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.
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.
Do you or any of your friends play video games on a console? If you ask gamers the question, “gaming console you like the most?” they will probably say Xbox One or PlayStation 4. Xbox and PlayStation are known as the most popular gaming consoles of all the time. These two consoles have been competing for a very long time for the throne of the best game console since 2001 until now. In this article, we are going to find out which console has the best advertisement, We are going to determine this not by the console’s hardware, not by its cool features, and not by what exclusive games they have. It is because to grade the games and features are good or bad is kind of difficult because everyone can has different games
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 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)
"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 case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
When at its nascent stage, the video game industry focused on enticing adolescents by installing gaming systems at recreation centers and malls. With advanced technological enhancements, it became conceivably easier to reach out to other consumers through advanced gaming consoles that were now focused on disseminating to families at their homes. These preliminary gaming consoles were proprietary, permitting the gamers to indulge in games that were developed predominantly for these consoles. Although, the inception of using Personal Computers (PCs) for gaming purposes altered hindered this exclusiveness of gaming, the evolution of the video game industry remained unabated.
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
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
The first is that the video game consol industry is an oligopoly and has to deal with the game theory. It is an oligopoly because it has high barriers to entry such as hardware subsidies and very fierce competition amongst already established firms (Scevek, 2001) Also there are only three major producers of video game consoles: Sony, Nintendo, and the recently Microsoft. Because these three all have personal interests the game theory applies quickly. The most recent example is the releases of the Playstaion 2 by Sony, the Nintendo GameCube, and Microsoft’s X-box. Early in the year of 2001 Sony released its latest Playstation 2 and its profits surged. They had increased 3.1% to 24.8 billion Yen, and 22.t million units sent world wide in the first fiscal year (IGN, 2002). Microsoft and Nintendo however had a different story. They decided to hold off sending of their product until the holiday season of 2001, a well-known purchasing time for consumers. However this induced competition for personal interests and both ended up worse off. While the Xbox had sold 1.4 million units, and Gamecube 1.3 million, Sony had 1.4 million units sold in its fourth quarter (Weintraub, 2002). That 1.4 million was in addition to the millions sold before hand. This unwise release is catching up with Microsoft as the profits for the X-box had halved to 190 million in 2003 compared to the loss of 60 million the year before (Yabedo, 2003), and it may soon be forced to leave the gaming industry. As it stands now the current owning of systems in households is 75% own a Playstation 2, 12% own a X-box, and13% own a Gamecube (yabedo, 2003). While the figures may be small Nintendo is building up slow but steady steam with its big name titles, and domination of the hand-held industry. Its recent release the Gameboy Advance has caused a make up for the loss by GameCube. It had so...
As a result of the increasing demand on Wii, Nintendo’s management decided to make W...
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.
Owning a gaming computer is one of the best investments a person can make in their life. Having a gaming computer can greatly influence one’s entertainment ranges and personal hobbies. Every gamer or anyone who occasionally games should have a gaming computer instead of a gaming console. A gaming console only provides people with basic programs and simple user interface while a gaming computer can be used for any needs one need. A gaming computer is one’s own cable box but better. Having a gaming computer you can have it fully customized to fit whatever theme you would like it to fit, can run many programs and other applications faster than a console, and can be loaded with a plethora of multiple useful programs one can use.
...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.