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L. S. RAHEJA COLLEGE OF ARTS & COMMERCE
JUHU ROAD, SANTACRUZ (W), MUMBAI - 400 054.
A PROJECT REPORT ON
“COMPRATIVE ANALYSIS
BETWEEN PLAYSTATION & XBOX”
SUBMITTED BY:VASIM AQIL SHAIKH
IN PARTIAL FULFILLMENT OF THE REQUIREMENT OF
BACHELOR OF MANAGEMENT STUDIES
PROJECT GUIDE
PROF. ABDUL KADIR
KHAN
SUBMITTED TO: -
UNIVERSITY OF MUMBAI
2015-2016
DECLARATION
I hereby declare that I have successfully completed the project on
“COMPARATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX” for the
academic year 2015-2016. The project is done under the guidance of
Prof. Kapil Thakur and this project work is submitted in the partial
fulfillment of the requirements for the award of the degree of
Bachelor of Management Studies.
The information provided in the project is true and to the best of my
knowledge.
Signature of the Student
VASIM AQIL SHAIKH
Roll No: 108
T.Y.B.M.S.
CERTIFICATE
This is to certify that VASIM AQIL SHAIKHstudent of T.Y-B.M.S.
Semester Vof L. S. Raheja College of Arts & Commerce has successfully
completed the project on “COMPARATIVE ANALYSIS BETWEEN
PLAYSTATION & XBOX” under the guidance of Prof. Kapil Thakur for
the academic year 2015-2016.
Course Coordinator Principal
[Prof. AbdulKadir Khan]
Project Guide External
[Prof. ABDUL KADIRKHAN]
ACKNOWLEDGEMENT
Preservation, inspiration and motivation have always played a key role in the success
of any venture. In the present world of cutthroat competition project is likely a
bridge between theoretical and practical working. I feel highly delighted with the
way project on topic COMPARATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX
has been completed. Any accomplishment requires the efforts of many people and this
work is not difficult.
This project would not have been a success without the guidance and motivation of my
mentor. I am thankful to allthe persons behind this project.
I would like to express my gratefulness to my Prof.ABDUL KADIR KHAN, who
acted as a mentor throughout my project for providing me valuable information and
guidance.
Last but not the least; I would like to thank my parents and friends for motivating me
all the time throughout this project.
VASIMAQIL
SHAIKH
EXECUTIVE SUMMARY
When Sony and Microsoft introduced their PS4 and Xbox One gaming
consoles to China to great fanfare earlier this year, executives at those
companies would have been forgiven for imagining massive profits on the
horizon. China is home to 515 million gamers, of which only around 9
million, according to Bloomberg News, play on televisions. That makes
China an anomaly among the world's other biggest gaming countries. If
even a small fraction of China's PC gamers could be convinced to switch,
China's console market would quickly become one of the world’s largest.
So far, however, the world’s two leading console makers have been
reminded of an old lesson: It's hard to predict the taste of Chinese
consumers. According to data released late last week by Niko, a
consultancy focused on the Asian gaming industry, the Xbox One and
PS4 will sell less than a combined and "disappointing" 550,000 units in
China in 2015. Meanwhile, according to data from Niko, online PC games will
remain the largest segment of China's gaming market in 2015, with
revenues expected to hit $16.8 billion. (Mobile games, the number two
segment, will reach $4 billion.)
The most important factor tamping down Chinese demand for gaming
consoles is also the most local. China's gamers haven't been using PCs
as a placeholder for more advanced gaming consoles -- for a variety of
reasons, they prefer playing games on PCs.
In part, that's because that's what they're already used to. In the 1990s
and 2000s, Chinese gaming culture first took root in Internet cafes. Those
public areas, packed with PCs, were the most reliable gateway to online
life in China in the 1990s and 2000s. And the Chinese government's ban
on foreign gaming consoles, ostensibly to protect the morals of China's
youth, gave them few easy alternatives.
PRICING:
The PlayStation 4 costs $399[25851]. It launched on November 15 in the US, followed
by November 29 in Europe and Australia, December for much of Asia, and February 22
for Japan.
The Xbox One is priced at $499[32330.]. It will launch on November 22 in most
countries worldwide.
The Xbox will run you $100 more up front, and likely even more over time. You'll need
an Xbox Live Gold subscription, listed at $60/year, to use most online extras, from
Netflix to gameplay video sharing. Sony's equivalent subscription service, PlayStation
Plus, is required only for multiplayer gaming and online saves. It's also cheaper at
$50/year.
SALES:
The PlayStation 4 has outsold both the Xbox One and Wii U every month since it
launched in November 2013. The Xbox One outsold the Wii U in May for the 11th
straight month. The PS4 outsold the Xbox One by 344,623 units for the month and the
Wii U by 476,152 units. The Xbox One outsold the Wii U by 131,529 units.
When you compare monthly sales to a year ago the PS4 and Xbox One are up, while
the Wii U is down. The PlayStation 4 is up 4,573 units, the Xbox One is up 100,707
units, and the Wii U is down 74,110 units.
PlayStation 4 Monthly Sales: 617,578
Xbox One Monthly Sales: 272,955
Wii U Monthly Sales: 141,426
According to Sony's report, the performance of the PS4 and software sales for the
console contributed a "significant" increase overall for the Game & Network Services
division.
PS4 sales were listed as 3 million for the quarter, which is an increase from the 2.7 it
sold during the same period in the previous financial year. The performance of the
PlayStation Vita was noticeably absent from the reports.
Sony has said it expects to sell 16.5 million PS4 consoles during the financial year
spanning April 2015 to March 2016. This is slightly higher then its previous forecast of
16 million.
Microsoft, meanwhile, revealed Xbox Platform revenue increased $86 million, which
translates to a 10 percent growth. According to the company, this was driven by "higher
volumes of consoles sold, offset in part by lower prices of Xbox Ones sold."
Microsoft said it moved 1.4 million consoles in the fourth quarter compared to the
previous year's 1.1 million. It did not clarify the exact contribution Xbox One made to
this figure, opting instead to combine sales of the console with its predecessor, the
Xbox 360.
Total Xbox revenue showed a growth of 27 percent compared to the same period last
year. This increase was attributed to console sales, Xbox Live transactions, and first
party game sales.
Looking at the performance of each company as a whole, Sony reported revenue was
$14.8 billion, with an operating income of $794 million. This is a year-on-year increase
of a 38 percent. Microsoft's revenue, meanwhile, was $22.2 billion, down five percent
year-over-year, which was in-part attributed to "an unfavourable foreign currency."
BLCK BOOK
BLCK BOOK

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BLCK BOOK

  • 1. L. S. RAHEJA COLLEGE OF ARTS & COMMERCE JUHU ROAD, SANTACRUZ (W), MUMBAI - 400 054. A PROJECT REPORT ON “COMPRATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX” SUBMITTED BY:VASIM AQIL SHAIKH IN PARTIAL FULFILLMENT OF THE REQUIREMENT OF BACHELOR OF MANAGEMENT STUDIES PROJECT GUIDE PROF. ABDUL KADIR KHAN SUBMITTED TO: - UNIVERSITY OF MUMBAI 2015-2016
  • 2. DECLARATION I hereby declare that I have successfully completed the project on “COMPARATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX” for the academic year 2015-2016. The project is done under the guidance of Prof. Kapil Thakur and this project work is submitted in the partial fulfillment of the requirements for the award of the degree of Bachelor of Management Studies. The information provided in the project is true and to the best of my knowledge. Signature of the Student VASIM AQIL SHAIKH Roll No: 108 T.Y.B.M.S.
  • 3. CERTIFICATE This is to certify that VASIM AQIL SHAIKHstudent of T.Y-B.M.S. Semester Vof L. S. Raheja College of Arts & Commerce has successfully completed the project on “COMPARATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX” under the guidance of Prof. Kapil Thakur for the academic year 2015-2016. Course Coordinator Principal [Prof. AbdulKadir Khan] Project Guide External [Prof. ABDUL KADIRKHAN]
  • 4. ACKNOWLEDGEMENT Preservation, inspiration and motivation have always played a key role in the success of any venture. In the present world of cutthroat competition project is likely a bridge between theoretical and practical working. I feel highly delighted with the way project on topic COMPARATIVE ANALYSIS BETWEEN PLAYSTATION & XBOX has been completed. Any accomplishment requires the efforts of many people and this work is not difficult. This project would not have been a success without the guidance and motivation of my mentor. I am thankful to allthe persons behind this project. I would like to express my gratefulness to my Prof.ABDUL KADIR KHAN, who acted as a mentor throughout my project for providing me valuable information and guidance. Last but not the least; I would like to thank my parents and friends for motivating me all the time throughout this project. VASIMAQIL SHAIKH
  • 5. EXECUTIVE SUMMARY When Sony and Microsoft introduced their PS4 and Xbox One gaming consoles to China to great fanfare earlier this year, executives at those companies would have been forgiven for imagining massive profits on the horizon. China is home to 515 million gamers, of which only around 9 million, according to Bloomberg News, play on televisions. That makes China an anomaly among the world's other biggest gaming countries. If even a small fraction of China's PC gamers could be convinced to switch, China's console market would quickly become one of the world’s largest. So far, however, the world’s two leading console makers have been reminded of an old lesson: It's hard to predict the taste of Chinese consumers. According to data released late last week by Niko, a consultancy focused on the Asian gaming industry, the Xbox One and PS4 will sell less than a combined and "disappointing" 550,000 units in China in 2015. Meanwhile, according to data from Niko, online PC games will remain the largest segment of China's gaming market in 2015, with revenues expected to hit $16.8 billion. (Mobile games, the number two segment, will reach $4 billion.) The most important factor tamping down Chinese demand for gaming consoles is also the most local. China's gamers haven't been using PCs as a placeholder for more advanced gaming consoles -- for a variety of reasons, they prefer playing games on PCs. In part, that's because that's what they're already used to. In the 1990s and 2000s, Chinese gaming culture first took root in Internet cafes. Those public areas, packed with PCs, were the most reliable gateway to online life in China in the 1990s and 2000s. And the Chinese government's ban on foreign gaming consoles, ostensibly to protect the morals of China's youth, gave them few easy alternatives.
  • 6. PRICING: The PlayStation 4 costs $399[25851]. It launched on November 15 in the US, followed by November 29 in Europe and Australia, December for much of Asia, and February 22 for Japan. The Xbox One is priced at $499[32330.]. It will launch on November 22 in most countries worldwide. The Xbox will run you $100 more up front, and likely even more over time. You'll need an Xbox Live Gold subscription, listed at $60/year, to use most online extras, from Netflix to gameplay video sharing. Sony's equivalent subscription service, PlayStation Plus, is required only for multiplayer gaming and online saves. It's also cheaper at $50/year.
  • 7. SALES: The PlayStation 4 has outsold both the Xbox One and Wii U every month since it launched in November 2013. The Xbox One outsold the Wii U in May for the 11th straight month. The PS4 outsold the Xbox One by 344,623 units for the month and the Wii U by 476,152 units. The Xbox One outsold the Wii U by 131,529 units. When you compare monthly sales to a year ago the PS4 and Xbox One are up, while the Wii U is down. The PlayStation 4 is up 4,573 units, the Xbox One is up 100,707 units, and the Wii U is down 74,110 units. PlayStation 4 Monthly Sales: 617,578 Xbox One Monthly Sales: 272,955 Wii U Monthly Sales: 141,426 According to Sony's report, the performance of the PS4 and software sales for the console contributed a "significant" increase overall for the Game & Network Services division. PS4 sales were listed as 3 million for the quarter, which is an increase from the 2.7 it sold during the same period in the previous financial year. The performance of the PlayStation Vita was noticeably absent from the reports. Sony has said it expects to sell 16.5 million PS4 consoles during the financial year spanning April 2015 to March 2016. This is slightly higher then its previous forecast of 16 million. Microsoft, meanwhile, revealed Xbox Platform revenue increased $86 million, which translates to a 10 percent growth. According to the company, this was driven by "higher volumes of consoles sold, offset in part by lower prices of Xbox Ones sold." Microsoft said it moved 1.4 million consoles in the fourth quarter compared to the previous year's 1.1 million. It did not clarify the exact contribution Xbox One made to this figure, opting instead to combine sales of the console with its predecessor, the Xbox 360. Total Xbox revenue showed a growth of 27 percent compared to the same period last year. This increase was attributed to console sales, Xbox Live transactions, and first party game sales.
  • 8. Looking at the performance of each company as a whole, Sony reported revenue was $14.8 billion, with an operating income of $794 million. This is a year-on-year increase of a 38 percent. Microsoft's revenue, meanwhile, was $22.2 billion, down five percent year-over-year, which was in-part attributed to "an unfavourable foreign currency."