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Video Game Industry

In 1972 Magnavox released the first home based video game system called the Odyssey, but after a year the Odyssey did not sell and the company did not make it. Video game Arcade is what started the home based system industry. Five years later the first home based game system was produced, with interchangeable cartridges, which some thought was the "wave of the future". Up to 1982 Atari was the industry leader and had 80 percent of the home video game market. This year the industry grew tremendously and the market became oversupplied. Analysts thought this would be the end of the video game industry. In 1985 the industry had a complete turnaround with the introduction of Nintendo. Nintendo sold 1.1 million units, which had the most popular game that sold 40 million copies. A year later Sega entered the market, but couldn't match Nintendo. In the1990's Sega had a good percent share of the market. Also in that same year Sony entered the video game industry with it's P!

lay Station. With Nintendo producing the N-64, all three companies had the same technology in their product; Sony had won the market leadership in most countries.

The Five-Force Model of Competition helps a


The video game industry has been around since the early 70's. The industry started with very few companies, and then the industry was almost vanished. There was no threat of competitors until the introduction of Nintendo, then came Sony, Sega, PC's and the Arcades. These companies try to distinguish themselves through technology and creativeness. Some of the technologies used to try and differentiate the competitors are the graphics, and the memory of the systems. One company's product gives the consumer the ability to use games that were meant for the older version of the system and even allows a consumer to play DVD's on their system.

Another supplier for this industry would be Internet Browsers, such as Netscape Navigator and Internet Explorer who help these companies by providing their service to consumers that allows the consumer to purchase the product, accessories, and even the games on the internet.

There is no threat of substitutes in the video game industry. There may be a threat in the software or the accessories, such as controllers, memory cards, and the games.

1. Thompson, Arthur A. and A. J. Strickland III. Strategic Management,

The video game industry is not an easy industry to enter. This industry is very expensive and must keep undated with the latest technology to be competi

Some common words found in the essay are:
Exit Barriers, Odyssey Odyssey, Sony's PlayStation, PC's Arcades, K*B Toys, Attractiveness Industry, Model Competition, Nintendo Nintendo, Internet Explorer, Competing Sellers, video game, game industry, video game industry, bargaining power, home based, retail stores, bargaining power suppliers, companies providing, overall attractiveness, introduction nintendo, allows consumer, consumer play, rivalry competing sellers, bargaining power consumers, home based video,
Approximate Word count = 892
Approximate Pages = 4 (250 words per page double spaced)


  

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