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Timing strategies of innovations in the video game industry

Über Timing strategies of innovations in the video game industry

Seminar paper from the year 2013 in the subject Business economics - Miscellaneous, grade: 1,0, The FOM University of Applied Sciences, Hamburg, language: English, abstract: The intention of this assignment is to figure out if timing strategies are relevant for the innovation process. In case to do this the author took the example of the video game industry to deflect several timing strategies. The choice for the video game industry depended on the high innovation ratio in this industry. Since 1977 at least every year was a new console released which was in handling, performance, or technology different from the ancestor products. The target is the evaluation of timing strategies as a success driver for this industry. The focus lay on the time-to-market timing and the market-entry timing. To come to a result at first the term innovation will be defined. The second step is a description of the innovation process. Out of the innovation process the author will deflect different timing strategies. The next part of the assignment will be a short overview of the video game industry. After that a case study will follow which reflects the release of video game consoles of the last 20 years beyond the aspect of time-to-market and market entry timing. In the end the author will give a conclusion of the treatment of timing strategies in combination with innovations.

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  • Sprache:
  • Englisch
  • ISBN:
  • 9783346085313
  • Einband:
  • Taschenbuch
  • Seitenzahl:
  • 24
  • Veröffentlicht:
  • 3 Februar 2020
  • Ausgabe:
  • 20001
  • Abmessungen:
  • 148x3x210 mm.
  • Gewicht:
  • 51 g.
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Beschreibung von Timing strategies of innovations in the video game industry

Seminar paper from the year 2013 in the subject Business economics - Miscellaneous, grade: 1,0, The FOM University of Applied Sciences, Hamburg, language: English, abstract: The intention of this assignment is to figure out if timing strategies are relevant for the innovation process. In case to do this the author took the example of the video game industry to deflect several timing strategies. The choice for the video game industry depended on the high innovation ratio in this industry. Since 1977 at least every year was a new console released which was in handling, performance, or technology different from the ancestor products.
The target is the evaluation of timing strategies as a success driver for this industry. The focus lay on the time-to-market timing and the market-entry timing.
To come to a result at first the term innovation will be defined. The second step is a description of the innovation process. Out of the innovation process the author will deflect different timing strategies. The next part of the assignment will be a short overview of the video game industry. After that a case study will follow which reflects the release of video game consoles of the last 20 years beyond the aspect of time-to-market and market entry timing. In the end the author will give a conclusion of the treatment of timing strategies in combination with innovations.

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