Preview

Blabla

Good Essays
Open Document
Open Document
797 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Blabla
Background
Sony Corporation is one of the best-known names in consumer electronics andranks second worldwide in electronics behind Matsushita Electric Corporation. Since itwas established shortly after World War II, Sony has introduced a stream of revolutionary products, including the transistor radio, the Trinitron television, theBetamax VCR, the CD player, the Walkman portable cassette player, and thePlayStation game console. The company's electronics segment--which includes audioand video products, televisions, personal computers, monitors, computer peripherals,telecommunications devices, and electronic components (such as semiconductors).When Dr. Toshi T. Doi took charge of the project to develop a new computer in 1984, herecruited 11 top-flight engineers to form the team. Doi established three basicguidelines for the development:

(1) the computer should be 32 bit;

(2) it should be multipurpose; and

(3) the project should be completed as soon as possible.The engineers, however, decided that they wanted to design a machine (an engineeringworkstation) that would help them in their own engineering work rather than amultipurpose machine. Doi approved their plan, but he required that it be finished in sixmonths.
SAPADAPA ANALYSIS:I.Situational Analysis
Dr. Toshi T. Doi was the general manager of Sony's workstation division(WD) and was not keen on changing Sony's product development process,which was efficient and successful. The WD's workstation "NEWS" launchedin October 1986 at the Tokyo Data Show had generated over 1000 inquiries;they recovered investments in few months and saw a double in salesannually.Its new product development (NPD) process for the 1550 series workstationhad three stages:

basic architecture specification

product design

first lot production
One side effect of Sony’s preoccupation with the video business was that itscomputer business. Although Sony had some success in the computer gamemarket, its first entrants

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The earlier the new technology introduced, the more effective impact gave in the industry. Although the companies applied with the similar type tech, the first mover gained the perception as a dominant player. The first introduction of the 16bit and CD-ROM can lead respectively the market in its generation like Sega and Sony. However, it doesn’t affect always it. If the competitors could response strongly, quickly to follow it advantage, the first mover benefits would not last long like Wii.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Blah Bla

    • 445 Words
    • 2 Pages

    Understanding the general components that comprise a business feasibility study will help you in organizing and researching your own study. The resources here will help answer the questions - What IS a feasibility study? However, in terms of format, please be sure to follow the steps outlined in the Student Guide to the MSA Capstone Project, Part 1: The Research Proposal and the Research Project.…

    • 445 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    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 CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Better Essays

    References: Kunii, I., Edwards, C., Greene, J., Grover, R. and Lowry, T. (2002), "Can Sony regain the magic?", Business Week (USA), 11 March 2002, p. 46, ISSN 0007-7135.…

    • 1746 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Threat of New Entrants: In 2008, the threat of new entrants was not very high. Sony’s Playstation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The brand identities of these products were so strong that it would be very difficult for a new player to enter the game at this point in time. Many years prior to 2008 this was not the case. Many new companies tried to enter the market, some, like Microsoft, succeeded, others, like Sega, did not fare as well. In 2008, the Threat of new entrants, is not a strong force in this industry. The cost required to develop and manufacture a product that could be a decent a competitor in this market is too great for a non-established company in this industry to be able to compete. The technology that is needed to be successful at this point is too advanced for new competitors to achieve. Although at times the threat of new entrants might have been a concern for this industry, in 2008, the three current competitors had much to strong a hold on the industry.…

    • 760 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Responding to the Wii

    • 1022 Words
    • 5 Pages

    One of Sony’s largest threat and competitor is Nintendo. Nintendo sold 32.4 million units for the Wii, while Sony sold 15.5 million units. While Sony was occupied retaliating to Microsoft’s X-box video game console, Nintendo rose to take number one position in the video game industry. In 2007, Sony lost 9.7% of its Operating Margin, while Nintendo was up to 58.8% in millions of dollars. This is an important issue because Sony has been at the top of the…

    • 1022 Words
    • 5 Pages
    Good Essays
  • Good Essays

    blabla

    • 2911 Words
    • 12 Pages

    If you email me with a question that is already answered in this document, I will not reply to it.…

    • 2911 Words
    • 12 Pages
    Good Essays
  • Better Essays

    Video Game Console

    • 1204 Words
    • 5 Pages

    The case study refers to competition in the video games console business having intensified due to factors such as “new entrants, consolidation and the continuous development of new products”. At present however it could be said that…

    • 1204 Words
    • 5 Pages
    Better Essays
  • Good Essays

    In the earliest day, major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s, the notable Japanese industry player Sony introduced PS, a video game which armed with superb graphic technologies. Such product captured wider range of audience and drove the industry to grow substantially. With the convergence of various technologies as illustrated below, video game markers realized the blooming opportunities arisen in video gaming sector. As such, Sony introduced PS2 in 2000, followed by the launching of Xbox by Microsoft in 2001. Along with the advancement of technology beyond 2000, video game makers (e.g. Sony and Microsoft) utilized various technologies, such as broadband, high-resolution graphics and unlimited storage space in hard drive to encompass their game consoles into the all-in-one gaming hubs for various entertainment purposes. In addition, along with users’ increasing demand on graphic’s resolution in the market, there existed a fierce competition for the resolution of video game (e.g. blue-ray graphic introduced by Sony vs. HD-DVD graphic introduced by Toshiba).…

    • 1256 Words
    • 6 Pages
    Good Essays
  • Good Essays

    Blablabla

    • 546 Words
    • 3 Pages

    Net Keq = (Ksp Cu(OH)2 x 3)/( Ka3 H3PO4 x Ka2 H3PO4 x Ka1 H3PO4 x Ksp Cu3(PO4)2)…

    • 546 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    blol

    • 2005 Words
    • 8 Pages

    The purpose of this business plan is to raise $50,000 venture capital for the development of a web app that connects companies who need some extra-help with people who would like to do occasionally some work. This business plan will also showcase the expected financials and operations over the next three years. It offers overview of the business and clarity on how the business venture is proceeding to attain its objectives. The report incorporates information on the business concept and its potential on the market. The report also emphasizes the essence of carrying out a SWOT analysis in order to understand better the competitive advantage that the business has over its competitors. It also offers some direction how the firm can gain awareness among potential customer. The research paper also focuses on the development plans using efficient marketing tools.…

    • 2005 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    John Doe Resume

    • 483 Words
    • 2 Pages

    P R O F E S S I O N A L P R O F I L E…

    • 483 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    To begin with, the process of production is organized culturally. In the past, Sony did not intend to do market research until the Walkman is introduced. Now every companies recognize the importance of market research (will be discussed later). Besides, Sony designers enjoy great functional and occupational status that motivate their work (du Gay, P., 1997, p.58-59, 62-63). As the Walkman and hence Sony becomes so successful, designers and programmers in technological artifacts producers like Microsoft and Apple are highly valued. Similarly, one of the reasons that why iPod becomes popular is that Apple performs excellent market researches and provides a comfortable working environment for its designers.…

    • 1104 Words
    • 5 Pages
    Good Essays
  • Satisfactory Essays

    dental record

    • 390 Words
    • 2 Pages

    The following hardware requirements are listed below that will be use in order to access the program.…

    • 390 Words
    • 2 Pages
    Satisfactory Essays