1. Executive Summary 2. Situation Analysis 2.1 The Product 2.2 Pricing and Placement 2.3 Product Diagram 2.4 Product Content/Software 3. The Market 3.1 Competition 3.2 SWOT analysis/implications 4. Objectives and Strategy 5. Action Plans 5.1 Advertising 5.2 Execution EXECUTIVE SUMMARY Hyperdyne is an established in 1995 the company has flourished into a 1 billion dollar a year company The Hyperdyne Lige' will take a new place in the arena of mobile gaming. The console will be offered in one model - the Lige' Lite for $199. At first the L.L. will only be available online at www.hyperdyne.com. The Lige' will be the first in a new category of handheld products designed to offer all the advantages of having a PC or laptop all in a device that can fit in your pocket; delivering both on entertainment and functionality in a tight 6 ounce package. The Lige' will be positioned against the Nokia N-Gage, Nintendo DS, Sony PSP, and the Tiger Telemetrics Gizmondo. The market for handheld gaming devices has traditionally been geared toward early teens and juvenile males but in recent years the adult market has grown considerably. The Lige' will take a something for everyone' approach, it is important that it is established as a toy that doesn't take itself too seriously. The design and features of the Lige' will be simple and easily approachable by all ages. This is more in line with Nintendo's enormously successful strategy and out of line with the N-Gage, PSP, and Gizmondo approach that gears those products exclusively toward older very tech savvy audiences. Our goal for the Lige' is to establish a strong product in the over 6 billion dollar a year handheld gaming market. In order to be considered a success we hope to sell 1.5 million units in the first 16 months. However, as is traditional with gaming platforms the program will have to operate at a loss over this time before we can expect to see a profit. To minimize losses the Lige' will focus on function and content over technology and will initially only be sold over our website it is expected that 100 to 150 million dollars will need to be invested before the program starts turning over profits. SITUATION ANALYSIS The Product The Lige' console will offer superb 3D graphics, analog controls, crisp stereo sound, built in WiFi technology, a windows mobile operating system, and will provide an unparalleled mobile multimedia experience with it's huge 3.5 in. LCD screen with analog touch technology.
The gaming industry has also been trying to adapt to the change in demographic with adopting new technology in gaming. “The old one-armed bandit has all but disappeared from the modern day casino. When a new slot machine game is released, the pull handle is rarely used. Even push buttons that had replaced the pull handle is being used less and less. Now games are using touch screen technology to replace the push button. These advancements are used as a lure to a younger demographic that has seen advances in other industries such as telecommunications and video games and the gaming industry are trying to leverage similar technology to attract this demographic”. Baca,N (2013, Nov) I-Team: Technology Trumps Traditional Casino Gaming, 8newsnow.com, Retrieved from: http://www.8newsnow.com/story/23895056/i-team
Video games have had high demand over the past decade. Many titles such Call Of Duty and Grand Theft Auto make billions of dollars in profits. (1) What began as a small market in the late 1970’s has grown drastically over the years. Technology has improved so much that a Game Boy Advance in the early 2000’s that was worth $150, now fails in comparison to free apps for our phones today. There are emulators for the IPhone that can play the Game Boy Advance games. (2)
In the console-gaming world people know Sony and Nintendo. Microsoft may be the largest and richest software company in the world, but it’s unknown when it comes to console gaming. Microsoft is counting on the Xbox to change that perception. Gamers may not be willing to take a chance with the Microsoft Xbox, even if it is far superior to any console ever made. Nintendo Gamecube is nothing if charismatic. Nintendo’s new machine is half the size of any other console and looks like a toy with its brightly colored plastic shell and handle. It’s destined to be home of such popular games as Mario, Donkey Kong, Pikachu, and Kirby. Nintendo Gamecube seems mismatched as it goes up against the Microsoft Xbox and the Sony Playstation 2 (a multimedia mayhem that Sony says it’s supposed to be “The Future Of Entertainment”). All this makes you think; what makes Nintendo believe it can possibly go up against the ultra-sophisticated Xbox.
The modifications that were made to these regular arcade games ware to make them smaller and compact. Since the new console to be released was a smaller version of those gigantic arcade games, one of biggest change was to make these consoles able to show video on a common household television. The console itself needed to be made smaller for easy carry and for it to fit in a home. Developers needed to make the power supply regular AA batteries. Next, they made the analog stick from the arcade version into a small knob used for movement. Last, the RCA cables were thinned, for easy transport. All of this didn’t obscure the fact that there was only one playable game in this console.
"My kids decided a few months ago that peek-a-boo was their favorite game," he wrote. "While it's unlikely that we can improve upon this classic, I look forward to playing Zynga games with them very soon. When they enter high school, there's no doubt that they'll search on Google, they'll share with their friends on Facebook, and they'll probably do a lot of shopping on Amazon. And I'm planning for Zynga to be there when they want to play", Mark Pincus, former CEO of Zynga.1
The evolution of the video game industry can be traced through the metamorphosis of the early, complex, fantasy-world based games that were focused on the avid adolescent gamers using conventional joysticks and consoles, to easy, realistic games that appealed to a broader spectrum of age groups using innovative wand-like joysticks and consoles.
As a result of the increasing demand on Wii, Nintendo’s management decided to make W...
"The history of video game consoles - SlipperyBrick.com." SlipperyBrick RSS. Slippery Brick, n.d. Web. 21 Nov. 2013. .
A man gets up in the morning with nothing to do, why not play the Nintendo Switch to start your day? Want to have a good time and excitement with your family and friends? Nintendo Switch is what you want! It is easy to connect and disconnect. It is portable and can join other player with Nintendo Switch and can be played anywhere. Most of all, it is for all ages and they have a wide variety of games to choose from such as: Boxing, Dancing and Adventure games.
In conclusion the video game industry is growing, it has been for the last thirty years and will continue maybe for the next hundred. But it is an industry none the less, it has to follow the same laws as any other firm in the game of economics, and in this game there is no save point or pause button. We have seen that because of the game theory the console companies make choices for what they believe to be their best option only to have a worse outcome than if they had released at a different date, that as a compony earns an economic profit other componies will try to enter that area driving down economic profit, as well as examples of their fierce competition to stay on the cutting edge. We have also seen that they follow the laws of demand, and develop only on the desires and tastes of the buyers, the costs that come with producing a game both explicit and implicit, and the externalities that come with the products. And what investments are being made for the future in this billion-dollar industry.
Nintendo is an entertainment company; not an electronics company. Console sales are inextricably intertwined with games sales. Hardware sales account for a large portion of Nintendo's total sales; however, hardware sales don't drive a large portion of Nintendo's total sales. At Nintendo, the games sell the consoles. Of course, the console itself can affect the game play experience in its role as a
In Bernard Cesarone?s piece, ?Violence in Video Games,? it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned that in the year 2000 the video game industry will make 6 billion dollars. Each household in the U.S. owns a video game playing device on average, and for those who do not own a game playing device, many are able to be played by the public in stores and arcades, states Cesarone.
Toys continue to evolve and change with the technology available at the time. The relative affordability of tablets today combined with the portability and multifunctional capabilities poses a real threat to traditional toys. Manufacturers have the opportunity today to embrace the technology and evolve their toys or find themselves left behind as a new generation of companies take over the market.
...design and use of learning games through promoting collaboration among scholars, teachers, developers, producers, and so on.” LGN also hopes to educate the youth through well-designed and developed educational games. They help arrange partnerships with developers, educators, and media specialists, and they try to expand the educational gaming field.
a few examples of the many other consoles is the Magnavox odyssey2,intellivision, colecovision, and many others. The biggest problem with all these consoles is you never knew how good or bad they were because the internet was young and if you had no friends