Martin Gedman’s years of experience as a savvy businessman with Royal Reels foreshadowed to him that the slot gaming industry was rapidly changing, and Royal Reels competitors were outmaneuvering them with innovative gameplay. This reality left Gedman with key choices to make as it related to the company which he inherited from his father and took to higher levels over the preceding few decades.
According to the customer experience framework that Gedman and his team of senior executives constructed during their meeting in fall of 2002, the company needed to improve in its ability to spark interest, deliver options, and create surprise among its customers. Hence came the need for an advancement in video technology, which the team surmised would
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Ultimately, the decision that Royal Reels made to acquire Digital Design Systems proved to have immediate success. When looking at Royal Reels total volume of slot machines within the industry being 72,421 as of 2005, and 82,297 in 2006. With this increase in volume of 12% it is clear that DDS had a profound impact on Royal Reels overall competitiveness in the market. For example, the Royal Reels Company saw and overall increase in its market share from 26.9% to 29.2%, and relative market share from 79.1% to 87.2% across the same time period (Exhibit 2).
Moreover, the acquisition of DDS ensured that Royal Reels not only competed with their main competitor generation games within the industry, but provided the platform to surpass all other competition in the market as a whole. In 2005, before the release of Royal Reels 3 video-reel slot games, Royal Reels was the second largest company by revenue in the industry. After years of innovation and investment in other avenues of the slot gaming market, Royal Reels as of 2011 are the leading firm in the market with a market share of 39.3%, and a relative market share of 144.5% when compared to generation games (Exhibit
The need among Americans to be diverted in ever more imaginative ways -- through high-thrill parks, virtual reality arcades, and theme restaurants, plays right into the hands of Dave Corriveau and Buster Corley, co-founders and CEO’s of Dave and Busters. The duo’s 50,000 square foot complexes include pool hall, an eye popping, cutting edge midway arcade, a formal restaurant, a casual diner, a sports bar and a nightclub rolled into one sprawling complex. In business since 1990, this is a high energy, highly efficient operation that’s comparable to a Vegas extravaganza. As a matter of fact there are even “for fun” cashless blackjack tables, with fake $10,000 chips. Pricey, but not outrageous, and you get value for your money.
Scholes analysis of this video text references his tools of “power and pleasure” (Scholes, p. 619) many times. Throughout the commercial visual effects are placed in order to capture the audience as we are offered an “enhancement of our vision” (Scholes, p. 619) by them, according to Scholes. A key feature of the commercial, the slow motion v...
It has come to my attention that the functionality of my computer system is quite limited for the company’s day-to-day actions. It gives me great honor to propose, a new set of systems that will replace the dated systems that I currently use to complete my job. I am confident that these machines will allow me to think of new creative, ideas that will create new innovative marketing strategies for the company.
Having prior knowledge of a customers needs, habits, and questions before or during every interaction and transaction can boost customer satisfaction. (Zueschner, Raymond. (1997). Communicating Today. Boston: Allyn and Bacon.
During the early 1980s, Atari was the number one video game company in America. Atari had prophesized that they would turn an extreme profit during the time between 1980 and 1985. When Steven Spielberg came to Atari in July of 1982 asking to make a game version of his famous movie E.T., Atari promised him millions of dollars in royalties—even if the game failed—and that they could make the game by September of that year—an impossible deadline. At Christmas, 1982, E.T. The Game released. By the end of 1983, Atari had lost over $500 million and Warner Bros. sold Atari that year—leaving many thinking it was due to E.T.’s commercial failure. It’s rumored that E.T. The Game was so horrible that Atari took all the returned copies of the game and dumped them in a landfill in the New Mexico desert. Obviously, cause for a mass game “burial”. (Kent, 2001)
...ring the software and hardware teams work together right from the stages of inception. This nascent collaboration between hardware and software teams allows for the early development and release of first party titles giving them an advantage of obtaining a jump start into the market and also lowering costs in contrast to other third party titles. A fourth strategy that could be adopted is to develop unconventional games that cater to a non-existent audience. Competitors should explore video game console applications to uncharted markets and industries. A final strategy could be to correlate sales of video games with hardware consoles as this has previously proved to be highly beneficial to Nintendo’s Wii.
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Hammond Cards, Inc. is a small player of the greeting cards industry in the United States of America due to the fact that their annual revenues equate to less than 1% of the industry leaders as described in the case. In their effort to stimulate growth, however, Wendy Hammond has employed me to analyze the potential acquisition of another company, Creative Designs. My analysis will firstly look at the main issue behind this acquisition and then further break it down into sub-issues that I will address individually. Since both of these companies follow a different strategy I will evaluate the two different companies and discuss the implications of their strategies on the merger. I will then perform various cost analysis to determine the cost structures of the two firms which will help me identify whether Wendy’s intentions can be carried out. In my analysis I will aim to figure out the practical capacity of the firms and get an indication on whether their current operations are using the optimal level of capacity and minimizing waste. This data will help me with my strategic recommendation of acquiring Creative Designs and fitting it in with the current strategy of Hammond C...
To conclude, Nintendo’s core competencies are: create video games that cost the people less as it did with Wii, it depends more on innovations and creativity instead of advanced technology, and it targets new segments of people such as; the elderly and women. The company has to worry about two main things. The first one is that the firm should create some video games with technology and graphics to attract people who like technology. The second thing is that the company should open stores that only sell Nintendo's games to give more choices for people who like its games. These two ways could help Nintendo to increase its sales and its profits.
Weinstein, A. (2012). Superior customer value: strategies for winning and retaining customers (3rd ed.). Boca Raton, FL: CRC Press.
"Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3.
Wasserman, Michael. 15 Techniques When Dealing With Customers. My Success Company. 25 January 2005. .
People suspect the growth of this competitive scene is due to the gambling aspect of gaming. In 1994, the Kiplinger Washington Letter stated, “Gambling will be the fastest growing industry of the Nineties.” This statement is very true and applies to competitive gaming as well. As soon as you enter the world of competitive gaming, it's nearly impossible to leave. The industry of competitive video gaming has been up and coming, but now it is at it's peek. The world around us is changing every day, similar to the world of competitive sports, but the world of competitive gaming is here to stay.
In the present time, video games make up a large part of many country’s cultures. Since the first video games produced on room-sized computers back in 19471, just what kind of things caused video games to evolve into the enormous industry of the 21st century? The advancement in video games can be largely attributed to improvements in technology, precedents set by certain integral video game companies, but was also set back by a crash in the market in 1983.