ECO/365 Playing for Keeps: A Current Market Conditions Competitive Analysis of the Video Game Industry
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- University of Phoenix
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Analysis of competitive market conditions in the video game industry.
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Playing For Keeps Team D 1 Playing for Keeps: A Current Market Conditions Competit ive Analysis of the Video Game I ndustry ECO/365 In your analysis of the video game industry, you discussed various factors affecting demand, competition, and costs, with a particular focus on entering the market with a military strategy game. Based on your findings, how would you assess the potential success of your company’s strategy to target both the military and civilian markets? Consider factors such as consumer demand, competition (specifically with companies like Activision), technological advancements, and the impact of fixed and variable costs on profitability. Additionally, how do you think the pricing strategy will influence the game's success in these two markets? Word Count Requirement: 600 - 700 words
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Playing For Keeps Team D 2 Playing for Keeps Moving into new markets is a risky business even for a large corporation . To ensure that the right moves are made and product success is ensured a current evaluation of the proposed market and product is needed. Since there is continued our exploration of the video game industr y this company plan s on developing a new g ame to break into the market . There needs to be a better understanding of the top competitor this company will be in competition with, and t his competitor is Activision . Activision was incorporated in 1979 and is a worldwide publisher of video games for both computers as well as personal gaming consoles such as PlayStation and the Xbox ( “Reuters”, 2013). Their products include first person perspective shooting games as well as fighting and strategy games for all ages. Their games are distributed worldwide and bring in billions in revenue each year. However, many of their revenue are gathered through only a few games such as World of Warcraft which accounted for 90% of their revenue for 2011( “Reuters” , 2013). Knowing that they have a narrow hold with on ly a few games really accounting for their income , this company can target other areas of the gaming in dustry such as military strategic games. The market for our intended customer base is one that is continually growing both with individual gamers as well other industries like the military. The average age of a gamer is 34 years of age and over 67% of households play video games ( “ESRB”, 2013). That means that we have potential customers in over 67 % of household in the United States. This shows that these products are in demand with both individuals and as our research has seen popularity in the military homes as well. Considering that our new product will be that of a military strategy game we also have a potential customer in the United States Army. The A rmy has started using video
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