After years of gaming console industry direction should Sony respond to the overwhelming success of adversary Nintendo's user friendly Wii over Sony's high tech PlayStation 3? It was August of year 2008 and Kazuo Hirai, the chief executive of Sony Computer Entertainment Inc. (SCEI), was considering questions from journalists about how Sony intended to react to Nintendo's Wii games console, which was radically primary Sony's PlayStation 3 and Microsoft's Xbox 360 console in auction. The supremacy of the Wii was especially disconcerting to Hirai, given that Sony had dominated the videogame industry and largely identified its course since 1995. But the tables had turned radically in the present generation. Though the Wii was technologically considerably less advanced than were PS3 and Xbox 360, the Wii's ease of use, progressive motion-sensitive control, and easy but entertaining games had made the games console a success along with all demographics: 9 - 65 years old, male and female.
As a consequence, Nintendo had stolen a demonstration on its two larger rival by engaging with individuals who were traditionally not enthusiastic videogame users. Microsoft's and Sony's more powerful machines stayed targeted at the traditional "core gamer" audience: 18-to-65-year old males. Hirai was resolute to restore that ascendancy in the next or the present generation. Hirai might find guidance in the history of the industry, which had been marked by fast and frequent changes of fortune, in seeking to do thus.
Responding to the Wii, Spanish Version case study solution
PUBLICATION DATE: January 06, 2009 PRODUCT #: 711S09-HCB-SPA
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