Preview

Sony Computer Entertainment’s Core Product: Playstation

Powerful Essays
Open Document
Open Document
2143 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Sony Computer Entertainment’s Core Product: Playstation
Introduction to Sony Corporation

Massaru Ibuka is the man behind some of the most successful high-tech products that consumers use today. Massaru Ibuka is the founder of Sony. After WWII, he opened up a radio shop and named his company “Tokyo Telecommunications Engineering Corporation,” (Sony Corporation, 2008, Introduction section, para. 1) which was then later changed to Sony. “The next year the company changed its name to Sony (from "sonus," Latin for "sound," and "sonny," meaning "little man").” (Sony Corporation, 2008, Introduction section, para. 1) Actually, Massaru wanted to change his company’s name, so that he could market his products to American’s. In order for any of their products to become a house hold name, he understood that they needed to have brand equity among other competitors. Massaru’s plan was to envision a product line that had incredible technological advantages over his competitor’s products. “The goal was to apply various technological innovations that had been developed during the preceding years to the production of new electronic gear for a general audience. Massaru concentrated on the products.” (Rothman, 2001 p.112) Sony has been a key player in the high technology field since the 1960’s when their main product was the transistor radio. Even though these radio’s already existed in the market, people did not see the value in them. Massaru had the vision, and knew how to market the product. After receiving much recognition for their transistor radios, he realized that the transistor radio was in the maturity stage of the product life cycle, and should therefore improve it. He also recognized that rock-n-roll was popular with the young generation at the time, and people needed to have better sounding radios. The new and improved radio (with numerous transistors) made sales skyrocket from only a few hundred thousand units (of old singular transistors) sold, to millions of units sold. Little did Massaru know that from creating a



References: Gee, J. (2003). What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan, 7-11. Kline, S Miller, J. (2005). Business of Brands. New York: John Wiley & Sons Incorporated, 112. Prues, D. (2003). Games Developer’s Market Guide. New York: Premier Press Incorporated, 203. Rothman, H. (2001). 50 Companies that Changed the World. New Jersey: Book-mart Press, 112.

You May Also Find These Documents Helpful

  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Good Essays

    In Linda Bernstein’s informative article “Gaming the Console” she presents both sides to the ongoing debate about the possible consequences associated with playing video games. Some experts have concluded that gaming leads to negative outcomes such as an increase in violent behavior, or a decrease in academic and social skills. On the other hand, there is a belief that some video games can have positive educational and physical benefits. Bernstein touches on all of these aspects of gaming and leaves the ultimate decision up to the reader to form his or her own opinion on the matter. Throughout the article, there are three images displayed that effectively support the text and help develop the arguments presented.…

    • 727 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Although some video games are violent, people should know some games are also educational and beneficial because they assist with self – expression, stimulate the brain and teach problem solving skills.…

    • 421 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Sony Chapter 9

    • 4720 Words
    • 19 Pages

    Page Ref 267 AACSB Reflective Thinking 8) Sonys worldwide success in manufacturing and marketing transistor radios in the 1950s stemmed from its joint venture arrangement with an American corporation. Answer TRUE Diff 1…

    • 4720 Words
    • 19 Pages
    Powerful Essays
  • Satisfactory Essays

    Bissel, Tom. “Extra Lives: Why Video Games Matter” ” They Say I Say with Readings. Eds. Cathy Birkenstein, Russel Durst, Gerald Graff. New York: W.W. Norton & Company, 2012. 349-362.…

    • 765 Words
    • 3 Pages
    Satisfactory Essays
  • Better Essays

    Get In The Game Analysis

    • 1347 Words
    • 6 Pages

    836). The findings and arguments presented in Powell’s article are highly relevant to the subject area of early childhood and public libraries. In this way, pretend play and video games can be employed in order to facilitate the learning process and allow children to form critical thinking and better connections to their studies. The implementation of play and game creation in early childhood learning and public libraries will provide children with a hands on approach to learning that will be highly beneficial to their cognitive ability and understandings of literature. Fundamentally, this paper will discuss Annemarie Powell’s article at length and will argue in conjunction with Powell’s contention that…

    • 1347 Words
    • 6 Pages
    Better Essays
  • Best Essays

    Gee, James . What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave MacMillan, 2007. Print.…

    • 1305 Words
    • 6 Pages
    Best Essays
  • Satisfactory Essays

    Collaterall Learning

    • 635 Words
    • 2 Pages

    The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books, but simply to clear the delusion that video games are a interruption to people who play them. For…

    • 635 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Brain Candy

    • 610 Words
    • 3 Pages

    Have you ever heard that too much television can ruin a child’s mind? Malcolm Gladwell proposes in his article, “Brain Candy,” that playing video games or watching television is just as important as reading a book. Gladwell is using rhetorical appeals to prove that in fact, video games are not dumbing down society. Pop culture is helping to improve test scores and knowledge. In “Brain Candy,” Malcolm Gladwell does affectively use rhetorical appeals to convince his audience that pop culture is making our society smarter.…

    • 610 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    In spite of the fact that it’s been said that computer games cause indolence and violence in children, we now realize that computer games can be used to assist in early child development. Research has demonstrated that computer…

    • 338 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    With the development of technology a very important technological advancement for entertainment that was developed and improved over time were video games. Video games have been a growing area and a highly developing area. With new games and consoles launched every year, video games have interested people around the globe and people of different ages. In today’s time, video games have become a way of teaching children, a way of learning through adventures games. Other genres include, action games or also known as violent games, drawing games, role-playing, simulation, strategy, racing (vehicle-stimulation) and also health games.…

    • 590 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Games Investor. (2003). The Games Industry: Past, Present and Future. Retrieved 07 17, 2008, from Game Investor: http://ep2010.salzburgresearch.at/knowledge_base/gibson_2003a.pdf…

    • 845 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Panasonic Report

    • 718 Words
    • 3 Pages

    The 1930’s proved to be a massive decade for Matsushita Electric Manufacturing Devices. 1931 see the invention of a radio, at this time many of the radio’s tuning into Japan’s national broadcasting station were unreliable and Matsushita had experienced this himself vowing to build a radio “that doesn’t break”. In 1930 Matsushita set up Kokudo Electric Co. A joint venture with a radio manufacturer. After a string of unreliable and unsuccessful models Matsushita demanded a radio that met his expectations, and three months post this Kokudo Electric Co. Developed a radio set that immediately won a prize sponsored by the Japanese National broadcasting station (seen left) (http://panasonic.net/history/corporate/chronicle/1931-02.html). Matsushita sold these for a much higher price than the rest of the highly…

    • 718 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Almost all of students have played at least one video game in their lives. It became a part of our lives. We only play video games because it is fun and entertaining and it helps us relive stress, but what we didn’t realize is that there is actually a benefit in playing video games. They are mainstream media, a daily method of storytelling and representation. Therefore, it is only expected for educators, investors and developers to try and build video games for school. In other words, video games are not just for leisure and entertainment, video games are also a very effective learning tool because it strengthens the skills that are necessary for students to do well in school. These skills include critical thinking skills, psychomotor skills and also their ability to translate sensory information quickly, otherwise noted as sensory integration. Video games are not just helpful to the students but also to the teachers teaching these students. Video games make their jobs easier and also, more entertaining. Despite of the popularity of video games, many critics still oppose it to be used as a medium in learning. There may be many things which video games cannot teach such as factoring polynomials or how to find the force applied in an object, but there are also plenty of things we can learn from it. We should focus on what it can do, how it can help us and how can we improve it to be more useful to…

    • 1413 Words
    • 6 Pages
    Powerful Essays
  • Powerful Essays

    Baker.M(2009),Marketing Basics; Marketing Strategy based on marketing needs, targets and goals. Raymond Miles and Charles Snow London…

    • 8832 Words
    • 34 Pages
    Powerful Essays