Creating Added Value for the Customer - Essay Example

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Creating Added Value for the Customer

The paper presents the video game console as part of the video game industry, which is again part of the consumer electronics industry. The video game console industry was born in 1972 with Odyssey produced by Magnavox. However the industry was at its nascent stage until the 1980s. Currently the video game console market is dominated by 3 main players – Sony, Nintendo and Microsoft. According to recent data, the gaming market peaked in the year 2008 with a net sales of $21.23 billion (hardware sales $7.81 billion and software sales $10.96 billion). The market is mainly dominated by software sales which comprises of 62% of the total expenditure. The target customers are hardcore and casual gamers around the globe. Also the latest model targets movie buffs and PSP particularly targets teenagers. PlayStation has been upgraded from 1 to 3 and skimming price has been practised, thus targeting early adopters. PlayStation 2 is the part of Sony PlayStation series and is a sixth generation video game console launched in the year 2000. By 2011 the sales volume crossed 150 million mark. The software is distributed on CD-ROM and DVD-ROM, supports online multiplayer gaming with a Linux based operating system. Sony’s “It only does everything” tag line in the PlayStation ads was a hit with its teen customer base. A study has found that teens on an average utilise only 49% of their time playing games in PS3, whereas it is 62% and 69% for Xbox 360 and Wii. ...
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Summary

This report briefs the current market scenario of PlayStation, a video gaming console series by Sony. It starts with a comprehensive situation analysis of PlayStation, then a focus on its consumer strategy, segmentation variables, targeting and positioning. …
Author : metafunk

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