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Gaming Industry Case Study

In 2003 there are three main players in the home video gaming industry, Sony, Microsoft and Nintendo. Two of these companies Sony and Microsoft, while being new comers to the industry, have made successful forays into the growing, home gaming market. Nintendo, the industry leader through the eighties and up until the mid nineties, is struggling to remain competitive. ... Nintendo had cemented the top position by focusing on quality software that appealed to the industryfs target market, children and early teens. ... (Ibid)

That project resulted in the best selling console in gaming history (Ibid), the Playstation that launched in 1995. ... The gaming experience could be more realistic than ever before so Sony used this effectively to develop more mature titles that appealed to an older audience than Nintendo and Sega were chasing. ... As opposed to Playstation, which was seen as the choice of teens and young adults, the emerging force in the gaming industry. ... Bill Gates took notice and in early 2000 announced that Microsoft would enter the home gaming market. ... SMH article, April 2002) Like the PS2, having DVD playback ability meant that many consumers were attracted to the modern home entertainment device instead of Nintendofs solely for gaming console.


Approximate Word count = 991
Approximate Pages = 4
(250 words per page double spaced)
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