Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
The document discusses how cloud gaming will fundamentally change the game industry by moving the platform from specialized devices to the cloud. This will result in a complete disruption and switch from client games to cloud games. Shinra Technologies aims to pioneer this new era by enabling new game experiences through cloud computing and establishing a new ecosystem centered around the cloud operator rather than device manufacturers. Shinra believes this represents the industry's greatest transformation and invites others to join them in building new worlds through an emergent strategy.
The document discusses the video game console industry and compares the Nintendo Wii and Sony PlayStation 3. It analyzes the industry using Porter's 5 Forces model. It notes that the threat of substitutes is high as consoles increasingly have similar features. Entry barriers are high due to technological and financial requirements. Exit barriers are also high due to significant investments in R&D. Buyer power is high while supplier power is reduced due to standard console components. It then provides background on Sony and its various PlayStation consoles.
The document discusses the major players in the video game industry, including platform holders like Microsoft, Sony, and Nintendo who produce the hardware; developers who create the games; publishers who fund development and market games; distributors and retailers who get games to stores; and industry bodies that promote the industry. It also covers trends like the increasing use of digital distribution and online networks for consoles, as well as the success of the Nintendo Wii in attracting new audiences to gaming.
Console gaming offers immersive experiences with top-notch graphics and gameplay. Discover the latest trends and tech innovations in the gaming world at https://game2techzone.com/. Explore diverse gaming consoles, titles, and much more to level up your gaming journey.
The document summarizes key themes in the video game industry as identified by an investor at Bessemer Venture Partners. It notes that the industry is large and growing, with trends toward digital distribution, connected and multiplayer games, and freemium business models. Traditional console game publishers face challenges with high development costs and reliance on hits. Digital distribution poses risks but also opportunities for new models to emerge.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes current challenges with meeting high Wii demand. It also examines Nintendo's competitors like Microsoft and Sony, the need to expand their target market beyond core gamers, and the importance of increasing online features and diversifying beyond solely gaming. Key recommendations include improving production forecasting to reduce stock outs, implementing operations strategies to boost production, and further developing online components and broader target audiences.
Shinra at Columbia Business School: A Seminar from Yoichi WadaShinra_Technologies
On October 22, President Yoichi Wada delivered this seminar to Columbia Business School students entitled, “How will Shinra build the next game industry ecosystem?”
The document proposes a new gaming console called Project X that includes a built-in projector for portable gaming. It would bring a new level of mobility to gaming. The summary outlines key specs of the proposed console, including its CPU, graphics capabilities, memory, storage and input/output ports. It also discusses common challenges faced by the video game industry, such as meeting public company growth demands with two year development cycles for new games. It proposes a marketing and launch strategy for Project X that includes market research, developing a project plan, establishing manufacturing and distribution, and implementing marketing programs.
The document discusses how cloud gaming will fundamentally change the game industry by moving the platform from specialized devices to the cloud. This will result in a complete disruption and switch from client games to cloud games. Shinra Technologies aims to pioneer this new era by enabling new game experiences through cloud computing and establishing a new ecosystem centered around the cloud operator rather than device manufacturers. Shinra believes this represents the industry's greatest transformation and invites others to join them in building new worlds through an emergent strategy.
The document discusses the video game console industry and compares the Nintendo Wii and Sony PlayStation 3. It analyzes the industry using Porter's 5 Forces model. It notes that the threat of substitutes is high as consoles increasingly have similar features. Entry barriers are high due to technological and financial requirements. Exit barriers are also high due to significant investments in R&D. Buyer power is high while supplier power is reduced due to standard console components. It then provides background on Sony and its various PlayStation consoles.
The document discusses the major players in the video game industry, including platform holders like Microsoft, Sony, and Nintendo who produce the hardware; developers who create the games; publishers who fund development and market games; distributors and retailers who get games to stores; and industry bodies that promote the industry. It also covers trends like the increasing use of digital distribution and online networks for consoles, as well as the success of the Nintendo Wii in attracting new audiences to gaming.
Console gaming offers immersive experiences with top-notch graphics and gameplay. Discover the latest trends and tech innovations in the gaming world at https://game2techzone.com/. Explore diverse gaming consoles, titles, and much more to level up your gaming journey.
The document summarizes key themes in the video game industry as identified by an investor at Bessemer Venture Partners. It notes that the industry is large and growing, with trends toward digital distribution, connected and multiplayer games, and freemium business models. Traditional console game publishers face challenges with high development costs and reliance on hits. Digital distribution poses risks but also opportunities for new models to emerge.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes current challenges with meeting high Wii demand. It also examines Nintendo's competitors like Microsoft and Sony, the need to expand their target market beyond core gamers, and the importance of increasing online features and diversifying beyond solely gaming. Key recommendations include improving production forecasting to reduce stock outs, implementing operations strategies to boost production, and further developing online components and broader target audiences.
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes the Wii has been sold out for two Christmas seasons due to unpredicted demand outpacing production. It also examines Nintendo's competitors like Microsoft and Sony, strategies to expand their target demographic beyond young males, and need to diversify beyond solely focusing on gaming. The presentation identifies key challenges around logistics, competition, expanding markets, and online features to address through improved forecasting, operations management, and targeting untapped markets.
IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...IRJET Journal
This document discusses the history and development of handheld gaming consoles. It provides details on key handheld consoles introduced since the 1970s like the Game Boy, Atari Lynx, and Bitcorp Gamate. It also discusses the components of a game engine needed to develop games for handheld devices, including input managers, physics managers, and scene managers. Additionally, it reviews the growth of the larger gaming industry and console sales over generations. The purpose is to develop a flexible game engine for handheld devices to build 2D games on handhelds with features like collision detection and tile-based graphics.
Challenges and Oppotunities in the Videogame Industrydiglondon
The document discusses the challenges facing the video game industry and opportunities for the future. It outlines the economics of console game development and used game sales. Recent industry trends are examined, including rising development costs, financial difficulties for some studios, and new business models emerging around free-to-play and microtransactions. The presentation predicts increasing monetization of existing games, a potential crisis in creative content, and growth in transmedia storytelling across multiple platforms.
The document analyzes Nintendo's innovation and technology transfer through its development and success of the Wii video game console. It provides an overview of Nintendo's market analysis which showed opportunity in appealing to social and casual gamers through easy-to-use motion controlled gameplay. The document then analyzes the Wii technology and its advantages over competitors like lower price, wireless controllers, and appeal to broader audiences. It discusses Nintendo's intellectual property protection and high sales numbers that outperformed other consoles.
- Nintendo Entertainment System is a video game company founded in Japan in 1985 that has expanded to over 17 countries including the US.
- They introduced the highly successful NES video game system which revitalized the video game industry, selling over 60 million units.
- Nintendo has since released many other successful gaming systems and is now the third largest company in Japan worth $85 billion.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The 3DO gaming console failed for several key reasons:
1) It was priced too high at $700 when it launched, much more expensive than competitors like Sega and Nintendo.
2) It lacked a large library of games at launch, giving customers little incentive to purchase the new console.
3) 3DO's licensing model meant it did not have full control over the hardware production and pricing, putting it at a disadvantage against competitors who owned the whole production process.
The document provides an analysis of the US video game console industry. It discusses the industry's definition, segmentation, key characteristics including history and revenue. External factors like PEST analysis and competitive dynamics are examined. Nintendo and Sony's strategies and performance are analyzed through financials, SWOT, and VRIN frameworks. The console industry has high barriers and sees intense competition between the three main players for market share, which is key to profitability from royalty fees on game software sales.
How Real Does Business (Casual Connect Seattle 2008)Jeremy Snook
Presentation at Casual Connect Seattle in Seattle, WA, July 2008, by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Seattle/2008/snooksea08.html.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
The document analyzes the declining prospects for GameStop as the video game industry shifts to digital distribution. It notes that major publishers are increasingly prioritizing digital sales over physical discs, and that the upcoming PlayStation 4 and Xbox One consoles will emphasize digital games. To hedge against GameStop's risks, the author proposes a paired trade - shorting GameStop stock while taking long positions in major publishers Electronic Arts, Activision Blizzard, and Take-Two Interactive, who stand to benefit from the digital transition.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
1. The document presents a prospectus for Microsoft's potential acquisition of Nintendo. It outlines Nintendo's business operations and competitive positioning in the video game industry. 2. Nintendo has experienced declining revenues in recent years while Microsoft's revenues have grown. The strategic rationale for the acquisition is cost cutting synergies and new opportunities by combining the companies' businesses. 3. A financial analysis values Nintendo at $8.5-$9.3 billion as a standalone company. For Microsoft to acquire Nintendo, it would need to pay over $16.5 billion but less than $20.2 billion, acquiring Nintendo's $11.6 billion cash reserves.
(1) Nintendo targets both hardcore and casual gamers with affordable consoles that provide new gaming experiences through innovative controllers.
(2) The game console industry is highly competitive, especially between Nintendo, Sony, and Microsoft. Nintendo's strategy is to differentiate itself by exploring the casual/non-gamer market with consoles like the Wii.
(3) While Nintendo has strong brand recognition and distribution, its financial reports show declining liquidity and profitability, and it faces threats from competitors also pursuing the casual market. Nintendo needs to invest more in technology and game content to strengthen its position long-term.
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Nintendo Marketing Strategy analysis and proposalJuan Mejia
The document discusses the global video game console industry and provides an analysis of Nintendo's position in the market. It notes that while the industry generates $65 billion annually, Nintendo's sales have been declining. The summary analyzes Nintendo's strengths and weaknesses, as well as opportunities and threats. It recommends that Nintendo focus on launching its new Wii U console in 2012 while targeting new audiences through strategic alliances and marketing campaigns centered around online services, education, health, seniors, women, and establishing the console as a family entertainment hub.
The document provides an analysis of alternatives for the future of Sony Computer Entertainment Europe's (SCEE) EyeToy technology. It evaluates repositioning EyeToy to target women and children, redesigning it to focus on traditional gamers, and withdrawing it from the PlayStation platform. After analyzing each alternative based on criteria like profitability, growth, and customer satisfaction, it is recommended that SCEE withdraw EyeToy from PlayStation and instead develop it as a separate product for the PC gaming market in order to attract more customers.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
The document provides an overview of Nintendo's history and current challenges. It discusses Nintendo's success with systems like the NES, Gameboy, and Wii but notes the Wii has been sold out for two Christmas seasons due to unpredicted demand outpacing production. It also examines Nintendo's competitors like Microsoft and Sony, strategies to expand their target demographic beyond young males, and need to diversify beyond solely focusing on gaming. The presentation identifies key challenges around logistics, competition, expanding markets, and online features to address through improved forecasting, operations management, and targeting untapped markets.
IRJET- SteganoPIN:Two Faced Human-Machine Interface for Practical Enforcement...IRJET Journal
This document discusses the history and development of handheld gaming consoles. It provides details on key handheld consoles introduced since the 1970s like the Game Boy, Atari Lynx, and Bitcorp Gamate. It also discusses the components of a game engine needed to develop games for handheld devices, including input managers, physics managers, and scene managers. Additionally, it reviews the growth of the larger gaming industry and console sales over generations. The purpose is to develop a flexible game engine for handheld devices to build 2D games on handhelds with features like collision detection and tile-based graphics.
Challenges and Oppotunities in the Videogame Industrydiglondon
The document discusses the challenges facing the video game industry and opportunities for the future. It outlines the economics of console game development and used game sales. Recent industry trends are examined, including rising development costs, financial difficulties for some studios, and new business models emerging around free-to-play and microtransactions. The presentation predicts increasing monetization of existing games, a potential crisis in creative content, and growth in transmedia storytelling across multiple platforms.
The document analyzes Nintendo's innovation and technology transfer through its development and success of the Wii video game console. It provides an overview of Nintendo's market analysis which showed opportunity in appealing to social and casual gamers through easy-to-use motion controlled gameplay. The document then analyzes the Wii technology and its advantages over competitors like lower price, wireless controllers, and appeal to broader audiences. It discusses Nintendo's intellectual property protection and high sales numbers that outperformed other consoles.
- Nintendo Entertainment System is a video game company founded in Japan in 1985 that has expanded to over 17 countries including the US.
- They introduced the highly successful NES video game system which revitalized the video game industry, selling over 60 million units.
- Nintendo has since released many other successful gaming systems and is now the third largest company in Japan worth $85 billion.
The document discusses current market trends in the gaming industry. Some of the key trends highlighted include the introduction of new gaming consoles fueling growth, the increasing popularity of online and mobile gaming, the rise of free-to-play and cloud gaming models, the success of franchises and sequels, and growing investment in virtual and augmented reality technologies. Independent games and exclusives are also strategies being used by companies to keep users engaged during periods between major releases.
The 3DO gaming console failed for several key reasons:
1) It was priced too high at $700 when it launched, much more expensive than competitors like Sega and Nintendo.
2) It lacked a large library of games at launch, giving customers little incentive to purchase the new console.
3) 3DO's licensing model meant it did not have full control over the hardware production and pricing, putting it at a disadvantage against competitors who owned the whole production process.
The document provides an analysis of the US video game console industry. It discusses the industry's definition, segmentation, key characteristics including history and revenue. External factors like PEST analysis and competitive dynamics are examined. Nintendo and Sony's strategies and performance are analyzed through financials, SWOT, and VRIN frameworks. The console industry has high barriers and sees intense competition between the three main players for market share, which is key to profitability from royalty fees on game software sales.
How Real Does Business (Casual Connect Seattle 2008)Jeremy Snook
Presentation at Casual Connect Seattle in Seattle, WA, July 2008, by Jeremy Snook.
Presentation audio available at http://casualconnect.org/content/Seattle/2008/snooksea08.html.
The document discusses the games industry and the major players within it, including console manufacturers Nintendo, Sony, and Microsoft, as well as publishers and developers. It covers Nintendo's focus on innovation and accessibility with the Wii, Sony and Microsoft's focus on graphical power and online experiences with the PlayStation 3 and Xbox 360, and the strategies of maintaining existing markets while expanding to new audiences.
The document analyzes the declining prospects for GameStop as the video game industry shifts to digital distribution. It notes that major publishers are increasingly prioritizing digital sales over physical discs, and that the upcoming PlayStation 4 and Xbox One consoles will emphasize digital games. To hedge against GameStop's risks, the author proposes a paired trade - shorting GameStop stock while taking long positions in major publishers Electronic Arts, Activision Blizzard, and Take-Two Interactive, who stand to benefit from the digital transition.
The document provides an analysis of the 7th generation game console industry, focusing on the major players Xbox 360, PlayStation 3, and Nintendo Wii between 2005-2013. It summarizes that:
1) Nintendo succeeded through a differentiated strategy targeting casual gamers with its low-cost and motion-sensing Wii console, outselling rivals.
2) Both Microsoft and Sony focused on hardcore gamers but struggled with high production costs, though built strong brands and game libraries.
3) The industry now faces challenges from mobile/social gaming, but console gaming remains lucrative with new revenue models and popular franchises.
1. The document presents a prospectus for Microsoft's potential acquisition of Nintendo. It outlines Nintendo's business operations and competitive positioning in the video game industry. 2. Nintendo has experienced declining revenues in recent years while Microsoft's revenues have grown. The strategic rationale for the acquisition is cost cutting synergies and new opportunities by combining the companies' businesses. 3. A financial analysis values Nintendo at $8.5-$9.3 billion as a standalone company. For Microsoft to acquire Nintendo, it would need to pay over $16.5 billion but less than $20.2 billion, acquiring Nintendo's $11.6 billion cash reserves.
(1) Nintendo targets both hardcore and casual gamers with affordable consoles that provide new gaming experiences through innovative controllers.
(2) The game console industry is highly competitive, especially between Nintendo, Sony, and Microsoft. Nintendo's strategy is to differentiate itself by exploring the casual/non-gamer market with consoles like the Wii.
(3) While Nintendo has strong brand recognition and distribution, its financial reports show declining liquidity and profitability, and it faces threats from competitors also pursuing the casual market. Nintendo needs to invest more in technology and game content to strengthen its position long-term.
This document provides an introduction to the game development industry. It discusses the key players in the industry such as hardware manufacturers, publishers, developers and gamers. It also outlines the business models and how money is generated. The document highlights how the industry has evolved from coin-operated arcade games to the current era of online and mobile games. Main Studios is introduced as a game and animation developer.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Nintendo Marketing Strategy analysis and proposalJuan Mejia
The document discusses the global video game console industry and provides an analysis of Nintendo's position in the market. It notes that while the industry generates $65 billion annually, Nintendo's sales have been declining. The summary analyzes Nintendo's strengths and weaknesses, as well as opportunities and threats. It recommends that Nintendo focus on launching its new Wii U console in 2012 while targeting new audiences through strategic alliances and marketing campaigns centered around online services, education, health, seniors, women, and establishing the console as a family entertainment hub.
The document provides an analysis of alternatives for the future of Sony Computer Entertainment Europe's (SCEE) EyeToy technology. It evaluates repositioning EyeToy to target women and children, redesigning it to focus on traditional gamers, and withdrawing it from the PlayStation platform. After analyzing each alternative based on criteria like profitability, growth, and customer satisfaction, it is recommended that SCEE withdraw EyeToy from PlayStation and instead develop it as a separate product for the PC gaming market in order to attract more customers.
EASY TUTORIAL OF HOW TO USE CAPCUT BY: FEBLESS HERNANEFebless Hernane
CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
Presentations of Bavo Raeymaekers (Project lead youth unemployment at the City of Antwerp), Suzan Martens (Service designer at Knight Moves) and Adriaan De Keersmaeker (Community manager at Talk to C)
during the 'Arena • Young adults in the workplace' conference hosted by Knight Moves.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
2. Agenda
Market History: Ainsley Quiohilag
Platform v. Software: Bei Wei Li
Current Market Conditions: Henry Steinberg
Conclusions & Recommendation: Dana Kelman
3. Market History
Periods Defined by Two Major Platforms
Atari v. Colecovision
Nintendo v. Sega
Sony v. Nintendo
X-Box new entry
Atari, Sega, & Colecovision failures
5. Platform v. Software
Platforms
Loss Leaders
MSFT expects to lose $150 per unit
Gillette business model analogy
Profits derived from software
Platform makers develop software for their consoles
Royalties from third party software developers
6. Platform v. Software
Software Only Companies
Ability to make software for all platforms
No losses to recover
High profit margins/low marginal cost
Lower fixed costs than companies that make both
consoles and software
7. Current Market Conditions
Major Platform Makers
Sony Playstation 2 debuted last year
Microsoft Xbox and Nintendo Gamecube new introductions
November 2001
Intense competition
More platforms more players
$1 billion marketing blitz for video game industry
Increased size of market (44 million consoles today to 70 million by
2003)
New platform technology facilitates improved game quality
8. Conclusion
Who wins battle of platforms?
Who cares?
Value added comes from games
Examples: Movie theaters, Sega Dreamcast
Real winners are software makers
Capture whole market regardless of platform
9. Recommendation
Electronic Arts
Industry leader
Use clout to negotiate deals with celebrities & sports
figures
Hedged against platform standard problem – make
software for all platforms
Stability
Survived past industry shakeouts