The market development of Sony's Playstation 3 in the home Internet gaming console market, showing revenue growth, market share and the comparative size of the installed base from Q3 2007 to Q4 2012
Company Description - AIVtech International Group Co. (“AIVtech” or the “Company”) is a leading manufacturer of consumer electronics
products, such as furniture audio and multimedia speakers in China. The Company plans to capitalize on its strong domestic position
to become a well-known international brand. AIVtech focuses on the integration of electronic devices, such as multimedia speakers, with
furniture and has coined the term “electronic furniture” to describe its products. The Company’s brand—AIV—stands for “Audio & Interactive
Video” and describes the integration of audio and video to provide complete audio-visual systems for its customers. Currently, the
Company classifies its products within three categories: (1) casual furniture audio such as rocking chair speakers and video game chairs;
(2) hi-fi digital and multimedia speakers; and (3) LCD/LED televisions, which entered into production in April 2010. The Company was
founded in October 2004 and is headquartered in Shenzhen, China, and its manufacturing facility is located in Dongguan.
Where It's At - How To Drive In/Out-of-Market Visitors with Two Turntables (M...Tim Hayden
Presentation from my #SoMeT talk on how to leverage the mobile web to drive engagement and traffic with in/out-of-market visitors/prospective visitors.
Company Description - AIVtech International Group Co. (“AIVtech” or the “Company”) is a leading manufacturer of consumer electronics
products, such as furniture audio and multimedia speakers in China. The Company plans to capitalize on its strong domestic position
to become a well-known international brand. AIVtech focuses on the integration of electronic devices, such as multimedia speakers, with
furniture and has coined the term “electronic furniture” to describe its products. The Company’s brand—AIV—stands for “Audio & Interactive
Video” and describes the integration of audio and video to provide complete audio-visual systems for its customers. Currently, the
Company classifies its products within three categories: (1) casual furniture audio such as rocking chair speakers and video game chairs;
(2) hi-fi digital and multimedia speakers; and (3) LCD/LED televisions, which entered into production in April 2010. The Company was
founded in October 2004 and is headquartered in Shenzhen, China, and its manufacturing facility is located in Dongguan.
Where It's At - How To Drive In/Out-of-Market Visitors with Two Turntables (M...Tim Hayden
Presentation from my #SoMeT talk on how to leverage the mobile web to drive engagement and traffic with in/out-of-market visitors/prospective visitors.
This is the PowerPoint presentation of a Marketing/Business Plan me and four of my classmates made for Sony\'s consumer electronics market for our Marketing Management class.
2014 will see increased spending on IT and Communications industry - find out what grows and what doesn't in our 5th year of making independent research forecasts
An animation of the development of server markets showing the split between x86, System z and RISC/Other processor types and revenues for each quarter from 2003 to 2012
An animation of IBM's quarterly financial results showing revenue, profit and revenue growth from 2003.
Revenue growth on x, profit growth on y axes, bubble size is revenue in relation to final quarter. Rolling 4q totals.
This is the PowerPoint presentation of a Marketing/Business Plan me and four of my classmates made for Sony\'s consumer electronics market for our Marketing Management class.
2014 will see increased spending on IT and Communications industry - find out what grows and what doesn't in our 5th year of making independent research forecasts
An animation of the development of server markets showing the split between x86, System z and RISC/Other processor types and revenues for each quarter from 2003 to 2012
An animation of IBM's quarterly financial results showing revenue, profit and revenue growth from 2003.
Revenue growth on x, profit growth on y axes, bubble size is revenue in relation to final quarter. Rolling 4q totals.
These are the slides used in the Brighttalk web conference on 21/9/2011. They describe the zinzing, foreasts, opportunities and threats associated with Cloud Computing.
Cloud Computing is in its infancy, but ITCandor is measuring it. In this presentation Martin Hingley sizes the UK medium-sized corporate IT market and analyses the developing 'political' issues among users and suppliers.
2010 will be a year of recovery for the ITC market worldwide. In this presentation Martin Hingley and his company (ITCandor) offers you 10 major expectations for the year.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Enhancing Performance with Globus and the Science DMZGlobus
ESnet has led the way in helping national facilities—and many other institutions in the research community—configure Science DMZs and troubleshoot network issues to maximize data transfer performance. In this talk we will present a summary of approaches and tips for getting the most out of your network infrastructure using Globus Connect Server.
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Elevating Tactical DDD Patterns Through Object CalisthenicsDorra BARTAGUIZ
After immersing yourself in the blue book and its red counterpart, attending DDD-focused conferences, and applying tactical patterns, you're left with a crucial question: How do I ensure my design is effective? Tactical patterns within Domain-Driven Design (DDD) serve as guiding principles for creating clear and manageable domain models. However, achieving success with these patterns requires additional guidance. Interestingly, we've observed that a set of constraints initially designed for training purposes remarkably aligns with effective pattern implementation, offering a more ‘mechanical’ approach. Let's explore together how Object Calisthenics can elevate the design of your tactical DDD patterns, offering concrete help for those venturing into DDD for the first time!
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Why You Should Replace Windows 11 with Nitrux Linux 3.5.0 for enhanced perfor...SOFTTECHHUB
The choice of an operating system plays a pivotal role in shaping our computing experience. For decades, Microsoft's Windows has dominated the market, offering a familiar and widely adopted platform for personal and professional use. However, as technological advancements continue to push the boundaries of innovation, alternative operating systems have emerged, challenging the status quo and offering users a fresh perspective on computing.
One such alternative that has garnered significant attention and acclaim is Nitrux Linux 3.5.0, a sleek, powerful, and user-friendly Linux distribution that promises to redefine the way we interact with our devices. With its focus on performance, security, and customization, Nitrux Linux presents a compelling case for those seeking to break free from the constraints of proprietary software and embrace the freedom and flexibility of open-source computing.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Climate Impact of Software Testing at Nordic Testing DaysKari Kakkonen
My slides at Nordic Testing Days 6.6.2024
Climate impact / sustainability of software testing discussed on the talk. ICT and testing must carry their part of global responsibility to help with the climat warming. We can minimize the carbon footprint but we can also have a carbon handprint, a positive impact on the climate. Quality characteristics can be added with sustainability, and then measured continuously. Test environments can be used less, and in smaller scale and on demand. Test techniques can be used in optimizing or minimizing number of tests. Test automation can be used to speed up testing.
The Metaverse and AI: how can decision-makers harness the Metaverse for their...Jen Stirrup
The Metaverse is popularized in science fiction, and now it is becoming closer to being a part of our daily lives through the use of social media and shopping companies. How can businesses survive in a world where Artificial Intelligence is becoming the present as well as the future of technology, and how does the Metaverse fit into business strategy when futurist ideas are developing into reality at accelerated rates? How do we do this when our data isn't up to scratch? How can we move towards success with our data so we are set up for the Metaverse when it arrives?
How can you help your company evolve, adapt, and succeed using Artificial Intelligence and the Metaverse to stay ahead of the competition? What are the potential issues, complications, and benefits that these technologies could bring to us and our organizations? In this session, Jen Stirrup will explain how to start thinking about these technologies as an organisation.
Pushing the limits of ePRTC: 100ns holdover for 100 daysAdtran
At WSTS 2024, Alon Stern explored the topic of parametric holdover and explained how recent research findings can be implemented in real-world PNT networks to achieve 100 nanoseconds of accuracy for up to 100 days.
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
1. Sony PlayStation 3 Market Development
2007-2012
Sony PlayStation 3 Market Development
2007-2012
ITCandor Infobomb
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
2. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2007
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
3. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2007
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
4. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2007
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
5. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q1 2008
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
6. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2008
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
7. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2008
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
8. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2008
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
9. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q1 2009
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
10. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2009
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
11. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2009
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
12. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2009
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
13. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q1 2010
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
14. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2010
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
15. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2010
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
16. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2010
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
17. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q1 2011
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
18. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2011
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
19. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2011
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
20. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2011
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
21. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q1 2012
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
22. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q2 2012
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
23. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q3 2012
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
24. Sony PlayStation 3 Market Development
2007-2012
60%
50%
Market Share
40%
30%
Xmas
20%
-50% 0% 50% 100% 150% 200% 250% 300%
Revenue Growth
Q4 2012
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
25. Sony PlayStation 3 Market Development
2007-2012
At the end of 2012 Sony had an installed base
of 49 million PS3s, having shipped 76 million
cumulatively since the launch in 2006
It held a 40% share of the home Internet
gaming console market and had generated
$20 billion in revenues for hardware alone
The PS4 was launched on the 20th February
2013
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013
26. Sony PlayStation 3 Market Development
2007-2012
For More Information on
Gaming Console Markets
Visit
http://wp.me/pubL5-1CF
and www.itcandor.net
revenue growth ($US) on x, market share of home Internet consoles on y axes;
bubble size is comparative installed base
Source and copyright ITCandor, 2013