Amazon battles for slice of online gaming market, Microsoft, Google, Sony, video game industry, creation, marketing, United States, Japan, China, South Korea, turnover, market share, e-commerce, subscription service, Luna, tablet, mobile, concentration, sellers, producers, perfect competition, monopolistic competition, pure monopoly, Nintendo, Electronic Arts, profitability, expert analysts, Sarah Hindlian-Bowler, Neil Campling, Game Wars, barriers to entry, suppliers, consumers, Microsoft's Xbox Game Pass, Google's Stadia, Sony's PlayStation Now, ZeniMax, Bethesda Soft Works, qualitative approaches, substitutes, entertaining, satisfying consumers, price, quality of service, goods, top-notch games, Prince of Persia, differentiation, quantitative approaches
The video game industry or video game industry is a sector of activity specializing in the creation and marketing of video games in the world. Existing since 1970 in the United States, this industry is becoming more and more popular in the world and whose largest firms are today mainly based in the United States, Japan, China and South Korea.
But it is especially in 2020, by generating a turnover of 180 billion dollars that the video game sector has become a gold mine for other companies. This is why companies such as Amazon, Microsoft and Google are competing for market share with powerful video game companies such as Sony or ZeniMax.
[...] Hindlian-Bowler or even Neil Campling affirm and comment on the actions carried out by Amazon, Google, Microsoft and others to express the rivalries between them on this sector. Indeed there is even mention of 'Game Wars' by Neil Campling which means the gaming wars claim that any of these companies want to cross the barriers to enter. Companies from other sectors, such as the case of Amazon in 2020 with the launch of Luna just to compete with Microsoft's Xbox Game Pass, Google's Stadia and Sony's PlayStation Now. [...]
[...] Amazon battles for slice of online gaming market - McGee Patrick (2020) - Amazon's study in the video game sector Introduction : The video game industry or video game industry is a sector of activity specializing in the creation and marketing of video games in the world. Existing since 1970 in the United States, this industry is becoming more and more popular in the world and whose largest firms are today mainly based in the United States, Japan, China and South Korea. [...]
[...] Fundamentals of International Business Strategy (Greenwich Maritime Campus) Video game industry. [...]
[...] To have a good analysis of Amazon's study in the video game sector, it is important to know who a Market and a Competitor are. Market structure By knowledge the market is described as degrees of concentration of the actor's present, that is to say the sellers and the producers and there are 4 of them which are perfect competition, monopolistic competition, oligopoly and pure monopoly. Oligopoly : In the case of the video game sector, we speak of oligopoly which means that there are very few sellers and that only a few large companies dominate the market such as Nintendo, Sony or Electronic Arts; entry and exit barriers are very hard to cross for new entrants. [...]
[...] Competitor identification The spanning article refers to a market with identifiable competitors. The companies concerned are direct or indirect competition. That is to say the company can be in competition either with the side of the suppliers (in input) in order to have the best quality of products or with dimensions of the consumers (output) to have the most profitability and sometimes both; as is the case with Microsoft which spent 7.5 billion dollars to acquire ZeniMax, the parent company of Bethesda Soft Works, one of the largest video game publishers in the world and Amazon which formed an alliance with Sonic to allow consumers to pre-order the latest fashionable game consoles and the latest models or even in its purchase of 1 billion dollars in 2014 to have Twitch the most famous video game streaming platform in the world. [...]
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