Sega case study

harvard case study of Sega case
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  Project Dreamcast: Serious Play at Sega Enterprises Ltd. Syndicate 10 : Yuwono Wicaksono, Takeshi Kojima, Tony Surawi, Aiwoisendin Hendrik, Yuslan Bayu  1.How would you characterize the competitive dynamics in the videogame industry? ã A very tight competition environmental in videogame industry ã Consist of technologies that rapidly change - hardware and software ã A variety of costumer ã The compatibility of software and hardware is very tight follow by the technology  2. What is Sega’s competitive strategy and how has it evolved throughout the company’s history?   ã Open source application software  –  lesson learn from the Saturn Project’s that was failed ã Enhance the graphic engine chip (VR2) ã Minimize or reducing manufacturing cost ã Improvement in relationship with third party game developer ã Standardize hardware across arcade, home video, and PC play systems ã Transform the hardware to be more compatible with simplify the architecture and standardized hardware across platforms  3.Please compare the development process of Saturn and Dreamcast game platforms. What are the differences and similarities? How would you evaluate Sega’s development capabilities in game software and hardware development? ã Similarities: both need standards to follow in the process of its hardware project development ã Differences:  Sega create their own hardware and software in  Saturn (Dreamcast), they collaborate with third party game developer since the start.


Jul 23, 2017


Jul 23, 2017
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