Sony virtual station

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Sony virtual station

  1. 1. Virtual stationIts no longer just a game !! Abinath [10abo1] Anne [10ab03] Aparna [10ab04] Arul [10ab05] Arun [10ab06]
  2. 2.  Gaming industry Huge potential and big market. ($ 46 b) Current video games Time spend Target of any gaming industry In line with its objective and resources Strong R& D
  3. 3.  Unique product No competition as new innovation Dream product Strong money support competitors– normal play station games, other entertainments
  4. 4.  A unique gaming experience taking gaming to the next level ,targeting not only children but adults too. Attracting children as it creates a near to real experience in gaming for entertainment and repeated usage. As it’s the first of its kind attracts adults out of curiosity and youngsters who still game.
  5. 5. First ever Real time gaming , with 3d and real time experience , gives the feeling of gaming with near human as it gives physical form to the computer player.• Communicability• Need level 190 million households will use a next generation• Gap level• Perceived value• targets
  6. 6.  Target – children , adult gamers and adults who crave for better gaming Positioning – higher price , unique reality experience. Market share 5 % gaming industry in a year. Two product ranges based on pricing Offers to franchisers, customers & Service offers
  7. 7.  Cost - 100 million USD Estimate 25 installations in the first year of operation Maintain the numbers in the second year Project Cost 4 billion USD Break even in second year.
  8. 8.  Physical prototype Customer testing alpha testing beta testingTesting centres with in the R&D facilitiesMarketing test not required
  9. 9.  First entry U.S , via Disneyland Tie up with Disney land Heavy promotions with budgets over 300 million USD To urban population and people who are crazy towards games.

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