ECO/365 Playing for Keeps: A Current Market Conditions Competitive Analysis of the Video Game Industry

Analysis of competitive market conditions in the video game industry.

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Playing For KeepsTeam D1Playing for Keeps:A Current Market Conditions Competitive Analysis of the Video Game IndustryECO/365In your analysis of the video game industry, you discussed various factors affecting demand,competition, and costs, with aparticular focus on entering the market with a military strategygame. Based on your findings, how would you assess the potential success of your company’sstrategy to target both the military and civilian markets? Consider factors such as consumerdemand, competition (specifically with companies like Activision), technological advancements,and the impact of fixed and variable costs on profitability. Additionally, how do you think thepricing strategy will influence the game's success in these two markets?Word Count Requirement: 600-700 words

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Playing For KeepsTeam D2Playing for KeepsMoving into new markets is a risky business even foralarge corporation. To ensure thatthe right moves are made and product success is ensured a current evaluation of the proposedmarket and product is needed. Sincethere iscontinued our exploration of the video gameindustrythis companyplanson developing a new game to break into the market. There needs tobea better understanding of the top competitorthis company will beincompetition with, andthis competitor is Activision. Activisionwas incorporated in 1979 and is aworldwidepublisherof video games for both computers as well as personal gaming consoles such asPlayStationandthe Xbox(“Reuters”,2013). Their products include first person perspective shooting games aswell as fighting and strategy games for all ages. Their games are distributed worldwide and bringin billions in revenueeach year. However, many of their revenuearegathered through only a fewgames such as World ofWarcraftwhich accounted for 90% of their revenue for 2011(“Reuters”,2013). Knowing that theyhavea narrow hold with only a few games really accountingfor theirincome, this companycan target other areas of the gaming industry such as military strategicgames.The market for our intended customer base is onethat is continually growingboth withindividual gamers as well other industrieslikethe military. The average age of a gamer is 34years of age and over 67% of households play video games (“ESRB”,2013). That means that wehave potential customers in over 67% of household in the United States. This shows that theseproducts are in demand with both individuals and as our research has seenpopularity inthemilitaryhomesas well. Considering that our new product will be that of a military strategy gamewe also have a potential customerin the United States Army. The Army has started using video
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