Preview

Sony Eye Toy

Good Essays
Open Document
Open Document
913 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Sony Eye Toy
Importance of the Eye Toy product for Sony

The Eye Toy was a revolutionary product because the underlying

technology to interpret incoming video signals was clearly the first in the market.

The case indicates that the Eye Toy Play appealed to a broad audience both in

terms of demographics as well as gaming experience. Based on the consolidated

income statements for Sony Corporation in Exhibit 2 of (Harvard Case 9-505-024

page 13) the game business segment accounted for 61.5% and 60.7% of operating

income in 2002 and 2003 respectively which was second only to electronics from

2001 to 2003 in total sales and operating revenue, and so the Eye Toy is

strategically important to Sony.

Role of the Eye Toy play within Sony Computer Entertainment Europe's strategic objectives Sony Computer Entertainment Europe strategic objectives involve

developing games different from other third party game developers and they strive to

be the first or the best in developing games("..Be first to market with a new genre,

create something special like Eye Toy, or be the best in an existing category like

the Getaway"). The product development pipeline for Eye Toy included new games

produced by SCEE ("Eye Toy required" games requiring use of the Eye Toy) as well

as games produced by third-party developers ("Eye Toy enhanced" games not

requiring its use but promising an enhanced game experience if used).

Reasons for the success of Eye Toy Play and failure of the groove

From a strategic viewpoint, the Eye Toy was innovative and different from

the competition. The Eye Toy play was successful for a variety of reasons

in the game industry when it was launched. It was unique as it invoked a lot of

interest from gamers as well as non gamers and had broad demographic appeal

because of the hardware (the Eye Toy camera) even though some of the more

abstract games had been confusing. It was also easy to

You May Also Find These Documents Helpful

  • Satisfactory Essays

    | | | | |2009 net product sales of $496 million. | | | |…

    • 649 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    accompanied by the specific audience and appropriateness of a children’s audience make it an easy…

    • 207 Words
    • 1 Page
    Good Essays
  • Good Essays

    When marketing on television or the internet, Little Tikes should have examples of children using their products. This is mainly for the purpose of showing how children enjoy the products. These advertisements should also show parents playing with their children. With these two methods of marketing, I have tried to make the products appealing to both child and parent. This will, hopefully, increase the number of consumers that want their products. A child always wants their parents to play with them. With this way of advertising, it shows how parents and children can both enjoy the products.…

    • 601 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Bushnell created pinball machines and tried to sell them but he was unable to sell his creation to a single amusement company. “Undaunted, Bushnell decided to form his own company to manufacture the game” (Gale, 1999). Nolan took inspiration from one of his favorite games Go.…

    • 442 Words
    • 2 Pages
    Good Essays
  • Best Essays

    In 2002, according to publications by the Toy Industries of Europe (2003), the UK was the largest consumer of toys and games in the EU with a 24.2% share of the €12.7bn market. That equates to over €3bn spent on toys each year in the UK. However, despite these figures, the toy and gaming industry was facing difficulties in Western Europe with child population numbers on the decrease and the tendency for children to mature more quickly, meaning their propensity to use toys and games was diminishing at an earlier age (Keynote, 2002). These two factors combined to mean that the target market for toy and game makers was decreasing rapidly.…

    • 2045 Words
    • 9 Pages
    Best Essays
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc.)…

    • 8431 Words
    • 34 Pages
    Powerful Essays
  • Powerful Essays

    * This all implies that the industry's growth prospects are focused on emerging technologies such as mobile gaming and online gaming where there is less industry saturation and maturity…

    • 4955 Words
    • 20 Pages
    Powerful Essays
  • Good Essays

    Topcoder Case Study

    • 809 Words
    • 4 Pages

    1. Since the business model for TopCoder is highly reliant upon participation from the develop community they need to keep a continuous track of the activities in their forum and need to devise the competition in such a way that it attracts more and more better quality coders. To make this happen, the senior management has to develop high level of marketing skills so that they can promote their product and keep the coders interested.…

    • 809 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Revenues in the U.S. toy and game industry totaled $42 billion in 2008 and were projected to increase by 4.6% per year to $52.5 billion by 2013. The market was divided into two broad segments: video games (48%) and traditional toys and games (52%). The second segment was further divided into infant/preschool toys (14.5%), dolls (14.1%), outdoor & sports toys (12.3%), and other toys & games (59.1%) including arts and crafts, plush toys, action figures, vehicles, and youth electronics. The U.S. market for toys and games was dominated by large global enterprises that enjoyed economies of scale in design, production, and distribution. Revenues were highly seasonal; the largest selling season in the United States coincided with the winter holiday period.…

    • 3236 Words
    • 13 Pages
    Powerful Essays
  • Better Essays

    Toy Story 3 Review

    • 1135 Words
    • 5 Pages

    Perhaps the most fascinating part of Toy Story 3 is not its plot, but its ability to target all audiences. Like the first two movies in the trilogy, Toy Story 3 is appealing for young viewers worldwide. In fact, it is the epitome of a children’s movie, a film about toys. Since the first movie’s release in 1995, it is almost impossible to walk into a…

    • 1135 Words
    • 5 Pages
    Better Essays
  • Better Essays

    The quest to be the first is unending. The need to outdo one another is part of our competitive nature. While this state of mind is embraced, ultimately the interpersonal aspect of the diffusion of these innovative ideas helps in determining the sustainability and success.…

    • 840 Words
    • 4 Pages
    Better Essays
  • Better Essays

    Toy Industry Gender Roles

    • 1391 Words
    • 6 Pages

    The toy industry has enforced the belief that children should play with toys that correspond to their genders, while never feeling guilty as they value business greater than the children. At early ages children begin to develop preferences and playing styles that are brought to life through the toy industry that offers countless varieties of action figures, dolls, blocks, bikes, books, and other toys that stimulate a child’s mind. The problem with the toy industry is that they value business greater than the children’s needs, following societies and parents demands for what is proper for children to play with based on their genders. The toy industry affects children because they…

    • 1391 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Eyemax

    • 448 Words
    • 2 Pages

    EyeMax is a company, which is engaged in research and development, manufacture and sale of medical devices used by ophthalmologists during eye surgeries. EyeMax started with the advanced laser technology designed for use in optic surgery. The customers of EyeMax are primarily doctors of ophthalmology and laser-eye clinics. Wayne Carruth, the founder of EyeMax, and his immediate family owned 30% of the stock in EyeMax. The company employees own 40% of the stock. Venture capitalists and a few outside investors hold the remaining shares.…

    • 448 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Gender Toys Essay

    • 553 Words
    • 3 Pages

    Bruno Bettelheim, a child psychologist, children’s play pattern is not innate; it is not dependent on their sex but, peer pressure and media advertisements may have drastic impact on kids. “The toy industry markets boy toys and girl toys, and girls have fewer options.Almost everything for girls has hair and a comb and brush, as if girls have nothing else to do” said Ms. Oppenheim who is a writer, researching toy industry for nine years.She urges parents to become cautious about their children’s toy preferences in order to draw the attention to manufactures who are releasing such gender stereotyped…

    • 553 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Banduras Study

    • 797 Words
    • 4 Pages

    After this the child was taken into a second room filled with toys, they were then told They could play but as the started to play were then stopped immediately and told by experimenters these were…

    • 797 Words
    • 4 Pages
    Good Essays