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    Sony Swot

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    Strengths Substantial Brand Identity Sony is a corporate brand whose identity is deeply rooted and very well established in the minds of potential customers. The brand remains healthy despite dropping from 25th to 29 in name recognition according to InterBrands 2009 ranking. Interbrand valued Sony brand at $11 million Global Diversification Sony products and services are available throughout the world in approximately 200 countries and territories. The United States market accounted for 17.9%

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    SWOT ANALYSIS SWOT ANALYSIS OFSONY CORPORATION&L.G COMPANY  STRENGHTS Of SONY CORPORATION  Strong Brand Image  Worldwide Reputation  High Market Share  High Quality Products  High Technology  Pioneer in the Industry as Being Creative and Innovative  Supports R&D Activites  Diversification in Manufacturing Locations Around the World  Ability to Provide High Motivation to Its Employees  Loyal Customers STRENGHTS Of L.G   SWOT ANALYSIS  Market leader in home

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    SWOT is acronym for Strength‚ Weakness‚ Opportunity‚ Thread. In Essence a SWOT analysis is geared toward predictability of obvious and hidden factors that may influence the outcome of marketing and sales. In terms of gaming industry‚ Microsoft‚ Sony‚ and Nintendo with their respective hardware’s MS Xbox 360‚ PS 3 and Nintendo Wii illustrate the first tier competitors in U.S. as well as globally. Microsoft Xbox 360 Strength: • Integration of next generation DVD players i.e. HD technology

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    Console Games vs Pc Games

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    Console games vs. PC games Let’s start with the console’s themselves. Maybe you’ve heard it before‚ but some people say PC-gaming is dying. Can PC games still compete with Console games? Gamers have never been so spoiled for choice. While the console vs. PC war has been around for ages‚ consoles today have bridged the gap by finally providing decent multiplayer capabilities. Is this the end of the PC as the dominant gaming machine? Gaming has been around for a long time. It is serious business

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    SWOT Analysis for Sony Ericsson Strengths: Increased market shares Reduced losses: Sony Ericsson has been successful in reducing its company losses in the past year. The company cut its total losses by more than half in the second half of 2002. Sony Ericsson should look to continue to cut costs in order to narrow company losses even further. The success of the joint venture will be viewed by its ability to break even and generate profits. Brand name: Having a strong brand name means

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    Sony Ericsson Swot Analysis

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    Sony Ericsson SWOT Analysis Strength Diversity among products. Sony as a brand name. Weakness Lack in understanding Customer Preferences Less technology advancement Lack of user centered designs. Lack of Brand awareness globally Opportunities Mobile phones market in developing High % of young market Strong Customer demand for innovative product High Disposable income in emerging markets. Network capabilities and low tariff of service providers. Threats

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    GBA 687 Hong-Chin Chen Competition in Video Game Consoles: The State of the Battle for Supremacy in 2008 1. What are the strategy-shaping business and economic characteristics of the console segment of the video game industry? What is the industry like? 1-1 Segmentation: The industry was segmented into console hardware‚ console software (both sales and rentals)‚ handheld hardware‚ handheld software (both sales and rentals)‚ PC software (both sales and rentals)‚ broadband‚ interactive

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    Analysis Rivalry Among Competitors Game console companies are facing strong rivalry competitions. As the industry develops‚ every game console company tries to implement the latest graphic technology into their products‚ and those who fell to apply the new technology have seen a decline of the market share. In addition‚ many of the console companies are exploring new functions that are not just video games. Threat of New Entrants The threat of new entrants is low. All the game console companies

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    of Nintendo 1. Company Analysis: Nintendo released a kind of video game player that is played at home called Wii in 2006‚ but it has been available in 7th December 2007 in market. Nintendo has founded by Fusajiro Yamauchi on in September 1889 in Kyoto‚ Japan. Nintendo has 21 subsidiaries and 8 affiliates and also a common deponent in Video games industry. Its brand was established for the family entertainment. Nintendo’s history is a company for video games and toys with the reason for

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    Nintendo Case Study 1. Imagine that you are charged with designing a successor to the Wii. Briefly describe the new-product strategy you might use. The Nintendo is having a lot of growth‚ since it has already proved by selling more consoles compared to its competitors Sony and Microsoft. The Wii is now targeting its customers not only the teenagers‚ but also the entire family community. As a design successor for Nintendo Wii‚ it would be better to design a product that suits the entire family to play

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