Thompson, John L. (2001) The Sony Playstation 2. Case Study. ECCH.
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Abstract
The video games industry comprises both hardware (games consoles) and games software, much of it dedicated. This case discusses the rapid growth of Sony's first video games machine in the mid-late 1990s - and which quickly became a major contributor to Sony's profits - and the launch of its successor, Playstation 2, in 2000. The launch was affected by temporary supply chain problems. This case looks at the possible impact of the Nintendo GameCube and Microsoft's X-Box, both due for launch in November 2001.
| Item Type: | Monograph (Case Study) |
|---|---|
| Uncontrolled Keywords: | Computer games; Innovation; New product development; Competitive strategy; Branding |
| Subjects: | G Geography. Anthropology. Recreation > GV Recreation Leisure Q Science > QA Mathematics > QA75 Electronic computers. Computer science |
| Schools: | The Business School |
| Related URLs: | |
| Depositing User: | Cherry Edmunds |
| Date Deposited: | 09 Aug 2011 14:36 |
| Last Modified: | 16 Aug 2011 09:40 |
| URI: | http://eprints.hud.ac.uk/id/eprint/11212 |
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