Topic > Sony Corporation Case Study - 744

Name: Ahsan IshtiaqProfessor: Dr. Saju Eapen ThomasMKT 302Date: April 19, 2014Sony CorporationSony Firms is the electronic organization component and parent company of the Sony class, operating in the company through its four sections of control – Electronics (involving video entertainment, network favors and medical companies), Motion Pictures, Music and Monetary Favors. (Sony) (Sony Corporation) This makes Sony one of the most inclusive gaming companies in the world. His key business achievements include Sony (Sony Electronics in the US), Sony Image Game, Sony PC Games, Sony Audio Games, Sony Mobile Games (formerly Sony Ericsson) and Sony Money. It is among the top 20 major semiconductor manufacturers in the world and also the third largest television manufacturer in the world, Samsung and LG are rated higher than Sony. Sony Computer Entertainment PC games are the best in producing the most famous queue of PlayStation. The queue arose from a failure in contractual ties with Nintendo. Initially, Nintendo asked Sony to improve an add-on for its devices that could process dense discs. In 1991, Sony announced the add-on, with a dedicated device called the PlayStation. However, a dispute over the software that enables the device led to the contract being shortened. Sony later confirmed the predictions separately. Started in 1994, the first PlayStation garnered 61% of the industry's global revenue and ruined Nintendo's historic leadership in the industry. (Gartner) Sony participated with the PlayStation 2 in 2000, which was very successful. The device became the biggest winner in history, with sales exceeding 150 million components in 2011. Sony delivered the PlayStation 3, a high-visibility device, in 2......half of paper... ...d with the features and graphics of the PlayStation 3 and I will enjoy using it. While users already using PlayStation devices will upgrade to an updated console. • Usage Rates: The usage rate was quite low in the beginning but later it entered a boom phase and brought in more revenue than its rivals. Demographic • Gender: Their target audience is basically focused on both males than females for whom a variety of games are launched.• Age: Any age group that can easily play and understand games. Their purpose is to attract game lovers, so it can be of any age group, even a child or an adult can be part of it. Psychographic lifestyle: It never depends on the type of lifestyle a person is following, in fact, changes the lifestyle of people who are bored and don't have many activities to do. (Mature)