Case Study Of The Home Video Game Industry from Pong to Dreamcast

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Case Study

Of

                

The Home Video Game Industry from Pong to Dreamcast

Strategic Management 240

Instructor

Janet Jones

By

Ivy Felicia Martin

June 27,2003

                

Introduction

     

     The home video game market is a 30 billion dollar booming industry.  Technology and

entertainment have been combined together to create a world wide phenomena.  The year 2001 marked the thirtieth year anniversary of the home video game.  Where did it all begin.  

History, Development, and Growth of the Industry

     The year of 1972 was a period of innovation for Norman Bushnell.  Bushnell vision was to create a video game.  Past experience required that the game had to be as simple as possible.  Pong was the product that resulted based on the concept table tennis.  The game was placed in a bar and soon generated revenue.  Norman Bushnell received a line of credit from a local bank and founded his company Atari.  The employee's would soon go on to be innovators in their own right, Steve Jobs and Steve Woziak..  Capital was provided by Don Valentine, a successful venture capitalist.  The company's first year sales were 3.2 million dollars.  Competition began to enter the market and Sears soon came to the rescue.  Sears provided a much needed push and sales were reached of 450 million dollars.  Atari was sold to Warner Brothers for 28 million dollars and became Atari Inc.

Success followed with the Atari 2600 in 1977.  The company floundered and in 1984, Warner Brothers sold the rights to Jack Tramiel.

     The home video game industry fell into a decline but was soon to be revitalized.  The industry rescuer was no other than Nintendo.  Nintendo was in 1984 a company that had made its mark developing playing cards.  The Kyoto based company was led under Hiroshi Yamauchi.  Yamauchi believed that the market could be brought back to life.  Engineers and Nintendo's talented employee, Sigeru Miyamoto developed an 8-bit system that became the (NES), Nintendo Entertainment System in 1984.  The design and creation also was possible due to an agreement with Ricoh, an electronic firm that specialized in microprocessors.  Furthermore, games that for the first time included a story line intermixed with graphics was developed.  The software games were to become Mario Brothers and Donkey Kong.  Yamauchi shrewdly realized that the software would drive sales on the consumer end.  The licensing program created and utilized.  Companies had to agree to certain terms if they wanted license the software.  The term was to be five years and the companies in no uncertain terms were to write platforms for other titles.  Companies jumped on board bringing a profit and earnings that they did not experience before.  The American division of Nintendo was the next mark.  Minoru Arakawa was the head of this division, known as Nintendo of America.  Nintendo of America utilized research to ensure the product would be a success in America as well.  Arakawa in his drive to dominate the market, had engineers to install a chip in the (NES) to make certain only a Nintendo game could be used.  The CEO proved skeptics wrong as the (NES) became a major success, revitalizing the defunct market. Nintendo of America made $100

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million dollars in the first year of operation. The next contender on the scene was to be Sega.

     Sega is ran under the guidance of CEO Hayao Nakayama, a former employee.  Nakayama was familiar with the video arcade business and wanted to use his skills to dominate the market.  The CEO vision knew this goal could be obtained by developing a game that employed greater graphics than employed at Nintendo and be more advanced in technology.  The vision became a reality with the making of Genesis,a 16-bit game system.  Genesis was marketed to compliment its arcade games.  The ...

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