Essays on The Success of a Video Game Console Assignment

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The following paper 'The Success of a Video Game Console' is a perfect example of a marketing assignment. Many buyers in the video game market carefully analyze video game consoles; they do so to look for defaults and make comparisons of materials used in the manufacturing of a particular video game. The most important point to note here is that what matters to the majority of the consumers is the quality of the product. Quality is the key determinant of whether a video game console producer will succeed. The cheaper the video game console the lesser the demand, thus affecting the success of a producer. Video game console producers must produce games that are appealing; they must be attractive to win the attention of the target consumer.

The producers who have likable products are likely to attract more and more consumers, therefore, increasing the success probability of success to that particular video game console producer. The success of a video game console producers also depends on the consumer’ s age and gender. Marketing strategies that producers use must be directed towards boys as they are the ones who get interested too much in PlayStations and other video games.

Therefore, marketing strategies are a crucial determinant of success. Fredrick, Agnes, and John (2005) assert that technology is advancing at a high rate; there is a need for video game console producers to advance with technology. Many consumers prefer modern and up to date products. For a producer to succeed the video game consoles must be competitive and technologically advanced to fit in today’ s market. For example, manufacturers of 3D and HD video games which are the latest generation of games stand a high chance of winning the video game market. What does your strategic group map of the video game industry (all segments) look like?

Which strategic groups do you think are in the best positions? The worst positions? Strategic group map of the video game industryThree market segments exist in the video game industry; they include the game consoles, consoles that are handheld and wireless devices. These segments have varying characteristics though they have a major contribution to the market and contribute too much in the video game competition. Handheld ConsolesThese are basically mobile devices used for mobile gaming; Nintendo’ s handheld devices have for a long time dominated in this market segment.

A good example of a handheld device includes the Nokia N-Gage mobile version released in 2003, the Play Station Portable Slim from Sony which entered the market in 2008, and the Nintendo’ s DSi-XL. The market has become too competitive leading to the release of even more complicated and advanced mobile video games. Much of these mobile video games are in the sixth generation an indication of how the video game market is growing. Game ConsolesA video game console is a synergistic entertainment improved system of a computer or the computer itself; it creates video signals to be used with exposing device such as a television or a monitor to enable video game display.

Nintendo, Sony, and Microsoft are the key players in the video game console markets today. A good example includes the X-Box 360 from Microsoft, the Wii from Nintendo and Sony’ s Play Station 3. These three key players directly compete with each other.

Sony has shown to advance in technology more than the rest, whereby, it competes with Microsoft in teens and adult games. On the other hand, Nintendo encounters less competition as it is mainly involved in the production of games for the younger groups.

References

Anderson, C. A., & Dill, K. E 2000, “Video games and aggressive thoughts, feelings,

and behavior in the laboratory and life”, Journal of Personality and Social

Psychology, vol. 78, no. 2, pp. 772-790.

Fredrick, M., Agnes, V & John, M 2005, Video game consoles, VDM Publishing House,

Germany.

Flew, Terry; Humphreys, Sal 2005, "Games: Technology, Industry, Culture". New

Media: an Introduction (Second Edition).Oxford University Press. pp. 101–

114.

Paul S 2005, Kids playing more videogames, Video Business, vol. 25, no. 11, pp. 132.

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