Preview

Case Study of Chapter 1: Harmonix

Satisfactory Essays
Open Document
Open Document
444 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Case Study of Chapter 1: Harmonix
1-3-2014
Case Study of Chapter 1: Harmonix

Harmonix was founded by Alex Rigopolos and Eran Egozy in 1995. The company was originally purpose was to allow users to use demo software to make music. Its sole purpose was to enable people who had no formal musical training or talent to be able experience the joy of playing and creating music. But this concept never panned out. After failing in their original plans Rigopulos and Egozy revamp the brand. By turning a failing software company into one that makes videogames. They had very little direction, since at the time technology for music based games had not been fully developed yet. But this change quickly in 2004 Harmonix found there niche. Haromonix had finally released Karaoki Revolution. That was the start of Harmonix future success in the video game industry. In, 2005 Harmonix teamed of with Red Octane. Red Octane brought their expertise in video games controllers and combined it with Harmonix soft technology and Guitar hero was born. Their successive partnership and effective marketing approach. That would become the fuel for Guitar hero to sell over billion in North American sales.
1. Harmonix used two different philosophies while trying to define the identity of the company. The company first used the production oriented philosophy. They started out focusing on the demo software. Most of the focus was place on the company needs and not the needs of the customer. The software another was not enough to make the company viable. Once they failed at this marketing philosophy, Harmonix decide to change over to a Market orientation philosophy. They started to search to see what the consumer wanted. Instead of what they thought they wanted. They geared their production to the wants of the customers. By making guitar hero Harmonix was able to deliver to the customer the experience they wanted. By doing this Harmonix was able to achieve the company long term goals. Guitar hero sold over 1 Billion in sales and

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Unit 1 Case Study 1

    • 347 Words
    • 2 Pages

    Li, W., Wang, J., Long, R., Su, G., Bukhory, D., Dai, J., & ... Wang, Z. (2014). Novel Antibody against a Glutamic Acid-Rich Human Fibrinogen-Like Protein 2-Derived Peptide near Ser91 Inhibits hfgl2…

    • 347 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Low name recognition- At first we will have to hustle to find our share of the 55 billion dollar gaming industry. We will have to have a heavy ad campaign to get our name out there fast.…

    • 2407 Words
    • 10 Pages
    Good Essays
  • Satisfactory Essays

    Chapter 6 Case Study

    • 459 Words
    • 2 Pages

    The economy is down due to recession and a Florida hotel resort is trying to change their cleanliness policy to bring customers back. To do this, the hotel managers propose the “$10 dollar test”. The cleaning staff clean rooms based off of an instructional video. The manager observes them and then picks one random room to inspect. If the room is clean to the manager’s expectations, he or she will leave ten dollars. However, the manager will subtract a dollar for every mistake that they find. The housekeepers disapproved of this test at first because they were not confident that they would receive a big portion of that money. Eventually however, they became motivated and started correcting their mistakes so that they can receive the whole ten dollars.…

    • 459 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    2.11: Music Lab Questions

    • 521 Words
    • 3 Pages

    When they first launched, they were making music videos, but the music videos were not well known. People would watch their music videos, but it never showed anybody of real interest to the audience.…

    • 521 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    High risk, prohibitive costs, on-the-fly changes, delays, creative differences describe the making of a movie. To curtail the costs, the Studio System was set up leading to an oligopoly of five major Hollywood studios. This paper will focus on the Studio System; its organization, role in the Golden Age, and factors contributing to its decline.…

    • 760 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    1. The Army South Chaplain Directorate requests approval for CH (CPT) John F. Richards, USAR, to conduct 12 days of training with Army South from 28 August 2016 to 8 September 2016 IOT gain familiarity and understanding of Army South missions and to complete required online training for future service in the Army South AOR. The Army South Chaplain Directorate seeks to leverage support from CH (CPT) Richards to participate with partner nations and compo 2 and 3 chaplains in shaping future cooperation during humanitarian assistance and disaster relief operations and to augment Chaplain Directorate personnel during exercises including PANAMAX and Integrated Advance. CH (CPT) Richards would also provide religious support during Reintegration…

    • 122 Words
    • 1 Page
    Satisfactory Essays
  • Good Essays

    Hcse Music Case Study

    • 1450 Words
    • 6 Pages

    Everyone has to start somewhere, everyone who’s staff on a server has once started somewhere. I’d love to be one of those people, and I’d love to start my staff experience at HCZone. Give me a chance, and I'll expand on from that chance, into an over exceptional staff member.…

    • 1450 Words
    • 6 Pages
    Good Essays
  • Satisfactory Essays

    Don Bogue and John Ryan saw a tremendous commercial opportunity in Command Audio (CA), but business model failed due to flawed logic, limited strategic choices, imperfect value creation and capture assumptions, and incorrect assumptions about the value chain. CA was entering a situation within the market place that had never existed previously, and presumed vital factors and results that never materialized. CA had faulty “logic” when they presumed they were creating value for consumers. CA’s business model, product, and service was “disruptive” technologically and socially in how consumers normally consumed radio, which consumers did not find valuable and regarded CA as an undesirable product/service. CA was experiencing a damaging customer…

    • 171 Words
    • 1 Page
    Satisfactory Essays
  • Good Essays

    “The company soon plunged into the home game market largely because, as Bushnell told BusinessWeek, ‘[they] turned out to be ready first’” (Gale, 1999) The company did eventually manage to make a home gaming console. This video game revolution would result in many other companies making new and improved home gaming consoles. Some of these new home gaming consoles…

    • 442 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Gamestop

    • 2426 Words
    • 10 Pages

    The retail gaming industry is a relatively new industry but GameStop has shown tremendous growth since 2002. An external analysis of GameStop’s general environment will show threats to the industry that include age restrictions for rated games, weak copyright laws in foreign countries, and the emergence of substitute gaming options. An internal analysis of GameStop’s resources capabilities will show GameStop’s marketing and brand capabilities that gives them a sustainable competitive advantage. GameStop’s value creating activities are often superior or equivalent to that of their competitors. Its business strategy of having a wide selection of products allows them to market to a wide range of customers, which positions the firm as a broad differentiator in its industry.…

    • 2426 Words
    • 10 Pages
    Powerful 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
  • Good Essays

    Game Not over, Not Yet

    • 617 Words
    • 3 Pages

    Electronics Art’s (EA) competitive advantage from the perspective of the industrial organization view (I/O) is their choice of industry is very attractive. Todays world consist of many people who spend several hours playing video games. EA is from this aspect is stacking up ok against their competitors but they are also failing in their position. EA’s sales are down from previous years and they also missed the initial social gaming trend of which they are now trying hard to develop a digital platform for many of their popular games. The next perspective is resource-based view (RBV). EA’s resource based view in the past was great until the digital gaming came on board. EA was used to the technology at that time when they were popular for their games such as Madden NFL and Battlefield. It seems they’ve lost their innovative “touch” now that most games are becoming digital and they were not in position to enter into that digital platform and social gaming.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Best Essays

    Supportive Work Culture

    • 3625 Words
    • 15 Pages

    In 1958, William Higginbotham, a nuclear physicist, created what is now known as the very first video game – ‘Tennis for Two’ (reference). It was a two player tennis game played with two controllers. ‘Tennis for Two’ was meant for a small audience and was never seen as something people could make money from. This particular game was the inspiration to the first successful video game ever created ‘Pong’. ‘Pong’ was an arcade game that released in 1972. Pong’s success made people see gaming as a means of business and thus the gaming industry started. Today we have so many video games releasing every week. There are many different game consoles – ones that can be played at home and ones that are portable. We can also play video games on PC, tablets etcfor example (don’t use “etc” in a paper). Even the mobile phones we use every day can be used to play video games. All these factors have made the gaming industry a multibillion dollar industry. Today the gaming industry is worth more than the music industry and even Hollywood (reference). A new video game that is released today has a good chance to earn as much as a Hollywood movie would. In fact in more than a few cases a successful video game would make more money than most of the…

    • 3625 Words
    • 15 Pages
    Best Essays
  • Good Essays

    Nintendo Case

    • 994 Words
    • 4 Pages

    When Sony entered the video game market in 1995, it was one of the first…

    • 994 Words
    • 4 Pages
    Good Essays
  • Better Essays

    It in Video Game Industry

    • 1852 Words
    • 8 Pages

    "Video Game Industry 2010: Reinventing the Games Business." Game Industry News, Interviews and Videos | Game Theory. http://gametheoryonline.com/2010/07/28/video-games-industry-gaming-business/ (accessed October 10, 2011).…

    • 1852 Words
    • 8 Pages
    Better Essays