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Sw Analysis of Major Competitors

Autor:   •  October 10, 2015  •  Research Paper  •  608 Words (3 Pages)  •  1,067 Views

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Victor Emmanuel Vargas (B2B) Marchella Marignoli (B2C)

New Products and Service Management

Progress Report

October 7, 2015

B2B: SW Analysis of Major Competitors

 

[pic 1]

Convenience

Safety

Distribution

Family

Activision

0.73

0.85

82.1

0.8

Nintendo

0.69

0.9

49.6

0.6

Microsoft

0.8

0.63

43.7

0.65

Sony

0.75

0.8

55.3

0.77

[pic 2] 

        In the chart and snake diagram above shows the different averages of convince, safety, distribution and intern activeness. One example is the 73% of Activation convince this shows that Activation has good relationship with consumer and retails needs. Another example is the 90% safety of Nintendo, which means that Nintendo is focus on the hazards that the video games may cause in society. On the other hand, the chart and snake diagram show 82.1% of distribution for Activation, which means that this company has a better faster service than its competitors. Finally, the intern activeness in between Activision and Sony are quite similar due to the averages of 0.77% and 0.8%, which means that Activision and Sony are focus on video game intern activeness.

The perceptual map above show a significant of wide ranges of the attributes that represent the each companies in particular way.  According to the convince on the map, the Activision video game company has a stronger advantage when it comes to convinces. Another example is that perceptual map shows the four companies are pretty similar to each other.    

B2B Opportunities and New Product Strategy

        In the video game industries there are several opportunities for any game designing company. The collaboration of Nintendo, Niantic and Pokémon are still merging with each other and by developing new ideas for families and gamers.  The goals of the Pokémon Go app is to reach millions people around the world and uniting friends, family and the gamers of different generation.  The Pokémon franchise, now in its fifth generation, is one of the most important aspects of Japanese pop culture to carry over into the west.  The legacy of Pokémon in popular culture as one of the defining moments of the nineties is an important moment in pop culture history. The Pokémon series penetrated the culture barrier that normally bars Japanese media from the Western world and found a massive and loyal audience in American consumers.  Also the media empire that is Pokémon, the games, the anime, the manga, the trading card game, and the merchandise that enamored American audiences in the late nineties and now that is resurging in the year 2012 is key to understanding the dynamic culture shift that occurred in the late nineties I believe that the Pokémon Go app will have a huge impact once its release on  the app market, because of its past reputation on reaching consumer around the world and making a huge impact pop culture.  In the previous decade, more Japanese products and media have found a market in interested American consumers. Also, the Nintendo brand has a household name in America alongside the two most profitable video game based media franchises, Mario and Pokémon. This also show that since Pokémon had great impression in the global market and if companies such as, Microsoft and Activation collaborate with Pokémon there profit could growth for better opportunities.

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