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1 – 10 of 65The purpose with this article is to analyze the “Blue Ocean” phenomenon in depth. The goal is to better understand the underlying dynamic strategies in the form of interactions…
Abstract
Purpose
The purpose with this article is to analyze the “Blue Ocean” phenomenon in depth. The goal is to better understand the underlying dynamic strategies in the form of interactions between theory and management practices.
Design/methodology/approach
Single case study, Nintendo, which strategy is being confronted with the strategies of the two competitors, Sony and Microsoft. This is done in order to distinguish the value propositions of the three players in the game console industry
Findings
The main finding is that even if a company can create a Blue Ocean very fast with the right value proposition at the right time, it may be short-termed and may be transformed into a Red Ocean again within 1-2 years, unless the company's competitiveness is safe-guarded.
Practical implications
The results show, that Nintendo started out with a Red Ocean around 2005 with their GameCube. Then they turned it into a Blue Ocean with their introduction of “Wii” in November 2006. But Nintendo could not prevent Sony and Microsoft in turning it back to a Red Ocean, with their introduction of similar product features (motion controls), but at better quality. If Nintendo will be able to reestablish the Blue Ocean with their introduction of the “Wii U” in November 2012 is questionable.
Originality/value
There is constantly a need for reformulating the strategy through a dynamic and creative process, in order not to turn the Blue Ocean into a Red Ocean again.
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Devlyn Thomas Courtier and John DeLooper
The purpose of this paper is to describe how the Hudson County Community College Library hosted a Super Smash Bros. for Wii U Tournament as part of its Fall 2015 and Spring 2016…
Abstract
Purpose
The purpose of this paper is to describe how the Hudson County Community College Library hosted a Super Smash Bros. for Wii U Tournament as part of its Fall 2015 and Spring 2016 programming, and discuss what it learned from hosting the event.
Design/methodology/approach
This paper details how a community college library planned, hosted and learned from its experience running a Super Smash Bros. for the Wii U Tournament. It will also describe how the library continued to use this experience to plan additional video game-based programming.
Findings
The Super Smash Bros. for the Wii U Tournament was generally well received by student attendees. However, student feedback revealed a preference for less-competitive “friendly” events instead of tournaments. Students also requested the option of having several games available instead of one.
Originality/value
Thus far, there has been little research on academic or community college libraries organizing video game-based programming and activities event. There have also been few studies about whether gaming events work better in libraries as tournaments or “free play” activities.
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Ryan Cassidy and Matthew McEniry
– This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games.
Abstract
Purpose
This two-part study aims to expose the challenges and establish the necessity of preserving digital content, with a focus on console video games.
Design/methodology/approach
Through a method of establishing the history of video game consoles, identifying the challenges presented by the format and addressing the current preservation efforts, this article serves as a brief retrospective of the issues and a guide to extending the conversation.
Findings
Representing a unique format, heavily reliant on advances in technological and industrial standards, console video games have experienced a demonstrated lack of preservation.
Originality/value
With special attention to the non-gamer, this is an introduction to the conversation and an invitation to lend expertise to not only an often overlooked area of popular culture, which is facing (and in some cases, has experienced) irretrievable loss of information, but also to other formats facing adjustment to the digital, always-online environment.
Shuhei Yamamoto, Kei Wakabayashi, Noriko Kando and Tetsuji Satoh
Many Twitter users post tweets that are related to their particular interests. Users can also collect information by following other users. One approach clarifies user interests…
Abstract
Purpose
Many Twitter users post tweets that are related to their particular interests. Users can also collect information by following other users. One approach clarifies user interests by tagging labels based on the users. A user tagging method is important to discover candidate users with similar interests. This paper aims to propose a new user tagging method using the posting time series data of the number of tweets.
Design/methodology/approach
Our hypothesis focuses on the relationship between a user’s interests and the posting times of tweets: as users have interests, they will post more tweets at the time when events occur compared with general times. The authors assume that hashtags are labeled tags to users and observe their occurrence counts in each timestamp. The authors extract burst timestamps using Kleinberg’s burst enumeration algorithm and estimate the burst levels. The authors manage the burst levels as term frequency in documents and calculate the score using typical methods such as cosine similarity, Naïve Bayes and term frequency (TF) in a document and inversed document frequency (IDF; TF-IDF).
Findings
From the sophisticated experimental evaluations, the authors demonstrate the high efficiency of the tagging method. Naïve Bayes and cosine similarity are particular suitable for the user tagging and tag score calculation tasks, respectively. Some users, whose hashtags were appropriately estimated by our methods, experienced higher the maximum value of the number of tweets than other users.
Originality/value
Many approaches estimate user interest based on the terms in tweets and apply such graph theory as following networks. The authors propose a new estimation method that uses the time series data of the number of tweets. The merits to estimating user interest using the time series data do not depend on language and can decrease the calculation costs compared with the above-mentioned approaches because the number of features is fewer.
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Atul Gupta, Stef Nicovich and Taylor Garrison
CSS 11: Strategy
Abstract
Subject area
CSS 11: Strategy
Study level/applicability
Undergraduate or Graduate Capstone Course in Management or Marketing.
Case overview
Electronic Arts is one of the premiere video game software developers in the world. With the changing video game industry, evolving tastes and preferences, the introduction of next generation platforms and supporting various mobile platforms, Electronics Arts has important decisions to make as it charts its future.
Expected learning outcomes
The analysis seeks to fulfil several objectives relevant to management and marketing strategy courses, where analysis of the external environment of a firm is important. Students should be able to do the following: identify the relevant content to include in an industry analysis. Understand the key concepts of strategic analysis and how to apply them. Use the analytical tools of strategy to synthesize information from multiple sources into a comprehensive picture of an industry. Provide an overview of the dynamics and near-term future of this industry. Use industry analysis to explore emerging markets, billing options and where to target company resources.
Supplementary materials
Teaching notes are available for educators only. Please contact your library to gain login details or email support@emeraldinsight.com to request teaching notes.
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Neal J. Roese and Evan Meagher
On April 4, 2013, a video game website reported that the next-generation Xbox console—due to be released by Microsoft the following month—would require an always-on Internet…
Abstract
On April 4, 2013, a video game website reported that the next-generation Xbox console—due to be released by Microsoft the following month—would require an always-on Internet connection in order to operate. The new version of the SimCity game that had been released earlier that year with an always-on requirement had been a disaster. Hardcore gamers reacted negatively to the news.
When the Xbox One console was officially revealed on May 21, Microsoft effectively confirmed that it would require an always-on connection for validating digital rights. Predictably, gamers reacted negatively, a response that was exacerbated when Microsoft's president of the interactive entertainment business, Don Mattrick, made dismissive statements about their concerns
After reading and analyzing the case, students will be able to:
Address the challenge of marketing a product to multiple adjacent but very different customer segments
Understand the need for a unified vision before going to market
Develop a strategy that addresses the complexity of a world in which the company may no longer own the “loudest voice in the room”
Address the challenge of marketing a product to multiple adjacent but very different customer segments
Understand the need for a unified vision before going to market
Develop a strategy that addresses the complexity of a world in which the company may no longer own the “loudest voice in the room”
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O. Lahav, H. Gedalevitz, S. Battersby, D. Brown, L. Evett and P. Merritt
Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when…
Abstract
Purpose
Virtual environments (VEs) that represent real spaces (RSs) give people who are blind the opportunity to build a cognitive map in advance that they will be able to use when arriving at the RS. The paper aims to discuss this issue.
Design/methodology/approach
In this research study Nintendo Wii-based technology was used for exploring VEs via the Wiici application. The Wiimote allows the user to interact with VEs by simulating walking and scanning the space.
Findings
By getting haptic and auditory feedback the user learned to explore new spaces. The authors examined the participants’ abilities to explore new simple and complex places, construct a cognitive map, and perform orientation tasks in the RS.
Originality/value
To the authors’ knowledge, this finding presents the first VE for people who are blind that allow the participants to scan the environment and by this to construct map model spatial representations.
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