet their development needs. It is imperative o understand that these new inventions and innovations are essential in the growth of the industry. Students have ventures into new ways of dealing with their urge for fun and translating it to cash ventures means they will even develop more avenues for growth in the industry. Social media has been on the rise and its usage has found a place amongst online gamers, implying a need to use these platforms as well to expand viewership and popularity.
Aims and objectives
To address the impact of corporate strategies in video-gaming industries
To relate the organizational models to the growth of the industry
To analyze the growth of Nintendo, Sony and Microsoft throughout the years
To provide an avenue for roper understanding of interfirm networks in video-gaming industries
Summaries
As such, this report will examine the different avenues through which the companies involved in gaming have evolved, how they take up innovation, and the level of innovation that has taken place in the industry since the turn of the century. The literature review will examine the national system o...
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