Linking Customers and Employers to Build a Better Workforce System
Rosemary Chandler, Director
Division of Career Services
MA Department of Workforce Development
Linking Customers and Employers to Build a Better Workforce System
Rosemary Chandler, Director
Division of Career Services
MA Department of Workforce Development
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
This is a group assignments, I am assigned to do only the SWOT AND.docxjuliennehar
This is a group assignments, I am assigned to do only the SWOT AND PORTER’S FIVE FORCES for both USA and China.
The topic we are going to talk about is Facebook whether to go back to China
https://www.cnbc.com/2017/09/19/facebook-to-enter-china-next-year-analyst-predicts.html
I will need 1.5 pages about the SWOT and Porters five forces analysis, also I need the bullet points of what you wrote for the SWOT and porter’s five forces, best as following, make a table or something. (no introduction about the article or the situation needed, someone else will do that, just the analysis of swot and porters five forces of usa and china)
The Thirty-Third AAAI Conference on Artificial Intelligence (AAAI-19)
Hierarchical Macro Strategy Model for
MOBA Game AI
Bin Wu
Tencent AI Lab
[email protected]
Abstract
The next challenge of game AI lies in Real Time Strategy
(RTS) games. RTS games provide partially observable gam-
ing environments, where agents interact with one another in
an action space much larger than that of GO. Mastering RTS
games requires both strong macro strategies and delicate mi-
cro level execution. Recently, great progress has been made
in micro level execution, while complete solutions for macro
strategies are still lacking. In this paper, we propose a novel
learning-based Hierarchical Macro Strategy model for mas-
tering MOBA games, a sub-genre of RTS games. Trained
by the Hierarchical Macro Strategy model, agents explicitly
make macro strategy decisions and further guide their micro
level execution. Moreover, each of the agents makes indepen-
dent strategy decisions, while simultaneously communicat-
ing with the allies through leveraging a novel imitated cross-
agent communication mechanism. We perform comprehen-
sive evaluations on a popular 5v5 Multiplayer Online Battle
Arena (MOBA) game. Our 5-AI team achieves a 48% win-
ning rate against human player teams which are ranked top
1% in the player ranking system.
Introduction
Light has been shed on artificial general intelligence after
AlphaGo defeated world GO champion Lee Seedol (Silver
et al. 2016). Since then, game AI has drawn unprecedented
attention from not only researchers but also the public. Game
AI aims much more than robots playing games. Rather,
games provide ideal environments that simulate the real
world. AI researchers can conduct experiments in games,
and transfer successful AI ability to the real world.
Although AlphaGo is a milestone to the goal of general
AI, the class of problems it represents is still simple com-
pared to the real world. Therefore, recently researchers have
put much attention to real time strategy (RTS) games such
as Defense of the Ancients (Dota) (OpenAI 2018a) and Star-
Craft (Vinyals et al. 2017; Tian et al. 2017), which represents
a class of problems with next level complexity. Dota is a fa-
mous set of science fiction 5v5 Multiplayer Online Battle
Arena (MOBA) games. Each player controls one unit and
cooperate with four allies to d ...
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
1-*
Information Systems:
A Manager’s Guide to Harnessing Technology
1-*
This work is licensed under the
Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA
1-*
Chapter 1
Setting the Stage:
Technology and the Modern Enterprise
1-*
Learning ObjectivesAppreciate how in the past decade, technology has helped bring about radical changes across industries and throughout societies Name firms across hardware, software, and Internet businesses that were founded by people in their twenties (or younger)
1-*
Learning ObjectivesAppreciate the degree to which technology has permeated every management disciplineSee that tech careers are varied, richly rewarding, and poised for continued growthUnderstand the structure of this text, the issues and examples that will be introduced, and why they are important
1-*
Tech’s Tectonic Shift:
Radically Changing Business Landscapes Billions of people have access to computing and telecommunications Google and Facebook have changed the way firms advertise and people communicate Open source software has lowered computing costs
1-*
Tech’s Tectonic Shift:
Radically Changing Business LandscapesSophisticated, high-powered computing is turning into a utility via:Cloud computing Software as a serviceNew technologies have also: Fueled globalizationFueled data-driven decision makingRaised privacy and security concerns
1-*
It’s Your Revolution Many of the world’s most successful technology firms were created by young peopleBill Gates was an undergraduate when he left college to found Microsoft Michael Dell was a sophomore when he began building computers at the University of Texas Mark Zuckerberg founded Facebook as a nineteen-year-old college sophomore
1-*
It’s Your RevolutionTony Hsieh of LinkExchange and ZapposJerry Yang and David Filo of Yahoo! Kevin Rose of DiggSteve Chen and Chad Hurley of YouTube Steve Jobs of AppleJeff Bezos of AmazonCatherine Cook of MyYearbookShawn Fanning of NapsterLinus Torvalds – Linux operating systemSegrey Brin and Larry Page of Google
1-*
Geek Up—Tech Is Everywhere and You’ll Need It to ThriveThere isn’t a single modern managerial discipline that isn’t being deeply and profoundly impacted by techTech skills are being “built into” jobs everywhere
1-*
FinanceThe tech industry continually sprouts new businesses Suited to IPO markets Tech firms are actively involved in mergers and acquisitions (M&A)Finance careers also involve: Lending to tech firmsEvaluating the role of technology in firms in an investment portfolioTechnology-based trading platforms
1-*
AccountingThe reliability of any audit is inherently tied to the reliability of the underlying technology Increased regulation has strengthened the link between accounting an ...
This slide show talks about my Graduation Project which is pending this year.My Graduation project will be around "Planning,Learning and Adaptation in Real-time Strategy Games".The Presentation consists of 2 main parts, one about the techniques used in game AI engines ,and the other about the latest research in Real-Time Strategy Games concerning learning and planning.My partner in this Project is AbdelRahman Al- Ogail.
Chapter 5Macro-foundations of Strategic Advantage Industry Anal.docxchristinemaritza
Chapter 5
Macro-foundations of Strategic Advantage: Industry Analysis
Why console gaming is dying?
Since 2010, console-based video games industry has slumped. The waning consumer interest has hurt the big three consoles: Microsoft's Xbox 360, Sony's PlayStation 3 and Nintendo's Wii. The console game industry has kept alive because of a select few big game franchises like “Call of Duty” and “Madden”. However, the industry’s future is uncertain.
In the past, each next generation of consoles was a step above, and thrived on differentiation. Nintendo NES was a step above Atari and imprecise joysticks. Genesis offered a huge leap in affordable home graphics. PlayStation immersed players into 3-D worlds. Xbox overcame polygons in favor of rounded looks. Current generation of consoles has largely offered better-looking versions of games consumers have already played. Next-generation is no longer “next”. Even wii, after five years of phenomenal growth, is slumping. Console industry has introduced an ever larger number of games, but fewer have gone into new creative territories and are must-have.
In the recent years, gaming consoles have transformed into entertainment hubs for consumers to stream movies or web-based videos from Amazon and Netflix. 40% of all game console activity is non-game. Game consoles account for half of all Netflix users. The shift in the use of game consoles for movies has hurt the console game industry. Over the past 30 years, the business model of the console makers such as Sony and Microsoft was to spend billions in R&D and marketing costs on a new console system on a five year lifecycle, to sell them at loss for the first few years, and to make up the cost from incomes from proprietary and third-party software business - a slew of lucrative $50-$60 games. Now, the console makers are unable to recover their costs, and are incurring losses.
Console makers have tried to reinvigorate interest in living-room and dedicated handheld gaming. Their mainstream consoles are quite old – in 2012, Xbox 360 was 7 years old, and the Wii and the PlaysStation 3 were both 6 years old. New motion-controlled gaming systems like Microsoft’s Kinect and Sony’s Move let players control in-game avatars by moving their arms and legs. They have helped sustain consumer interest, but not helped turnaround the console maker fortunes as anticipated.
Experts wonder if a new hardware cycle is really a solution. Some suggest console makers should act more like nontraditional platforms. In 2013, a new entrant launched a console Ouya with free-to-play games and a $99 launch price, and a focus on TV gaming. Some console game developers are using the “free to play” business model to give away their games for free, and then charge players later $5 to $10 for various status upgrades or gameplay perks. This threat of cut-price rivalry is forcing lot of other console gamers to offe ...
PAGE 9Running head Microsoft’s Xbox One Marketing Failure .docxalfred4lewis58146
PAGE
9
Running head: Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
An analysis on the Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
Eric Christopher Tingson Garcia
Davenport University
BUSN 520
March 29, 2015
Table of Content
Synopsis about the marketing issue…………………………………………………........……….3
What makes this is a marketing issue?.............………………………………………...…..……..4
What macroenvironmental issues led to the current situation?………….………………………..7
Prediction of recovery (if a negative) or success?...........................................................................8
Is the organization handling this marketing issue appropriately?…………………………....……9
Conclusion…………………………………………………………...………………...…...……10
References……………………………………………………………...………………………...11
Give us a synopsis about the marketing issue.
When one thinks about Microsoft as a company, above all else, Windows Operating System usually comes to mind. It is and always will be what made Microsoft a multi-billion dollar company. With almost all PC being run by Microsoft Windows in the entire world, one would think Microsoft is pretty successful, especially its marketing considering its global gasp in computer software operating systems. A success in one sector or a specific product does entirely entail success in another sector. Like all huge tech companies, Microsoft has taken upon itself to branch out within the technological business and join the likes of Nintendo, Sony and Sega, into the gaming world. On the year 2000, Microsoft introduced its very own gaming console, the Xbox to the gaming community for the very first time. It’s success lead to the multiple evolutions of the Xbox, and Microsoft’s place and acceptance into the very finicky gaming industry (Rick, 2013).
The Xbox and Xbox 360, the predecessors of Microsoft’s most current and advance game console, the Xbox One, were successful during their production period. The success of the previous console, pave the way for its new baby brother. The Xbox, through trial and error, have developed so many software accessories, in the form of Xbox live, which allowed players from the entire world to play against each other. No longer would one need to be physically present to play another player. Within the confines of one’s house, a gamer can play just about anyone in the entire world without having to lift oneself up from their chair. The latter, the Xbox 360 was then introduced and blew everyone’s minds away with intense hardware capability, rendering images with extreme realism. This hardware spec, combined with the world wide multiplayer capability, lead to a greater success for the Xbox 360, outselling its other competitions, such as the Wii U and the Sony’s Playstation 3 (Rick, 2013).
The Xbox One introduced recently last year, brought forth, modern multimedia capabilities, a 1020p HD realistic rendering technology, and an extensive multiplayer server, capable of hosting any games .
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
Running head: PHASE 2 1
PHASE 1 16
GenY Xploit Implementation Plan
Ken Wiechert
Robert Varela
Lakisha Trammel
Grand Canyon University: ENT-435
06/9/2019
GenY Xploit Implementation Plan
Innovation is a team activity that involves the intersection of different fields, bringing together diverse ideas, abilities, and/or methods that result in a physical product, a process, or a service that impacts society in a timely manner (National Academy of Engineering, 2015). It is imperative to influence innovation in an organization to stay in existence with other competitors. Before Team B can embrace the final phase of implementing a plan that will captivate the audience buy-in power there are two other phases that need to take place. Phase 1 has already been established and that is to purpose several innovative ideas to nominate for our new product along with a description of the models used to circulate an extensive evaluation of each product. Team B evaluated several innovation ideas mainly using the NOMMAR model which evaluated the customer needs, technology options, potential market, business model, realistic approach, and the relevancy (Miller Competition Series, n.d.). Phase 2 will finalize the name of a product, provide a description of the GenY Xploit gaming console, what value will it provide to our customer needs, utilizing the NOMMAR model a detailed implementation plane that that will include contingency, risks, budget, time frame, target market and visuals to increase readability and professional exploits.
GenY Xploit Gaming Console
Team B unanimously nominated the GenY Xploit gaming console for our new product. Introducing the new GenY Xploit gaming console into the market arena will give gamers a whole new jolt of gaming experience. The gaming console will introduce a unique design of software compatibility that will allow gamers to perform cross-platform gaming to compete with each other online no matter what gaming console they are using.
According to Karlsson, & Nystrom (2003), “The introduction of a new product on the market can basically be made in two different ways. A product can be either totally new to the market or it can be the result of a major change in an existing product” (p 136). The Gen Y Xploit is totally a new gaming console product that has the potential to revolutionize the gaming industry all over the world. Team B is excited and ready to establish this new gaming console to the gaming community world which we feel is hungry and ready for a new gaming console to take center stage. If that is not enough, we are confident that GenY Xploit will fulfill all their desires and needs for centuries to come. Presently, the latest marketing model for the gaming industry consists between two competitors, Microsoft Xbox One X and the Sony PlayStation 4 (PS4), even though the Nintendo Switch is a gaming system they are not equally comparable. It is time to beef up the competit.
This is a group assignments, I am assigned to do only the SWOT AND.docxjuliennehar
This is a group assignments, I am assigned to do only the SWOT AND PORTER’S FIVE FORCES for both USA and China.
The topic we are going to talk about is Facebook whether to go back to China
https://www.cnbc.com/2017/09/19/facebook-to-enter-china-next-year-analyst-predicts.html
I will need 1.5 pages about the SWOT and Porters five forces analysis, also I need the bullet points of what you wrote for the SWOT and porter’s five forces, best as following, make a table or something. (no introduction about the article or the situation needed, someone else will do that, just the analysis of swot and porters five forces of usa and china)
The Thirty-Third AAAI Conference on Artificial Intelligence (AAAI-19)
Hierarchical Macro Strategy Model for
MOBA Game AI
Bin Wu
Tencent AI Lab
[email protected]
Abstract
The next challenge of game AI lies in Real Time Strategy
(RTS) games. RTS games provide partially observable gam-
ing environments, where agents interact with one another in
an action space much larger than that of GO. Mastering RTS
games requires both strong macro strategies and delicate mi-
cro level execution. Recently, great progress has been made
in micro level execution, while complete solutions for macro
strategies are still lacking. In this paper, we propose a novel
learning-based Hierarchical Macro Strategy model for mas-
tering MOBA games, a sub-genre of RTS games. Trained
by the Hierarchical Macro Strategy model, agents explicitly
make macro strategy decisions and further guide their micro
level execution. Moreover, each of the agents makes indepen-
dent strategy decisions, while simultaneously communicat-
ing with the allies through leveraging a novel imitated cross-
agent communication mechanism. We perform comprehen-
sive evaluations on a popular 5v5 Multiplayer Online Battle
Arena (MOBA) game. Our 5-AI team achieves a 48% win-
ning rate against human player teams which are ranked top
1% in the player ranking system.
Introduction
Light has been shed on artificial general intelligence after
AlphaGo defeated world GO champion Lee Seedol (Silver
et al. 2016). Since then, game AI has drawn unprecedented
attention from not only researchers but also the public. Game
AI aims much more than robots playing games. Rather,
games provide ideal environments that simulate the real
world. AI researchers can conduct experiments in games,
and transfer successful AI ability to the real world.
Although AlphaGo is a milestone to the goal of general
AI, the class of problems it represents is still simple com-
pared to the real world. Therefore, recently researchers have
put much attention to real time strategy (RTS) games such
as Defense of the Ancients (Dota) (OpenAI 2018a) and Star-
Craft (Vinyals et al. 2017; Tian et al. 2017), which represents
a class of problems with next level complexity. Dota is a fa-
mous set of science fiction 5v5 Multiplayer Online Battle
Arena (MOBA) games. Each player controls one unit and
cooperate with four allies to d ...
1-Information Systems A Manager’s Guide to Harness.docxSONU61709
1-*
Information Systems:
A Manager’s Guide to Harnessing Technology
1-*
This work is licensed under the
Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License.
To view a copy of this license,
visit http://creativecommons.org/licenses/by-nc-sa/3.0/or send a letter to
Creative Commons, 171 Second Street, Suite 300, San Francisco, California, 94105, USA
1-*
Chapter 1
Setting the Stage:
Technology and the Modern Enterprise
1-*
Learning ObjectivesAppreciate how in the past decade, technology has helped bring about radical changes across industries and throughout societies Name firms across hardware, software, and Internet businesses that were founded by people in their twenties (or younger)
1-*
Learning ObjectivesAppreciate the degree to which technology has permeated every management disciplineSee that tech careers are varied, richly rewarding, and poised for continued growthUnderstand the structure of this text, the issues and examples that will be introduced, and why they are important
1-*
Tech’s Tectonic Shift:
Radically Changing Business Landscapes Billions of people have access to computing and telecommunications Google and Facebook have changed the way firms advertise and people communicate Open source software has lowered computing costs
1-*
Tech’s Tectonic Shift:
Radically Changing Business LandscapesSophisticated, high-powered computing is turning into a utility via:Cloud computing Software as a serviceNew technologies have also: Fueled globalizationFueled data-driven decision makingRaised privacy and security concerns
1-*
It’s Your Revolution Many of the world’s most successful technology firms were created by young peopleBill Gates was an undergraduate when he left college to found Microsoft Michael Dell was a sophomore when he began building computers at the University of Texas Mark Zuckerberg founded Facebook as a nineteen-year-old college sophomore
1-*
It’s Your RevolutionTony Hsieh of LinkExchange and ZapposJerry Yang and David Filo of Yahoo! Kevin Rose of DiggSteve Chen and Chad Hurley of YouTube Steve Jobs of AppleJeff Bezos of AmazonCatherine Cook of MyYearbookShawn Fanning of NapsterLinus Torvalds – Linux operating systemSegrey Brin and Larry Page of Google
1-*
Geek Up—Tech Is Everywhere and You’ll Need It to ThriveThere isn’t a single modern managerial discipline that isn’t being deeply and profoundly impacted by techTech skills are being “built into” jobs everywhere
1-*
FinanceThe tech industry continually sprouts new businesses Suited to IPO markets Tech firms are actively involved in mergers and acquisitions (M&A)Finance careers also involve: Lending to tech firmsEvaluating the role of technology in firms in an investment portfolioTechnology-based trading platforms
1-*
AccountingThe reliability of any audit is inherently tied to the reliability of the underlying technology Increased regulation has strengthened the link between accounting an ...
This slide show talks about my Graduation Project which is pending this year.My Graduation project will be around "Planning,Learning and Adaptation in Real-time Strategy Games".The Presentation consists of 2 main parts, one about the techniques used in game AI engines ,and the other about the latest research in Real-Time Strategy Games concerning learning and planning.My partner in this Project is AbdelRahman Al- Ogail.
Chapter 5Macro-foundations of Strategic Advantage Industry Anal.docxchristinemaritza
Chapter 5
Macro-foundations of Strategic Advantage: Industry Analysis
Why console gaming is dying?
Since 2010, console-based video games industry has slumped. The waning consumer interest has hurt the big three consoles: Microsoft's Xbox 360, Sony's PlayStation 3 and Nintendo's Wii. The console game industry has kept alive because of a select few big game franchises like “Call of Duty” and “Madden”. However, the industry’s future is uncertain.
In the past, each next generation of consoles was a step above, and thrived on differentiation. Nintendo NES was a step above Atari and imprecise joysticks. Genesis offered a huge leap in affordable home graphics. PlayStation immersed players into 3-D worlds. Xbox overcame polygons in favor of rounded looks. Current generation of consoles has largely offered better-looking versions of games consumers have already played. Next-generation is no longer “next”. Even wii, after five years of phenomenal growth, is slumping. Console industry has introduced an ever larger number of games, but fewer have gone into new creative territories and are must-have.
In the recent years, gaming consoles have transformed into entertainment hubs for consumers to stream movies or web-based videos from Amazon and Netflix. 40% of all game console activity is non-game. Game consoles account for half of all Netflix users. The shift in the use of game consoles for movies has hurt the console game industry. Over the past 30 years, the business model of the console makers such as Sony and Microsoft was to spend billions in R&D and marketing costs on a new console system on a five year lifecycle, to sell them at loss for the first few years, and to make up the cost from incomes from proprietary and third-party software business - a slew of lucrative $50-$60 games. Now, the console makers are unable to recover their costs, and are incurring losses.
Console makers have tried to reinvigorate interest in living-room and dedicated handheld gaming. Their mainstream consoles are quite old – in 2012, Xbox 360 was 7 years old, and the Wii and the PlaysStation 3 were both 6 years old. New motion-controlled gaming systems like Microsoft’s Kinect and Sony’s Move let players control in-game avatars by moving their arms and legs. They have helped sustain consumer interest, but not helped turnaround the console maker fortunes as anticipated.
Experts wonder if a new hardware cycle is really a solution. Some suggest console makers should act more like nontraditional platforms. In 2013, a new entrant launched a console Ouya with free-to-play games and a $99 launch price, and a focus on TV gaming. Some console game developers are using the “free to play” business model to give away their games for free, and then charge players later $5 to $10 for various status upgrades or gameplay perks. This threat of cut-price rivalry is forcing lot of other console gamers to offe ...
PAGE 9Running head Microsoft’s Xbox One Marketing Failure .docxalfred4lewis58146
PAGE
9
Running head: Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
An analysis on the Microsoft’s Xbox One Marketing Failure in Japanese Gaming Industry
Eric Christopher Tingson Garcia
Davenport University
BUSN 520
March 29, 2015
Table of Content
Synopsis about the marketing issue…………………………………………………........……….3
What makes this is a marketing issue?.............………………………………………...…..……..4
What macroenvironmental issues led to the current situation?………….………………………..7
Prediction of recovery (if a negative) or success?...........................................................................8
Is the organization handling this marketing issue appropriately?…………………………....……9
Conclusion…………………………………………………………...………………...…...……10
References……………………………………………………………...………………………...11
Give us a synopsis about the marketing issue.
When one thinks about Microsoft as a company, above all else, Windows Operating System usually comes to mind. It is and always will be what made Microsoft a multi-billion dollar company. With almost all PC being run by Microsoft Windows in the entire world, one would think Microsoft is pretty successful, especially its marketing considering its global gasp in computer software operating systems. A success in one sector or a specific product does entirely entail success in another sector. Like all huge tech companies, Microsoft has taken upon itself to branch out within the technological business and join the likes of Nintendo, Sony and Sega, into the gaming world. On the year 2000, Microsoft introduced its very own gaming console, the Xbox to the gaming community for the very first time. It’s success lead to the multiple evolutions of the Xbox, and Microsoft’s place and acceptance into the very finicky gaming industry (Rick, 2013).
The Xbox and Xbox 360, the predecessors of Microsoft’s most current and advance game console, the Xbox One, were successful during their production period. The success of the previous console, pave the way for its new baby brother. The Xbox, through trial and error, have developed so many software accessories, in the form of Xbox live, which allowed players from the entire world to play against each other. No longer would one need to be physically present to play another player. Within the confines of one’s house, a gamer can play just about anyone in the entire world without having to lift oneself up from their chair. The latter, the Xbox 360 was then introduced and blew everyone’s minds away with intense hardware capability, rendering images with extreme realism. This hardware spec, combined with the world wide multiplayer capability, lead to a greater success for the Xbox 360, outselling its other competitions, such as the Wii U and the Sony’s Playstation 3 (Rick, 2013).
The Xbox One introduced recently last year, brought forth, modern multimedia capabilities, a 1020p HD realistic rendering technology, and an extensive multiplayer server, capable of hosting any games .
3. A framework to predicting competitor’s behavior Microsoft and Sony – Video Game Console Market Rivalry During 2006-2007 , Sony was locked in a ferocious war with Microsoft for leadership in the video game console market. Because of its early lead, Microsoft’s XBox 360 had a substantial lead in installed base, but Sony’s PS3 had superior specifications. Sony is anxious to predict how aggressive Microsoft is likely to be in this market. (Grant, Robert; Contemporary Strategy Analysis; 6th)