"Video Game Console" Essays and Research Papers

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Supply, Demand, and Price Change

Xbox games and to play live online), wireless controller, headset, ethernet cable, Xbox Live silver subscription, and a component HD audio / visual cables. The Xbox 360 Core System is now $299.99 and is a basic console with a 9 foot long corded controller, Xbox Live silver subscription, and standard audio / visual cables (Wikipedia, 2005). "Most retailers have refused to say how many of the consoles they have in stock, but Microsoft has conceded that an ambitious plan to launch the console worldwide...

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The Poopoo

he developer kit for this console was codenamed Durango.[9] The Xbox One was formally revealed on May 21, 2013,[10] with additional information to follow at E3 on June 11–13. Hardware The Xbox One has an APU with eight x86-64 cores, 8 GB of DDR3 RAM with a memory bandwidth of 68.3 GB/s,[11] a 500 GB non-replaceable hard drive,[12] and a Blu-ray Disc optical drive.[10][13][14] Three GB of the RAM will be reserved for apps and OS, leaving 5 GB for games.[15][3] The graphics processing unit (GPU)...

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Case: Ps3

loyalty, content availability, third-party support, and adherence to industry standards. Sony launched the PS3 in November 2006, which brought innovation and development of technology to customers. However, the price dropped and over one third of PS3 consoles never sold in February 2007 (J. Paul). Product features: The PlayStation 3 contains the most advanced technology, which includes the Cell Broadband Engine, a revolutionary microprocessor that brings the supercomputer performance to customers....

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Responding to the Wii

in the video game industry this year. Nintendo and Microsoft have released advanced video game consoles that have left Sony sales behind. Nintendo especially, has broken the status quo for marketing in the video game industry by dramatically expanding its target market from 18-34 year-olds to 9-65 year-olds both male and female with its new video game console, the Wii. For years, Sony had gone head to head with Microsoft competing for the same market with their PSPs and X-Boxes consoles. Both Sony...

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Electronic Arts Strategy

With the trend in video games moving toward online play, can Electronic Arts be effectively competitive in the future while refusing to design games with this capability for the XBox 360? Being the biggest selling online gaming console system on the market, is it wise to challenge Microsoft’s policy of no royalties or subscription fees paid to developers? Electronic Arts may need to look past this challenge in upcoming years or face the very real possibility of losing massive market share. As...

Premium Online game, Video game console, Dreamcast 625  Words | 3  Pages

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Video Games Rivalry

Rivalry in video games industry Introduction The video games industry faces an entirely new rivalry situation. After 11 years of leadership, Sony has nearly lost its strong positions on the market, which gives the other two players – Microsoft and Nintendo - the chance to compete for the leadership. While the goal of Nintendo is to stay in the industry, Sony and Microsoft aim to strengthen their positions on the home entertainment market, which is constantly growing. The key factors, the companies...

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Sony Eye Toy

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...

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Sony vs Microsoft - Strategies and Business Model

Economic iVIodels of Game Console iVIanufacturers Nabyla DAIDJ & Thierry ISCKIA Telecom & Management SudParis Abstract: This paper deals with the video game console market. We are not interested here in portable consoles nor in PC games. Our work focuses on the role of core competencies in console wars, analyzing the way these competencies are activated within the firms' business models. The home console market also exhibits crossed network externalities, which requires console manufacturers the...

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The Media and Its Effects

and 80s, talk shows and game shows shown on the television were popular. It was the new idea created to get people to watch television. It not only enthused them but kept them interested. During the 90s, certain game consoles came about such as the Nintendo 64 and Sega Genesis which was the new revolution for video game boomers. Starting the 21st Century, new video game consoles, the internet, and cell phones became a big hit. People wanted faster, better, smaller. Video game graphics are more realistic...

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Nintendo's Disruptive Strategy

1967, the video game became noted for being able to be hooked up to any ordinary television. It was able to handle six different games; Ping-Pong, tennis, handball, volleyball, chase games, and a light-gun game. Five years later, Magnavox licensed the technology with the first official video game console called Magnavox Odyssey. Video games were silent and used graphics that we would consider quite primitive. In 1975, there was saw the emergence of Atari into the home console game arena. Theywho...

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