Preview

Sony Eyetoy Case

Good Essays
Open Document
Open Document
478 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Sony Eyetoy Case
In the face of substandard EyeToy Groove sales, Executive VP Phil Harrison of Sony Computer Entertainment Europe has to make the decision as to whether SCEE should continue to market the EyeToy, and if so in what manner and with what resources.
Despite the seemingly disappointing sales of EyeToy Groove, SCEE should carry on efforts to sell the EyeToy: marketing specifically towards children and families, offering hardware bundling options for all titles and collaborating with 3rd party software companies.
Criticisms that EyeToy will not appeal to traditional gamers may be true, but the market demand for non-mature gamers is strong. The majority of Consumer Responses to EyeToy Play praise the child, family and group oriented gameplay. Similarly child-focused games comprise 4 of the Top 10 Video-Game Console Titles in 2003 in the U.S., which demonstrates a preexisting market for games of an “E-rated” nature. Sony should capitalize on this existing market segment and emphasize the active and movement based nature that differentiates EyeToy from traditional video games found on this Top 10 list.
In measuring the success of Groove, Sony made the mistake of comparing it to the sales of the EyeToy hardware. Of the 2.5million EyeToy owners who purchased the Play package, 4% purchased the Groove software. This metric is comparable to the 6% of all PS2 owners who purchased the mainstream Getaway game, which was considered success. SCEE should aim to increase sales of an EyeToy hardware-game package, in order to create a future market for EyeToy software rather than prematurely market just software to an audience without the hardware.
The major risk associated with this recommendation is that SCEE will be unable to supply consumers with enough games in the long run to keep up interest in the EyeToy. To combat such a risk Sony should collaborate with 3rd party software companies such as Electronic Arts. By increasing the number of games that have EyeToy capability,

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The product or the item for consumption that I have selected is the Nintendo Wii Game System. This system ruined the industry’s rank, when they put on the loose of this novel perception of effectively taking part in the video games. I would like to say that the Nintendo Wii is at the market development stage or level. Although the product is just a pair of years old presently, the attention level carries on to cultivate as the Nintendo organization is constantly producing original augmentation to move out by the side of the Wii game system. More over, other video game varieties currently are opening to generate the similar video game technology providing the Nintendo Wii opposition that untill that time it did not have it. This opposition has merely pact with the Nintendo generating more attentive games, trimmings, and improvements building up their product yet more enjoyable or pleasurable.…

    • 344 Words
    • 2 Pages
    Satisfactory Essays
  • Best Essays

    Cango Financials

    • 3205 Words
    • 13 Pages

    This consulting report concerns CanGo’s attempt to establish new business ventures to enhance the vitality of the organization through entering the enormous electronic gaming industry that is rapidly expanding. There is a significant amount of demographics that will embrace the virtual world of On-Line Gaming, since electronic entertainment has been revolutionized through increasing access to interactive online gaming with access to high-speed internet. Thus more, global games industry revenues were at 60.4 billion in 2009 and expected to rise to 70.1 billion in 2015. The value of this proposition is to increase revenues, increase speed, expand reach, and increase effectiveness. CanGo is offering a combination of software and hardware, which include On-line Gaming, e-Books, MP3 sales, and audio/video streaming. In order to reach these consumers effectively our firm has developed a strategic plan, SWOT Analysis, competitive advantage, marketing analysis, and financial analysis to enable CanGo to reach the vast wants and needs of the consumers through their vision and mission.…

    • 3205 Words
    • 13 Pages
    Best Essays
  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The victory of the Wii from the wireless motion-sensing controllers depends on the consumer desire. The consumer chose the lower performance product, Wii which had the wireless motion-sensing controllers, although Sony’ PS3 and Microsoft’s X360 was the high performance products. The consumer wanted to buy the user friendly products instead of over-techs.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Marketing Plan Phase 1

    • 1309 Words
    • 6 Pages

    The introduction of any new product can be and intense process for any company. The Sony organization is a large world wide corporation that since its inception has proven to work towards electronics innovation. The new product that Sony is reviewing is the Sono-stick and prior to the development of this product several items will be reviewed; the overview of existing organization, a description of the product, the importance of marketing, SWOT analysis and the market research approach. The full marketing plan for this product will be enhanced by obtaining a full understanding of the product, its strengths and weaknesses and the research needed to identify if there is a viable marketplace in which to produce and sell the Sono-stick at a profitable rate within the Sony family.…

    • 1309 Words
    • 6 Pages
    Powerful Essays
  • Good Essays

    As each decade progressed, technological advances increased their presence in society. The 1950s and the 1960s did not include many electronic style. However with the 1970s came the introduction of more toys with electronic capabilities. For example, toys like the Speak & Spell and the Simon Electronic Game were developed in the late 70s. However with the 80s came less electronic toys and more dolls. The 1990s was when technological advancements truly hit the toy market. With the release of talking dolls and the first mobile gaming systems, children were now growing up around electronics. The 2000s followed with even more technological toys being manufactured. Home gaming systems were now common place in most houses. Along with this, portable music players such as the Ipod Touch were now introduced to the market. Technology has made a major impact on toys and games as each decade came. Toy companies always want to come out with…

    • 661 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Sony Strategy

    • 5402 Words
    • 19 Pages

    superior Playstation 3 as a loss leader to introduce the Blu-ray optical drive2 into consumers’…

    • 5402 Words
    • 19 Pages
    Powerful Essays
  • Powerful Essays

    Sony Playstation 2

    • 1596 Words
    • 7 Pages

    Within our marketing plan, we will discuss many attributes of Sony and its product, PlayStation 2. First, we will analyze the past, present, and future of Sony PlayStation 2 through the SWOT analysis. Second, we go into the market product focus and goals set for PlayStation 2 as a superior entertainment product. Our plan goes on to discuss, the marketing mix through product, price, promotion, and place of distribution. Competition is analyzed, followed by the global market outlook and future trends.…

    • 1596 Words
    • 7 Pages
    Powerful Essays
  • Best Essays

    Playstation 3 Campaign Audit

    • 4261 Words
    • 18 Pages

    Sony is one of the most well recognized organizations across the globe and amongst other products is extremely well known for their gaming products, known to us as Playstation. This audit is based on prior research done by our group members after being assigned the task by the unit coordinator. Most of our research has come in the form of articles, and promotional videos, as well as general word of mouth.…

    • 4261 Words
    • 18 Pages
    Best Essays
  • Good Essays

    product critique Wii U

    • 871 Words
    • 3 Pages

    Nintendo was very successful in the video-game industry for many years, but the launch of the Wii U was a complete disaster. In order to understand the failure of the Wii U launch we need to list its positive and negative features and compare them to its direct competitors, Xbox One and PS4, and indirect competitors, smartphones, pc’s and tablets. Although the GamePad was innovative, it was not enough to attract new customers. The biggest reason was the lack of new games. Nintendo should put more effort in understanding the new trends in the market and customer’s needs in order to make the decisions based on the big picture.…

    • 871 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    The Wii

    • 3495 Words
    • 14 Pages

    The first concern one should think of when considering a new product is the target segment. To pick the suitable target segment, one should divide the total market into smaller segments then select the target segment or segments to enter. After that, one should differentiate the market offering to create superior customer value and finally, position the market offering in the minds of target customers. The next step is the marketing mix, one should think of the four P’s that will serve their product. Many other concerns come after such as the type of the consumer product, differentiation strategies, branding elements, product-life-cycle, adopter’s categories and pricing strategies. In this paper, all these points will be covered and applied on Nintendo’s seventh generation console which is the Wii. It is a new direction for the company. Nintendo desired to create an assimilation of a motion-sensitive controller combined with modest technological improvement in processing power and graphics in order to target a broader demographic than that of the other competitors.…

    • 3495 Words
    • 14 Pages
    Powerful Essays
  • Good Essays

    Swot

    • 901 Words
    • 4 Pages

    PC World published The 20 Most Innovative Products for the Year 2006. Sony’s Reader was listed as number six and Sony’s PlayStation was listed as number sixteen. Sony Corporation has managed to be competitive and stay a powerful organization by learning from past failures. Sony states the following: “Sony has learnt much from previous unsuccessful products. The Sony MSX home computer, for example, did not attain a satisfactory level of success. But it did teach Sony development engineers valuable know-how that would be applied in later years. In effect, these engineers became living resources, representing latent power within Sony that did not exist in other AV companies” (Sony.net).…

    • 901 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Malaquitas234

    • 485 Words
    • 2 Pages

    You should read the case study in Harvard Business Review called "Sony ... http://hbr.org/product/sony-playstation-3-game-over/an/508076-PDF-ENG. The truth ...…

    • 485 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Sony Eye Toy

    • 641 Words
    • 3 Pages

    • Bundle of software (game) and hardware (camera) • 12 minigames • Harrison: “…introduce EyeToy to as broad an audience as possible…creates lots of different access points for different customers.” • September 2002, PlayStation Experience event in London • Parents and females as well as hard-core actiongame males were also lining up to test EyeToy • Harrison: “…we realized we were onto something special, because it was…

    • 641 Words
    • 3 Pages
    Satisfactory Essays
  • Powerful Essays

    Technology Innovation

    • 3027 Words
    • 13 Pages

    Innovation is a key to success for businesses. It is a reason for almost everything what we see today and that’s why it is also a driving force leading towards a better tomorrow. Technological innovation is responsible for value creation and enhancement for customers and subsequent increased profit margins for the producers in today’s business world. It is learnt as a new idea or a combination of older, known ideas to make entirely new product or develop new process. It is rightly said by Roger Ascham, "Necessitie, the inuentour of all goodnesse."(“Toxophilus”) or ‘Necessity is the mother of Invention’ in its English version. On the one hand, greed of the people or unsatisfied desires for better living standard every next day creates the necessity of newer, better products in the market. On the other hand, competition, better profit margins, saturating product curve and decreasing product demand due to increasing customer requirements are the needs for innovation for producers. In this paper of technological innovation I will discuss Video gamming consoles manufacturing Japanese company Nintendo’s approach towards innovation for its gaming console products line and subsequent factors that have forced the company to continuously innovate with correct understanding of its customers’ requirements. I will also discuss the company’s innovation strategy, its impact on the gaming market and factors that are again forcing the company to rethink its innovation strategy and to come up with newer and better products.…

    • 3027 Words
    • 13 Pages
    Powerful Essays
  • Satisfactory Essays

    The author has also stated that radical innovation is difficult to adapt by established firms as the usefulness of existing capabilities is destroyed. While it may be true that established firms might not undergo radical innovation all the time due to their core competencies in the industry and their reluctance to abolish it to come up with a new technology that they are not competent in, there are instances when they need to do so like losing their competitive edge in their core competencies as compared to other players. One of the example will be Nintendo’s Wii. While it has always been producing gaming consoles like Gameboy and Nintendo 3D, it realises that it has been losing out to competitors like Sony due to the popularity with handheld consoles with interactive games. Hence in such instances, established Nintendo made a breakthrough by inventing Wii which allows users to interact through sensors and motions that can be detected by the screen. This radical innovation in turn allowed Nintendo to compete in the industry again.…

    • 568 Words
    • 3 Pages
    Satisfactory Essays