Sample Essay on:
A Business Analysis of Competitors Nintendo and Sega

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Essay / Research Paper Abstract

This 4 page paper takes a look at Nintendo and Sega and evaluates these companies. About half of the paper is a comparison chart of the two firms which illustrates their similarities and differences. Items discussed include marketing tactics, product development and target markets. Bibliography lists 6 sources.

Page Count:

4 pages (~225 words per page)

File: RT13_SA007Bus.rtf

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Unformatted sample text from the term paper:

where should allow one to predict a competitors likely future marketing strategies in order to allow the creation of differential advantage. In terms of Nintendos ability to conceive and design products, they are currently working on a new product to compete with Segas Dreamcast. For some time, the company was slipping, but Nintendo had returned to fight ("Nintendo," 1999). In fact, there was much talk that Nintendo was in trouble several years ago. In 1996, when Nintendo was prepared to sell a new system and games in the United States, analysts were not sure that the company would regain the leading role it once played in the industry (Kageyama, 1996). But the naysayers were speaking in an era before Nintendo 64 was launched. Since that time, most have been much more optimistic about the companys future. Nintendo has demonstrated a consistent ability to create new innovative products. The company plans to release its DVD-based Dolphin system during 2001 ("Nintendo," 1999). With the use of good management, which is probably largely drawn from its Japanese origins, the company has done well and has remained competitive. Its offices and plants are located in Japan, Australia, Canada, France, Germany, the Netherlands, the United States and Spain ("Nintendo," 1999). Sega Dreamcast was introduced with a multimillion dollar marketing campaign in the fall of 1999 (Ham, 1999). Sega had problems at times in the past, not unlike Nintendo. When the company introduced SegaSaturn it was a great disappointment ("Sega," 2000). It could not keep pace with Sonys PlayStation and software manufacturers complained that it was hard to create games for the platform (2000). In 1996, the company created a joint venture with US entertainment powers MCA, which is now Universal Studios, and DreamWorks SKG, to develop family-oriented amusement ...

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