Preview

Strategic Group Analysis of Toy and Gaming Industry

Good Essays
Open Document
Open Document
464 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Strategic Group Analysis of Toy and Gaming Industry
Strategic Group Analysis of Toy and Game Manufacturing Companies
The toy and gaming manufacturing industry can be broadly categorized into two groups. The first is game manufacturers for electronic devices in which producers design and program video games targeted to older children and young adults. The two strategic groups that exist are video game manufacturers for game console systems and manufacturers for online video games. In today’s market, the three major game console systems are Nintendo Wii, Microsoft’s Xbox 360, and Sony’s PlayStation 3. A major third party that these companies outsource to is Valve Corp., the manufacturer and software designer for video games such as Tomb Raider, Resident Evil, and Star Wars. They have enjoyed a reputation of being one of the most highly respected entertainment game manufacturers because of their award winning software design and innovative distribution platforms. Their biggest competitor is Activision, a world-wide developer, publisher, and distributor of interactive gaming software for both computer and console games. Since the company was founded in 1979, they have merged with Vivendi Games and became a major competitor for all corporate giants in the computer and game console entertainment industry. In addition to being the creator of Call of Duty and Guitar Hero, they own the rights to all world famous computer games developed by Blizzard Entertainment, including World of Warcraft, StarCraft, and Diablo.
The second category for game and toy manufacturers are non-electronic toy manufacturers whose target market are young children ages 12 and under. The strategic groups for this particular industry are action figures and dolls, as well as board game and puzzle manufacturers. Since children are accustomed to changing toys often, the main focus is their pricing strategy and product diversification. Mattel Inc. is world’s largest toy manufacturing company and the dominant competitor for all toy manufacturing



Cited: Fortune & Money. “100 Best Companies To Work For.” CNNMoney. n.d. Retrieved on 18 Feb. 2013. Abstract retrieved from http://money.cnn.com/magazines/fortune/bestcompanies/2011 /snapshots/59.html

You May Also Find These Documents Helpful

  • Good Essays

    The company has a history of law suits against it. There was a law suit in 1997 for discriminating among the employees. It paid around eighty five million dollars as compensation to the damages to its female employees and made policy changes in its workplaces as a result (EOC, 1997). There were a few lawsuits for the employee related issues like failure to comply with the fair labor rules act (Hodges, 2010).…

    • 676 Words
    • 3 Pages
    Good Essays
  • Good Essays

    (Fortune 2010 Best big companies to work for)Fortune (2010). Best big companies to work for. Retrieved September 15, 2011, from CNN Money Web site: http://money.cnn.com/galleries/2010/fortune/1004/gallery.fortune500_best_employers.fortune/16.html…

    • 2316 Words
    • 10 Pages
    Good Essays
  • Better Essays

    Red Lobster

    • 1792 Words
    • 8 Pages

    References: Fortune Magazine (2012) Fortune’s Best 100 Companies to Work For 2012. Retrieved February 3, 2012, from http://money.cnn.com/magazines/fortune/best-companies/2012/snapshots/99.html…

    • 1792 Words
    • 8 Pages
    Better Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    The video game industry has grown substantially since 1995. (See exhibit 1) and the prospects of growth look great going forward. Three main players dominate the current market: Microsoft, PlayStation 3, and Nintendo. Furthermore, based on porter’s five forces, the threat of new entry is low. (Exhibit 2) Nintendo is outselling Sony 2 to 1 by going after customers currently out of the video game market share. This threat shouldn’t be as much of a concern as an opportunity; the two companies are competing in different realms. (Exhibit 3)…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Powerful Essays

    Gamestop

    • 2426 Words
    • 10 Pages

    The retail gaming industry is a relatively new industry but GameStop has shown tremendous growth since 2002. An external analysis of GameStop’s general environment will show threats to the industry that include age restrictions for rated games, weak copyright laws in foreign countries, and the emergence of substitute gaming options. An internal analysis of GameStop’s resources capabilities will show GameStop’s marketing and brand capabilities that gives them a sustainable competitive advantage. GameStop’s value creating activities are often superior or equivalent to that of their competitors. Its business strategy of having a wide selection of products allows them to market to a wide range of customers, which positions the firm as a broad differentiator in its industry.…

    • 2426 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Best Essays

    Nugget Markets places #5 in FORTUNE Magazine’s “100 Best Companies to Work For". (2010, January 21). Retrieved March 6, 2010, from http://nuggetmarket.com/press-release.php?id=81…

    • 7048 Words
    • 29 Pages
    Best Essays
  • Satisfactory Essays

    Coleco Case

    • 1035 Words
    • 5 Pages

    • favorable conditions toy industry • approximately 800 toy companies in the United States • diversification for reducing sales and profit volatility - only for the biggest companies…

    • 1035 Words
    • 5 Pages
    Satisfactory Essays
  • Best Essays

    Fortune Magazine (2012) “Top 100 Places to Work For.” CNN Cable News Network/Time Warner. Retrieved on July 6th, 2012 from: http://money.cnn.com/magazines/fortune/best-companies/2012/full_list/.…

    • 1817 Words
    • 8 Pages
    Best Essays
  • Better Essays

    Herman Case

    • 7823 Words
    • 45 Pages

    Fortune's "Most Admired Companies" and "The 100 Best Companies to Work For" lists and also to…

    • 7823 Words
    • 45 Pages
    Better Essays
  • Powerful Essays

    Mattel And Toy Safety Paper

    • 2300 Words
    • 10 Pages

    Mattel is an American based toy manufacture that was founded in 1945 by Harold "Matt" Matson and Elliot Handler. The company has been headquartered in El Segundo, California since it first opened. However, in 2007 the toy manufacture faced hard times when they had to do multiple recalls on their children's playthings due to unsafe parts and hazardous materials (such as lead paint) the company faced a stressful uphill climb to reassure their customers that not only where they a company worth trusting, but that they also provided safe toys for their children. Though out the course of this paper, using the case study, Mattel and Toy…

    • 2300 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    Revenues in the U.S. toy and game industry totaled $42 billion in 2008 and were projected to increase by 4.6% per year to $52.5 billion by 2013. The market was divided into two broad segments: video games (48%) and traditional toys and games (52%). The second segment was further divided into infant/preschool toys (14.5%), dolls (14.1%), outdoor & sports toys (12.3%), and other toys & games (59.1%) including arts and crafts, plush toys, action figures, vehicles, and youth electronics. The U.S. market for toys and games was dominated by large global enterprises that enjoyed economies of scale in design, production, and distribution. Revenues were highly seasonal; the largest selling season in the United States coincided with the winter holiday period.…

    • 3236 Words
    • 13 Pages
    Powerful Essays
  • Good Essays

    Cherainne

    • 910 Words
    • 4 Pages

    References: CNNMoney.com (2011) ‘100 Best Companies to Work For‘ SAS http://money.cnn.com/magazines/fortune/bestcompanies/2011/snapshots/1.html [accessed 30 October 2011]…

    • 910 Words
    • 4 Pages
    Good Essays
  • Best Essays

    This report was generated to assist American Express in visualizing how the use of internal recruitment to fill vacancies of higher-level positions by linking the staffing, performance management, and compensation plans. How these links can further strengthen the organizational culture by being internally aligned with the vision of employing the most superior and dedicated staff. The research findings will show that when an employee has a clearly defined career path, they inevitably become more dedicated and motivated to achieve common company goals and standards.…

    • 3971 Words
    • 16 Pages
    Best Essays
  • Good Essays

    Fortune 100 Companies

    • 874 Words
    • 4 Pages

    For a company to have success with top employers, the company needs to have the best employees. The three companies from FORTUNE Magazine’s 2012 list that I have chosen to discuss in the research paper will consist of Google, Build-A- Bear Workshops and The Southern Ohio Medical Center.…

    • 874 Words
    • 4 Pages
    Good Essays