Microsoft and the Xbox 360 Ring of Death by David Wesley and Gloria Barczak is the newest addition to the Northeastern University video game case series. The case chronicles Microsoft’s quality control difficulties after the launch of Xbox 360 console. Microsoft launched the console one year ahead of the competition, and used its advantage to [...]
Archive for the ‘video games’ Category
Xbox 360 Case Study the Newest Addition to the Video Game Case Series
Posted in Marketing, video games, tagged case study, cases, ivey publishing, microsoft, red ring of death, xbox 360 on April 3, 2010 | Leave a Comment »
Study Considers the Role of Music and Video Games in Delaying or Preventing the Onset of Alzheimer’s Disease
Posted in Industry News, Innovation, music, video games, tagged alzheimers disease, brain age, rock band, wii fit on March 30, 2010 | Leave a Comment »
Could Rock Band and Wii Fit help keep you from getting Alzheimer’s disease? That is the question researchers for the Cognitive Fitness and Innovative Therapies (CFIT) program want to find out. According to CFIT, “the risk factors for cognitive decline are now well-recognized” and fall into three categories: Genes and Age: Over this category, we [...]
Video Games to Decide the Fate of “Active” 3D Televisions
Posted in 3d, film, hdtv, ps3, video games, tagged 3ds, avatar, ds, nintendo, samsung, sony, virtual boy on March 26, 2010 | Leave a Comment »
Stereoscopic (3-D) imaging has long been touted as the future of visual entertainment. In the 1950s, 3-D films became all the rage. In the 1990s, Nintendo developed a stereoscopic game console known as the Virtual Boy. The problem was that developers focused too much on demonstrating stereoscopic technology with gimmicks (like objects that appear to [...]
LittleBigPlanet, ModNation Racers, and Sony’s “Play, Create, Share” Initiative
Posted in book examples, Innovation, little big planet, Marketing, media molecule, user generated content, video game marketing, video games, tagged littlebigplanet, modnation racers, sony on March 2, 2010 | 3 Comments »
Media Molecule’s LittleBigPlanet was released in the fall of 2008 as the first title in Sony’s “Play, Create, Share” Initiative, an initiative that places creative control in the hands of users. According to Shuhei Yoshida, Sony senior vice president of product development, LittleBigPlanet was Sony’s best-selling title in 2009, with more than three million copies [...]
Complexity: The Classic Performance Trap
Posted in video game marketing, video games, tagged guitar hero, miracle piano, rhythm games, rock band on February 25, 2010 | 1 Comment »
Back in October, I wrote about the decline of music simulation games in a post titled, Too Much of a Good Thing: Explaining the decline of Guitar Hero and Rock Band. That article generated significant discussion on Wired.com and numerous other websites. One article by Joe Rybicki of Plastic Axe focused on this observation from [...]
Crysis for the iPhone: The OnLive Solution
Posted in Industry News, Innovation, mobile games, online distribution, video games, tagged crysis, iphone, Onlive on February 19, 2010 | 1 Comment »
Gamasutra’s Simon Carless today reported on OnLive’s iPhone ambitions. He writes, As a final party trick, [OnLive President and CEO Steve Perlman] showed Crytek’s notoriously-demanding Crysis running on an iPhone version of the client. Like other OnLive games, it was actually a full high-definition version of the game running on the cloud, but resized to [...]
How Nintendo Used Societal Marketing to Appeal to Non-Gamers
Posted in Handheld, Innovation, Marketing, mobile games, video game marketing, video games, tagged brain age, brain training, nintendo ds, pokemon, societal marketing on February 16, 2010 | 1 Comment »
Nintendo’s ability to expand the market for video games by reaching out to non-gamers with the Wii is well documented. However, even before the Wii was launched, Nintendo sought to break the mold of what it meant to be a gamer. In the early 1980s the company launched its Famicom (NES) console in Japan with [...]
The Role of Scarcity in Video Game Marketing
Posted in Marketing, video game marketing, video games, tagged demand, paradox of choice, scarcity on February 8, 2010 | Leave a Comment »
A few months ago, I posted an article titled, Too Much of a Good Thing: Explaining the Decline of Guitar Hero and Rock Band which stimulated discussion on various blogs that linked to the article. Some of the issues raised related to complexity, usability, product life cycle issues, etc. But a comment on Plastic Axe [...]
An Indie Developer’s “Biggest Mistake”
Posted in film, indie games, Innovation, little big planet, Marketing, media molecule, online distribution, sony, user generated content, video games, tagged distribution, independent film, pc gamer, red orchestra, steam on February 4, 2010 | Leave a Comment »
The 2009 Holiday Issue of PC Gamer magazine features an article by indie developer and Tripwire President John Gibson entitled “From Rags to Retail.” Gibson recounts the many trials associated with starting a new game development studio. “We had sacrificed every second of spare time for almost two years” to create Red Orchestra, recalled Gibson. [...]
Disrupting the Disruptor: Sony and Microsoft Respond to the Wii Remote
Posted in Innovation, playstation, ps3, sony, video game marketing, video games, tagged blu-ray, project natal, xbox live on February 3, 2010 | 1 Comment »
In 2007, after Nintendo suddenly and unexpectedly reestablished its leadership position in the home console market, Sony and Microsoft were left wondering what to do. Clayton Christensen, who became famous for his thesis on disruptive innovation in the hard drive sector, offered several possible responses. Copy Nintendo by developing a motion controller. Repurpose a legacy [...]

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