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The "video" in "video game console" traditionally refers to a raster display device.
[1]
However, with the popular use of the term "video game" the term now implies
all display types and formats. The term "console" is used in the user manuals of
several early video game systems. Its use, however, is not synonymous with
"video game system" or the same as its modern usage. It refers to a specific part
of the video game system. The Atari 2600, NES, and other consoles from those
decades were called "video game systems" at the time.
The first company to use the term "console" to officially refer to its video game
system was Fairchild with the Video Entertainment System (VES) in 1976.
Controllers: Video controllers allow the user to input information and interact
with onscreen objects.
Power supply: a power supply converts 100-240 volt AC utility power into direct
current (DC) at the voltages needed by the electronics.
Console/Core Unit: The core unit in a video game console is the hub where the
television, video game controllers, and game program connect. It usually
contains a CPU, RAM, and an audiovisual coprocessor.
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Game Media: Most video game consoles have their programs stored on external
media.
Overview
The modern computing world owes many modern computing innovations to the
game industry. The following computing elements owe their lineage and
development to the game industry:
3
• Unix: developed, in part, so that the programmers could play a space
traveling game.[3][4]
Disciplines
• Game programmer
• Game designer
• Level designer
• Game producer
• Game artist
• Game tester
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History
William Higinbotham, a scientist, created "Tennis For Two" in 1958. It was never
commercially released because it wasn't an actual video game. It was meant to
be an electrical experiment.
By the late 1970s, the computer game industry formed from a hobby culture,
when personal computers just began to become widely available. The industry
grew along with the advancement of computing technology, and often drove that
advancement. Today, the video game industry is a juggernaut of development;
profit still drives technological advancement which is then used by other industry
sectors. Though maturing, the video game industry is still very volatile, with third-
party video game developers quickly cropping up and, just as quickly, going out
of business.
In Asian countries, notably Japan and Hong Kong, the video game medium did
not reach major popularity on a mass scale until the arrival of the manga series
Game Center Arashi in the late 70s.[citation needed] The series helped the public
understand the possibility of the product and the entertainment value at the
cultural level.
Economics
5
Early on, development costs were minimal, and video games could be quite
profitable. Games developed by a single programmer, or by a small team of
programmers and artists, could sell hundreds of thousands of copies each. Many
of these games only took a few months to create, so developers could release
several titles each year. Thus, publishers could often be generous with benefits,
such as royalties on the games sold. Many early game publishers started from
this economic climate, such as Origin Systems, Sierra Entertainment, Activision
and Electronic Arts.
As computing and graphics power increased, so too did the size of development
teams, as larger staffs were needed to address the ever increasing graphical and
programming complexities. Now budgets can easily reach millions of dollars,
even if middleware and pre-built game engines are used. Most professional
games require one to three years to develop, further increasing the strain on
budgets.
Practices
However, unlike the music industry, where modern technology has allowed a fully
professional product to be created extremely inexpensively by an independent
musician, modern games require increasing amounts of manpower and
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equipment. This dynamic makes publishers, who fund the developers, much
more important than in the music industry.
Breakaways
Activision was popular among developers for giving them credit in the packaging
and title screens for their games, while Atari disallowed this practice. As the
video game industry took off in the mid-80s, many developers faced the more
distressing problem of working with fly-by-night or unscrupulous publishers that
would either fold unexpectedly or run off with the game profits.
Economics
7
Creative control
Some people disapprove of publishers having creative control since they are
more apt to follow short-term market trends rather than invest in risky but
potentially lucrative ideas. On the other hand, publishers may know better than
developers what consumers want. The relationship between video game
developers and publishers parallels the relationship between recording artists
and record labels in many ways. But unlike the music industry, which has seen
flat or declining sales in the early 2000s, the video game industry continues to
grow while producing both low-quality, unoriginal games, and innovative and
popular titles such as the Grand Theft Auto series and The Sims series. Also,
personal computers have made the independent development of music almost
effortless, while the gap between an independent game developer and the
product of a fully financed one grows larger.
In addition, the developer must usually buy development systems from the
console manufacturer in order to even develop a game for consideration, as well
as obtain concept approval for the game from the console developer. Therefore,
the developer normally has to have a publishing deal in place before starting
development on a game project, but in order to secure a publishing deal, the
developer must have a track record of console development, something which
few startups will have.
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Alternatives
The Japanese video game industry is markedly different from the industry in the
US and Europe.
Generally, games occupy greater cultural attention in Japan than the U.S., and
its market share of total entertainment in Japan is higher than the U.S. Voice
acting was implemented in Japanese games several years before American
games.[citation needed] Japan has created some of the largest and most expensive
titles ever made, such as Final Fantasy and the Metal Gear Solid series of
games.
Arcades
Video game arcades are still relatively popular in Japan; for every arcade game
released in the US, nine are released in Japan.[citation needed] The history of the
Japanese arcade is very significant in the story of the decline of the American
arcade, and in the shape of game design in general. In particular, the arcade
scene in Japan has caused them to lag behind in the field of sound effects and
sound design, because this is less important in an arcade. For example, a
modern game like Tekken 4 still uses 16 kHz samples like the original arcade
release.
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Media
Consoles and arcade games are the main media for Japanese game design; PC
games are nowhere near as popular. This necessarily dictates that there are
fewer independently developed games coming from Japan, as it is far harder to
develop independently for a console than it is for a PC.
Development environment
The structure and culture of a Japanese game developer is far different from a
western one. Throughout the history of Japanese game design, many developers
have seen fit to remain mostly anonymous, even using pseudonyms to a large
degree in video game credits.
Also, the division in labor for video game development is far different. For
example, Japanese game design teams had a dedicated designer, (which they
called a "director") far earlier than American design teams adopted the practice.
Yet it was clear that even with this centralized design process level designers
and character designers were given a lot of leeway to work within their
boundaries as much as possible. For example, almost every level in Super Mario
Bros. 3 has new gameplay concepts within it.
Secondly Japanese game designers throughout history generally had far more
people working on a particular game then a comparable western design team.
For example, Mortal Kombat, an American title, was developed by four people: a
programmer, an artist, a musician, and a background artist. Street Fighter 2, a
comparable Japanese title, had almost one artist working on every character in
the game, plus two programmers, plus a musician with the result being a team of
twenty or more people.
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History of video game consoles (first generation)
Interactive television
Bill Rusch joined the project to speed up development and soon a third machine-
controlled dot was used to create a ping-pong game. With more funding
additional games were created, and Baer had the idea of selling the product to
Cable TV companies, who could transmit static images as game backgrounds. A
prototype was demonstrated in February 1968 to Teleprompter Vice President
Hubert Schlafly, who signed an agreement with Sanders. The Cable TV industry
was in a slump during the late 60's and early 70's and a lack of funding meant
other avenues had to be pursued. Development continued on the hardware and
games resulting in the final "Brown Box" prototype, which had two controllers, a
11
light gun and sixteen switches on the console that selected the game to be
played. Baer approached various U.S. Television manufacturers and an
agreement was eventually signed with Magnavox in late 1969. Magnavox's main
alterations to the Brown Box were to use plug-in circuits to change the games,
and to remove the colour graphics capabilities in favour of color overlays in order
to reduce manufacturing costs. It was released in May 1972 as the Magnavox
Odyssey.
The Fairchild VES was the world's first CPU based video game console,
introducing the cartridge based game code storage format. It was released by
Fairchild Semiconductor in August 1976. When Atari released their VCS the next
year, Fairchild quickly re-named it to the Fairchild Channel F.
12
In 1977, Atari released its CPU based console called the Video Computer
System (VCS), later called Atari 2600. Nine games were designed and released
for the holiday season. It would quickly become by far the most popular of all the
early consoles.
In 1978 Magnavox released its CPU based console, the Odyssey 2, in the United
States and Canada. Philips Electronics released this same game console as the
Philips G7000 in many European countries. Although it never became as popular
as Atari, it managed to sell several million units through 1983.
The next major entry was Intellivision, introduced by Mattel in 1980. Though
chronologically coming long before the "16-bit era", the Intellivision had a unique
processor with instructions that were 10 bits wide (allowing more instruction
variety and potential speed), and registers 16 bits wide. The system rocketed to
popularity alongside the 2600.
Though not the first system to challenge Atari, it was the first to pose a serious
threat to Atari's dominance. A series of Intellivision TV ads featuring George
Plimpton mercilessly attacked the Atari VCS's lesser capabilities with side-by-
side game comparisons. Nevertheless, Atari held exclusive rights to most of the
popular arcade game conversions of the day, and used this key segment to
support their older hardware in the market. This game advantage and the
difference in price between the machines meant that each year Atari sold more
units than Intellivision, lengthening its lead despite inferior graphics. This need for
price parity has influenced every console war since.
Unique among home systems of the time was the Vectrex, the only one to
feature vector graphics and its own self contained display.
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1982 saw the introduction of the Colecovision, an even more powerful machine.
Its sales also took off, but the presence of three major consoles in the
marketplace and a glut of poor quality games began to overcrowd retail shelves
and erode consumers' interest in video games. Within a year this overcrowded
market would crash.
The video game crash of 1983 was the year long crash of the video game
industry and the bankruptcy of a number of companies producing home
computers and video game consoles in North America in late 1983 and early
1984. It brought an end to what is considered the second era of console video
gaming.
The crash was followed by a gap of two years, during which there was no
significant development for video game consoles. That gap ended with the
success of the Nintendo Entertainment System (NES) that was first introduced in
Japan in 1983 (as Famicom) and then in the United States in 1985 and would
break out in popularity in 1987.
This period is sometimes referred to as the video game crash of 1984, because
that was the year the full effects of the crash became obvious to consumers.
Hundreds of games were in development for 1983 release, most of which ended
up in bargain bins. But few games were developed in 1983 for release the
following year, resulting in a drought of new video games in 1984.
The worldwide video game console crash of 1983 was caused by a combination
of factors, though with different factors in several markets:
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especially the Commodore 64, with the theme “Why buy your child a video
game and distract them from school when you can buy them a home
computer that will prepare them for college?”[1] Marketing research for both
sides tracked the change as millions of consumers shifted their intention
to buy choices from game consoles to low-end computers that retailed for
similar prices. At the same time, a strong culture of playing and writing
video games for these personal computers arose in Europe, making the
European crash more of a platform shift than a total collapse of the
industry.
• A similar marketing campaign occurred in the U.S. without the same
effect, where instead the personal computer industry grew because of the
crash and is not seen as directly causing it.
• A flood of consoles on the market giving consumers too many choices. At
the time of the U.S. crash, there was a plethora of consoles on the market:
Atari 2600, Atari 5200, Bally Astrocade, Colecovision, Coleco Gemini,
Emerson Arcadia 2001, Fairchild Channel F System II, Magnavox
Odyssey2, Mattel Intellivision (and its just released update with slew of
peripherals, Intellivision II), Sears Tele-Games systems (which included
2600 and Intellivision clones), Tandyvision, and Vectrex. Each one of
these had their own library of games, and many had (in some cases large)
3rd party libraries. Likewise, many of these same companies announced
yet another generation of consoles for 1984, such as the Odyssey3, and
Atari 7800.
• A flood of poor titles from hastily financed startups, combined with weak
high-profile Atari 2600 games based on the hit movie E.T. and the red-hot
arcade game Pac-Man.
• The news media sensationalized both the boom days of 1980 and the
problems of 1982–83. In particular, the story of Atari burying thousands of
E.T. cartridges in a New Mexico landfill shifted the outlook of the video
game market in the eyes of many media outlets.
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History of video game consoles (third generation)
In the history of video games, the 8-bit era was the third generation of video
game consoles, but the first after the video game crash of 1983 and considered
by some to be the first "modern" era of console gaming. It began in 1983 with the
release of the Famicom in Japan and lasted until 1987. Although the previous
generation of consoles had also used 8-bit processors, it was in this time that
home game systems were first labeled by their "bits". This came into fashion as
16-bit systems like the Mega Drive/Genesis were marketed to differentiate
between the generations of consoles. This generation in gaming was primarily
dominated by the Nintendo Entertainment System/Famicom.
Overview
During the era, the Famicom (short for family computer) became very popular in
Japan. The Famicom's American counterpart, the Nintendo Entertainment
System, highly dominated the gaming market in North America, thanks in part to
its restrictive licensing agreements with developers. Though the NES dominated
the market, the Sega Master System (which was popular in Brazil and Europe),
and the Atari 7800, were also major players during this era. The Sharp X68000
began its niche run in Japan with its first iteration in 1987.
The latter part of the third generation (argued by some as part of the 4th
generation) introduced the Game Boy, which single-handedly gelled and
proceeded to dominate the previously scattered handheld market for 15 years.
While the Game Boy product line has been incrementally updated every few
years, until the Game Boy Micro and Nintendo DS, and partially the Game Boy
Color, all Game Boy products were backwards compatible with the original
released in 1989.
The post-crash 8-bit era saw the first console role-playing video games, and was
the birth of the side-scroller. Editing and censorship of video games was often
used in localizing Japanese games to North America. It is the era when many
16
famous video game series, and the characters starring in them, originated. Some
notable examples include Super Mario Bros., The Legend of Zelda, Dragon
Quest, Metroid, Mega Man, Metal Gear, Castlevania, Final Fantasy, Phantasy
Star, and Bomberman.
In the history of video games, the 16-bit era was the fourth generation of video
game consoles. Starting in 1987 with the Japanese launch of the PC Engine, this
era was dominated by commercial rivalry between Nintendo and Sega with their
machines, the Super Nintendo Entertainment System and the Sega Mega Drive
— the latter known as the Sega Genesis in North America. The machines
introduced in this generation retained the majority market share until 1996.
The PC Engine, a collaboration between Hudson Soft and NEC, was launched in
Japan on October 30, 1987 and was followed by the Sega Mega Drive on
October 29, 1988. Both machines were launched in North America during August
1989 and the Mega Drive was launched in Europe on 30 November 1990.
As the market quickly transitioned to the newer hardware, Nintendo saw erosion
of the commanding market share they'd built up with the Nintendo Entertainment
System and responded with their own fourth generation machine, the Super
Nintendo Entertainment System on 21 November 1990. The machine reached
North America in August 1991 and Europe in April 1992.
Although initially popular in Japan, the PC Engine failed to maintain its initial
sales momentum or to make a strong impact in North America, where it became
unavailable by 1994. As a result the market was largely divided between Sega
and Nintendo, who acted as direct competitors.
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Worldwide sales standings
Console Units Sold Date
February 11,
Super Nintendo Entertainment System 49 million
2006
December 1,
Sega Mega Drive/Sega Genesis 29 million
2006
TurboGrafx-16 11 million N/A
In the history of computer and video games, the 32-bit / 64-bit era was the fifth
generation of video game consoles. It featured both 32-bit and 64-bit consoles,
and the market was dominated by three consoles, the Sega Saturn (1994), the
Sony PlayStation (1994) and the Nintendo 64 (1996), with the PlayStation
eventually ending up the most successful and ending Nintendo's longstanding
domination over the market. This era began in 1996 and ended in 2002 .
Demographics in console sales varied overall, but these consoles defined the
System wars of this era (see section below). The 3DO and Atari Jaguar were
also part of this era, but their sales were poor and they failed to make a
significant impact on the market. This era also saw two updated versions of
Nintendo's Game Boy: Game Boy Color and Game Boy Light (Japan only).
Bit ratings for consoles largely fell by the wayside during this era, with the notable
exception of the Nintendo 64. The number of "bits" cited in console names
referred to the CPU word size and had been used by hardware marketers as a
"show of power"; however there was little to be gained from increasing the word
size much beyond 32 or 64 bits - performance depended on more varied factors,
such as processor clock speed, bandwidth, and memory size.
The 32-bit / 64-bit era also saw the rise of emulation. It was during this time that
not only were commonly available PCs powerful enough to emulate the 8 and
16bit systems of the previous 5 or more years, but the internet made it possible
18
to store and download tape and rom images of older games, eventually leading
7th generation consoles (such as Xbox 360, Wii, PlayStation 3, and PlayStation
Portable) to make such older games available for purchase or download.
Sony's PlayStation 2 achieved sales dominance, with nearly twice the sales of all
its competitors with over 100 million shipped, making the Playstation 2 the best
selling console in history. Microsoft's Xbox came in second with 24 million and
the Nintendo GameCube was third with 21 million. The Dreamcast, which arrived
prior to all of the others and was discontinued prematurely (1998-2001), came in
fourth with 10.6 million, representing 6.5% of the sixth generation sales.
The release of the Nintendo DS on November 21, 2004 is often considered the
start of the seventh generation. The sixth generation started to come to a close
19
when the Xbox was succeeded by the Xbox 360 in late 2005. The GameCube
was discontinued when the Wii was released in late 2006. However, PlayStation
2 sales have continued to be strong as of Christmas 2006, due to the systems
popularity and high demand, as well as the high price point and critical reception
of the next generation PlayStation 3. Games are still being produced for the
PlayStation 2, Xbox, and Nintendo GameCube as of 2006, while Dreamcast
games was officially discontinued in 2001, there are still few games being
released even in 2007.
Seventh Generation
The seventh generation is the era in the history of computer and video games
that began on November 22, 2005 with the release of Microsoft's Xbox 360, and
continued a year later with the release of Nintendo's Wii on November 19, 2006
in North America and South America. Sony's PlayStation 3 was released on
November 11, 2006, in Japan and on November 17, 2006, in the United States,
Canada, Hong Kong and Taiwan, and will likely be the final entry into the seventh
generation of consoles. It is the smallest of all console wars with only 3 consoles.
Having only just formally begun, it is not yet possible to determine which, if any,
of the three major consoles will dominate this generation. The Xbox 360 by
Microsoft has gained an early lead in terms of market share, due in large part to
its launch which came a year before its rivals. Sales figures in North America and
20
Europe have continued to be strong, despite the launch of the PlayStation 3 and
Wii. Like its predecessor, the Xbox 360 has struggled in Japan due to a lack of
RPGs and the poor reception of some Japanese developed games, such as
Ninety-Nine Nights and Every Party. However, the system's form factor has been
more generally appreciated and sales have increased in the region recently, due
to the release of the highly anticipated Blue Dragon.
Nintendo entered this generation with a new business plan with its Wii console.
The plan is firstly to capture a new market of 'non-gamers' (and lapsed gamers)
through new game play experiences and new forms of interaction with games. If
the new market grows sufficiently large, Nintendo hopes that the new control
aspect will render current conventionally controlled consoles obsolete, leading to
Nintendo capturing a large portion of the existing market as well.
21
RESEARCH DESIGN
22
360’. Will Microsoft be able to retain its market leadership or will Sony overtake
Microsoft to become the market leader in Bangalore.
OBJECTIVES:
• To gauge the customers perception of the two competing products
• To analyze the market strategies adopted by the two companies
• To analyze if the launch of Sony’s PlayStation 3 will affect the sales of
Microsoft’s Xbox 360
RESEARCH METHODOLOGY:
Hypothesis:
Ho – The launch of Sony PS3 will not affect the sales of Xbox360
Population:
Sample:
23
SCOPE OF THE STUDY:
24
PROFILES
25
Microsoft Corporation is an American multinational computer
technology corporation with global annual revenue of US$44.28 billion and
76,000 employees in 102 countries. It develops, manufactures, licenses, and
supports a wide range of software products for computing devices.[5][4][2]
Headquartered in Redmond, Washington, USA, its best selling products are the
Microsoft Windows operating system and the Microsoft Office suite of productivity
software. The company's name is sometimes abbreviated as MS or MSFT.
These products have all achieved near-ubiquity in the desktop computer market.
One commentator notes that Microsoft's original mission was "a computer on
every desk and in every home, running Microsoft software"—it is a goal near
fulfillment.[6] Microsoft possesses footholds in other markets, with assets such as
the MSNBC cable television network, the MSN Internet portal, and the Microsoft
Encarta multimedia encyclopedia. The company also markets both computer
hardware products such as the Microsoft mouse as well as home entertainment
products such as the Xbox, Xbox 360, Zune and MSN TV.[5]
Originally founded to develop and sell BASIC interpreters for the Altair 8800,
Microsoft rose to dominate the home computer operating system market with
MS-DOS in the mid-1980s. The company released an initial public offering (IPO)
in the stock market, which, due to the ensuing rise of the stock price, has made
four billionaires and an estimated 12,000 millionaires from Microsoft employees.[7]
[8][9]
Throughout its history the company has been the target of criticism, including
monopolistic business practices—the U.S. Justice Department, among others,
has sued Microsoft for antitrust violations and software bundling.[10] Known for
what is generally described as a developer-centric business culture, Microsoft
has historically given customer support over Usenet newsgroups and the World
Wide Web, and awards Microsoft MVP status to volunteers who are deemed
helpful in assisting the company's customers.
26
Product divisions
Microsoft Visual Studio is the company's set of programming tools and compilers.
The software product is GUI-oriented and links easily with the Windows APIs, but
must be specially configured if used with non-Microsoft libraries. The current
27
version is Visual Studio 2005. The previous version, Visual Studio.Net 2003, was
named after the .NET initiative, a Microsoft marketing initiative covering a
number of technologies. Microsoft's definition of .NET continues to evolve. As of
2004, .NET aims to ease the development of Microsoft Windows-based
applications that use the Internet, by deploying a new Microsoft communications
system, Indigo (now renamed Windows Communication Foundation). This is
intended to address some issues previously introduced by Microsoft's DLL
design, which made it difficult, even impossible in some situations, to manage,
install multiple versions of complex software packages on the same system (see
DLL-hell), and provide a more consistent development platform for all Windows
applications (see Common Language Infrastructure). In addition, the Company
established a set of certification programs to recognize individuals who have
expertise in its software and solutions. Similar to offerings from Cisco, Sun
Microsystems, Novell, IBM, and Oracle Corporation, these tests are designed to
identify a minimal set of proficiencies in a specific role; this includes developers
("Microsoft Certified Solution Developer"), system/network analysts ("Microsoft
Certified Systems Engineer"), trainers ("Microsoft Certified Trainers") and
administrators ("Microsoft Certified Systems Administrator" and "Microsoft
Certified Database Administrator").[5]
28
As of November 2006 Microsoft has extended itself to Linux and open source
companies to allow Windows server to work harmoniously with servers running
Linux.
Business
Microsoft has attempted to expand the Windows brand into many other markets,
with products such as Windows CE for PDAs and its "Windows-powered"
Smartphone products. Microsoft initially entered the mobile market through
Windows CE for handheld devices, which today has developed into Windows
Mobile 5. The focus of the operating system is on devices where the OS may not
directly be visible to the end user, in particular, appliances and cars. The
company produces MSN TV, formerly WebTV, a television-based Internet
29
appliance. Microsoft used to sell a set-top Digital Video Recorder (DVR) called
the UltimateTV, which allowed users to record up to 35 hours of television
programming from a direct-to-home satellite television provider DirecTV. This
was the main competition in the UK for British Sky Broadcasting's (BSkyB) SKY
+ service, owned by Rupert Murdoch. UltimateTV has since been discontinued,
with DirecTV instead opting to market DVRs from TiVo Inc. before later switching
to their own DVR brand.[5]
Microsoft sells computer games that run on Windows PCs, including titles such
as Age of Empires, Halo and the Microsoft Flight Simulator series. It produces a
line of reference works that include encyclopedias and atlases, under the name
Encarta. Microsoft Zone hosts free premium and retail games where players can
compete against each other and in tournaments. Microsoft entered the multi-
billion-dollar game console market dominated by Sony and Nintendo in late 2001,
[35]
with the release of the Xbox. The company develops and publishes its own
video games for this console, with the help of its Microsoft Game Studios
subsidiary, in addition to third-party Xbox video game publishers such as
Electronic Arts and Activision, who pay a license fee to publish games for the
system. The Xbox also has a successor in the Xbox 360, released on 2005-11-
22 in North America and other countries.[36][37] With the Xbox 360, Microsoft hopes
to compensate for the losses incurred with the original Xbox. However, Microsoft
made some decisions considered controversial in the video gaming community,
such as selling two different versions of the system, as well as providing
backward compatibility with only particular Xbox titles.[38][39] In addition to the Xbox
line of products, Microsoft also markets a number of other computing-related
hardware products as well, including mice, keyboards, joysticks, and gamepads,
along with other game controllers, the production of which is outsourced in most
cases.
30
Sony Corporation is a Japanese multinational corporation and one of
the world's largest media conglomerates with revenue of $68.39 billion (as of
2006) based in Minato, Tokyo.[1] Sony is one of the leading manufacturers of
electronics, video, communications, video games, and information technology
products for the consumer and professional markets.
History
In 1945, after World War II, Masaru Ibuka started a radio repair shop in a
bombed-out building in Tokyo.[4] The next year he was joined by his colleague
Akio Morita, and they founded a company called Tokyo Tsushin Kogyo K.K.[5],
which translates in English to Tokyo Telecommunications Engineering
Corporation. The company built Japan's first tape recorder called the Type-G.[6]
In the early 1950s, Ibuka traveled in the United States and heard about Bell Labs'
invention of the transistor.[7] He convinced Bell to license the transistor
technology to his Japanese company. While most American companies were
researching the transistor for its military applications, Ibuka looked to apply it to
communications. While the American companies Regency and Texas
Instruments built transistor radios first, it was Ibuka's company that made the first
commercially successful transistor radios.
31
In August 1955, Sony produced its first coat-pocket sized transistor radio they
registered as the TR-55 model.[8] In 1956, Sony reportedly manufactured about
40,000 of its Model TR-72 box-like portable transistor radios and exported the
model to North America, the Netherlands and Germany.
That same year they made the TR-6, a coat pocket radio which was used by the
company to create its "SONY boy" advertising character.[9] The following year,
1957, Sony came out with the TR-63 model, then the smallest (112 × 71 × 32
mm) transistor radio in commercial production. It was a worldwide commercial
success.[10]
University of Arizona professor Michael Brian Schiffer, Ph.D., says, "Sony was
not first, but its transistor radio was the most successful. The TR-63 of 1957
cracked open the U.S. market and launched the new industry of consumer
microelectronics." By the mid 1950s, American teens had begun buying portable
transistor radios in huge numbers, helping to propel the fledgling industry from an
estimated 100,000 units in 1955 to 5,000,000 units by the end of 1958. However,
this huge growth in portable transistor radio sales that saw Sony rise to be the
dominant player in the consumer electronics field[11] was not because of the
consumers who had bought the earlier generation of tube radio consoles, but
was driven by a distinctly new American phenomenon at the time called Rock
and Roll.
Company name
When Kogyo was looking for a romanized name to use to market themselves,
they strongly considered using their initials, TTK. The primary reason they did
not, is that the railway company Tokyo Kyuko was known as TKK.[12]. The
company occasionally used the acronym "Totsuko" in Japan, but Morita
discovered that Americans had trouble pronouncing that name, during his visit to
the United States. Another early name that was tried out for a while was "Tokyo
32
Teletech" until Morita discovered that there was an American company already
using Teletech as a brand name.[13]
The name "Sony" was chosen for the brand as a mix of the Latin word sonus,
which is the root of sonic and sound, the English word "sunny", and from the
word Sonny-boys which is Japanese slang for "whiz kids". However "Sonny" was
thought to sound too much like the Japanese saying soh-nee which means
business goes bad.[14] Morita pushed for a word that does not exist in any
language so that they could claim the word "Sony" as their own (which paid off
when they sued a candy producer who also used the name who claimed that
"Sony" was just an existing word in some language).[12]
At the time of the change, it was extremely unusual for a Japanese company to
use Roman letters instead of kanji to spell its name. The move was not without
opposition: TTK's principal bank at the time, Mitsui, had strong feelings about the
name. They pushed for a name such as Sony Electronic Industries, or Sony
Teletech. Akio Morita was firm, however, as he did not want the company name
tied to any particular industry. Eventually, both Ibuka and Mitsui Bank's chairman
gave their approval.[15]
33
Notable Sony products, technologies and proprietary
formats
Sony has historically been notable for creating its own in-house standards for
new recording and storage technologies instead of adopting those of other
manufacturers and standards bodies. The most infamous of these was the
videotape format war of the early 1980s, when Sony marketed its Betamax
system for video cassette recorders against the VHS format developed by JVC.
In the end, VHS gained critical mass in the marketplace and became the
worldwide standard for consumer VCRs and Sony adopted the format. While
Betamax is for all practical purposes an obsolete format, a professional-oriented
component video format called Betacam that was derived from Betamax is still
commonly used today, especially in the film and television industry.
Early Sony products included reel-to-reel tape recorders and transistor radios.
In 1968 Sony introduced its Trinitron brand name for its line of aperture grille
cathode ray tube televisions and later computer monitors. Trinitron displays are
still produced.
1982 saw the launch of Sony's Betacam videotape family and the collaborative
Compact Disc format. In 1983 Sony introduced 90mm micro floppy diskettes
(better known as 3.5-inch floppy disks), which it had developed at a time when
there were 4" floppy disks and a lot of variations from different companies to
replace the then on-going 5.25" floppy disks. Sony had great success and the
format became dominant; 3.5" floppy disks gradually became obsolete as they
were replaced by more current media formats. In 1983 Sony launched the MSX a
computer for the home and introduced the world with their counterpart Philips the
Compact Disc or CD. In 1984 Sony launched the Discman series which extended
34
their Walkman brand to portable CD products. In 1985 Sony launched their
Handycam products and the Video8 format. Video8 became popular in the
consumer camcorder market. In 1987 Sony launched DAT or Digital Audio Tape
as a new audio tape standard alternative to CD.
In the early 1990s two high-density optical storage standards were being
developed: one was the MultiMedia Compact Disc (MMCD), backed by Philips
and Sony, and the other was the Super Density disc (SD), supported by Toshiba
and many others. Philips and Sony abandoned their MMCD format and agreed
upon Toshiba's SD format with only one modification based on MMCD
technology, viz EFMPlus. The unified disc format was called DVD which was
marketed in 1996.
In 1993, Sony challenged the industry standard Dolby Digital 5.1 surround sound
format with its newer and more advanced proprietary motion picture digital audio
format called SDDS (Sony Dynamic Digital Sound). This format employed eight
channels (7.1) of audio opposed to just six used in Dolby Digital 5.1 at the time.
Unlike Dolby Digital, SDDS utilized a method of backup by having mirrored
35
arrays of bits on both sides of the film which acted as a measure of reliability in
case the film was partially damaged. Ultimately, SDDS has been vastly
overshadowed by the preferred DTS (Digital Theatre System) and Dolby Digital
standards in the motion picture industry. SDDS was solely developed for use in
the theatre circuit; Sony never intended to develop a home theatre version of
SDDS.
Sony and Philips jointly developed the Sony-Philips digital interface format
(S/PDIF) and the high-fidelity audio system SACD. The latter has since been
entrenched in a format war with DVD-Audio. At present, neither has gained a
major foothold with the general public. CDs are preferred by consumers because
of their ubiquitous presence in consumer devices.
In 1994 Sony launched its PlayStation (later PS one). This successful console
was succeeded by the PlayStation 2 in 2000, itself succeeded by the PlayStation
3 in 2006. The PlayStation brand was extended to the portable games market in
2005 by the PlayStation Portable. Sony developed the Universal Media Disc
(UMD) optical disc medium for use on the PlayStation Portable. Although Sony
tried to push the UMD format for movies, major studios stopped supporting the
format in the Spring of 2006.
In 2004, Sony built upon its MiniDisc format by releasing Hi-MD. Hi-MD allows
the playback and recording of audio on newly-introduced 1GB Hi-MD discs in
addition to playback and recording on regular MiniDiscs. Recordings on the Hi-
MD Walkmans can be transferred to and from the computer virtually unrestricted,
unlike earlier NetMD. In addition to saving audio on the discs, Hi-MD allows the
storage of computer files such as documents, videos and photos. Hi-MD
introduced the ability to record CD-quality audio with its linear PCM recording
feature. It was the first time since MiniDisc's introduction in 1992 that the ATRAC
codec could be bypassed and lossless CD-quality audio could be recorded on
the small discs.
36
Sony is currently touting its Blu-ray Disc optical disc format, which is likely to
compete with Toshiba's HD DVD. As of quarter one of 2006, Blu-ray Disc has the
backing of every major motion picture studio except Universal. In December
2006 Sony debuted their first Blu-ray player, the Sony BDP-S1 with an MSRP of
US $999.95.
Management
On March 7, 2005, Sony Corp. announced that Nobuyuki Idei will step down as
Chairman and Group CEO and will be replaced by British Sir Howard Stringer,
current Chairman and CEO of Sony Corporation of America, Corporate Executive
Officer, Vice Chairman and COO Sony Entertainment Business Group. Sony's
decision to replace Idei with the British Howard Stringer will mark the first time
that a foreigner will run a major Japanese electronics firm. Sony Corp. also
announced on the same date that current president, Kunitake Ando, will step
down and be replaced by Ryoji Chubachi.
37
ANALYSIS & INTERPRETATION
38
Analysis of the data collected from questionnaire 1
(Category: User)
25
20
No. of people
15
10
0
Age <15 15-20 20-25 25-30
age (in yrs)
Figure 1.0
Interpretation: From the above table and figure we can easily see that the
majority of the users of gaming consoles fall in the 20-25 year age group.
39
Gender Number
male 28
female 2
female
7%
male
93%
Figure 1.1
Interpretation: As clearly shown in the above figure, the majority of the users of
gaming consoles are male.
40
Ownership Number
Own 19
Do not own 11
Do not ow n
37%
Ow n
63%
Figure 1.2
41
Type of console Owners
PlayStation 3 1
PlayStation 2 11
PlayStation 2
PSP 2
Xbox360 3
PlayStation
12 2
10
number of people
6
Xbox360
4 PlayStation PlayStation PSP
2 3
Figure 1.3
42
Time spent
(per week) No. of people
<5 hrs 7
5-10 hrs 15
10-15 hrs 5
15-20 hrs 2
20-25 hrs 1
25-30 hrs 0
>30 hrs 0
20-25 hrs
3% 25-30 hrs
15-20 hrs 0%
7% > 30 hrs
<5 hrs
0%
23%
10-15 hrs
17%
5-10 hrs
50%
Figure 1.4
43
Money spent monthly
(in Rs) No. of people
<500 15
500-1000 6
1000-1500 6
1500-2000 0
2000-2500 0
2500-3000 2
>3000 1
16
14
12
No. of people
10
8
6
4
2
0
<500 500-1000 1000-1500 1500-2000 2000-2500 2500-3000 >3000
Am ount(in Rs)
Figure 1.5
Interpretation: Most of the people interviewed are not willing to spend much
money on video games.
44
Attributes No.of people
Appearance 10
Price 14
Brand 19
Promotion 7
Online Services 8
Games 20
Appearance
Games
13%
26%
Price
18%
Online Services
10%
Promotion Brand
9% 24%
Figure 2.0
Interpretation: As can be seen from the above pie chart, the variety of games,
the brand of the console and the price of the product matter most to the
customers.
45
Sources of No. of
information people
TV 15
Magazines 19
Newspapers 11
Internet 11
Peers 15
Promotions 8
others 1
Sources of information
Promotions others TV
10% 1% 19%
Peers
19%
Magazines
23%
Internet
14% New spapers
14%
Figure 3.1
Interpretation : Twenty three percent of the people get their information from
magazines closely followed by TV and peers. Companies can think of
concentrating more on advertising through these media and creating positive
word of mouth.
46
Other kinds of video No. of
games people
Computer games 18
Handhelds 5
Internet gaming 13
Arcade games 10
Arcade games
22%
Computer games
39%
Internet gaming
28% Handhelds
11%
Figure 4.2
47
No. of
Xbox 360 people
played 23
PlayStation No. of
(any model) people
not played 7
played 28
not played 2
Xbox360
not played
23%
played
77%
Figure 5.3
48
PlayStation(any model)
not played
7%
played
93%
Figure 6.4
No. of
Preference people
Xbox360 16
PlayStation 3 14
Pre fe re nce
PlayStation 3
47%
Xbox360
53%
49
Figure 7.5
Not
Played played Preference
Xbox360 23 7 16
PS 28 2 14
50
PS
30
Xbox360
25
Xbox360
No.of people 20
PS
15
Xbox360
10
PS
5
0
Played Not played Preference
Figure 3.0
Interpretation: Those who know of consoles in India have almost surely played
any one of the PlayStation models. Also Xbox 360 due to its kiosks present in
many electronic stores in most metropolitan cities in India, has been played or at
least tried by many gamers.
Duration of No. of
dealership(SONY) dealers
0-3 yrs 4
51
3-6 yrs 2
6-9 yrs 3
9-12 yrs 1
Duration of dealership(SONY)
4
3.5
3
No. of dealers
2.5
2
1.5
1
0.5
0
0-3 yrs 3-6 yrs 6-9 yrs 9-12 yrs
years
Figure 3.1
Sony
exclusive No. of
dealers dealers
YES 4
NO 6
52
Are you a SONY exclusive dealer?
YES
40%
NO
60%
Figure 3.2
yes 5
no 5
Dealers selling PlayStation
no yes
50% 50%
Figure 3.3
Dealers Interested
in keeping PS No. of dealers
interested 6
53
not interested 4
Interested in keeping PlayStation
not interested
40%
interested
60%
Figure 3.4
yes 5
no 5
Dealers dealing in PlayStation 3
no yes yes
50% 50% no
Figure 3.5
No. of
Dealer expectations dealers
Good launch 2
54
Promotions and advertising 5
Better Pricing 1
Customer schemes 6
Good launch
Customer 14%
schemes
43%
Promotions and
advertising
Better Pricing
36%
7%
Figure 4.0
Interpretation: PS3 is being sold mainly by the exclusive dealers of Sony. Some
other dealers are also interested in keeping PS3. Customer schemes and
promotions & advertising are what most dealers are looking for.
55
(Category: Microsoft dealers)
Duration of No. of
dealership(Xbox360) dealers
0-3 months 8
3-6 months 5
6-9 months 3
9-12 months 2
>1 yr 2
Duration of dealership(Xbox360)
9
8
7
No. of dealers
6
5
4
3
2
1
0
0-3 months 3-6 months 6-9 months 9-12 >1 yr
months
Figure 4.1
Interpretation: Microsoft dealers are relatively young with most of them being no
more than 3 months old.
Promotions
and No. of
Advertising dealers
satisfied 20
56
dissatisfied 0
Satisfaction of de ale rs w ith M icros oft w .r.t
PROM OTIONS & ADV ERTISING
dissatisfied
0%
satisfied
100%
Figure 4.2
Customer No. of
schemes dealers
Satisfied 15
Dissatisfied 5
Satisfaction of dealers with Microsoft w.r.t
CUSTOMER SCHEMES
Dissatisfied
25%
Satisfied
75%
Figure 4.3
No. of
Pricing dealers
Satisfied 12
57
Dissatisfied 8
Dissatisfied
40%
Satisfied
60%
Figure 4.4
Satisfied 17
Dissatisfied 3
Dissatisfied
15%
Satisfied
85%
Figure 4.5
Satisfied Dissatisfied
58
Promotions and
Advertising 20 0
Customer schemes 15 5
Pricing 12 8
Margins and
commissions 17 3
Satisfied
20 Satisfied
18 Satisfied
16 Satisfied
No. of Dealers
14
12 Dissatisfied
10
8 Dissatisfied
6 Dissatisfied
4 Dissatisfied
2
0
Promotions Customer Pricing Margins and
and schemes commissions
Advertising
Figure 5.0
Interpretation: As we can see easily from the graph, most dealers are
dissatisfied with the pricing of the product, whereas all are quiet content with
Microsoft with respect to promotions.
59
Do you deal in No. of
Sony products? dealers
yes 10
no 10
Do you deal in SONY products?
no yes
50% 50%
Figure 5.1
yes
40%
no
60%
Figure 5.2
60
with MS prohibiting
dealing with Sony?
yes 3
no 11
no answer 6
Do you have a contract with Microsoft which prohibits
you from dealing with Sony for the PS3?
yes
no answ er 15%
30%
no
55%
Figure 5.3
Interpretation: Since, for most dealers, there are no contracts prohibiting them
from dealing in Sony PS3, this could be a viable option for many dealers.
Hypothesis testing
61
Ho – The launch of Sony PS3 will not affect the sales of Microsoft
Xbox360
Hi – The launch of Sony PS3 will affect the sales of Microsoft Xbox360
Calculation:
Expected
7.5 17 5.5
7.5 17 5.5
2 4 0.23
2 4 0.23
X² = 1.45
62
= (2 – 1)(3 – 1)
=2
X²(table) = 5.991
X² < X²(table)
Ho – The launch of Sony PS3 will not affect the sales of Microsoft
Xbox360
63
FINDINGS & RECOMMENDATIONS
FINDINGS:
64
• Awareness about the product (gaming consoles) is relatively low due to
the fact that this is something new in India
• Microsoft Xbox360 was released at least six months prior to the release of
Sony PS3, which helped it to conquer the market
• This product is more suited for older children and adults due to the graphic
nature of the games
RECOMMENDATIONS:
65
• Pricing needs to be reconsidered to make the product more accessible to
those interested.
• Better and more choices for customer schemes should be made available
• Since brand loyalty plays a major role, companies need to look into this
aspect carefully. For eg. After sales service and customer retention
strategies should be looked into.
• Since the game cds are too expensive for most people to afford the
companies should look into renting out cds.
66
BIBLIOGRAPHY
REFERENCES:
www.sonyworld.com
www.microsoft.com
www.wikipedia.com
67
www.gameguru.com
www.xbox.com
68