Tag Archives: video games

End of the Line for Xbox 360

xbox

It is said that nothing lasts forever. There is a product life cycle that all products and services eventually fall prey to, even if it’s a favorite product with great market penetration. Case in point: in April, Microsoft’s Xbox 360 was officially declared dead.

Microsoft announced that it will stop manufacturing Xbox360 and the product will not be available once stores sell out of current inventory. Xbox 360 was launched in 2005 – and it had a few technical problems (i.e., the “red ring of death”) initially. However, as of June 2014, the company had sold 84 million console units. The Xbox One launched in 2013; thereafter sales of Xbox 360 were on the decline.

In technology, all gadgets eventually fade, and are then replaced by newer technology. While Microsoft stated that Xbox 360 has meant a lot to the company, “the realities of manufacturing a product over a decade old are starting to creep up on us.”

Consider what other products might be nearing the end of their life span – and how companies should respond to the decline.

Group Activities and Discussion Questions:

  1. Discuss the various stages of the product life cycle: introduction, growth, maturity, and decline.
  2. Discuss the diffusion of innovation: innovators, early adopters, early majority, late majority, and laggards.
  3. Show the blog post announcing the demise of the Xbox 360: https://news.xbox.com/2016/04/20/xbox-360-celebrating-10-years/
  4. Where does the Xbox 360 fit in the product life cycle? In the diffusion of innovation?
  5. Divide students into team. Have each team identify at least three products that fit into each of the PLC stages.
  6. Next, for each product that is in the decline stage, have students discuss how the product could be redesigned and launched anew.

Source: Washington Post, other news sources

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Virtual Reality Headsets Hit the Market

VR

This spring, new virtual reality (VR) headsets will hit the market. The recent Game Developers Conference held in San Francisco provided attendees with previews of the VR capabilities from companies including Oculus Rift, Sony, and HTC Vive. VR headsets are still relatively new and present challenges to developers, and to gamers. For developers, the VR games must feel “real” to gamers. This is quite different than traditional video games. For gamers, well, just make sure to eliminate nausea when wearing the headsets.

First to market will be Oculus Rift at $600, closely followed by HTC Vive at $800, and Sony at $400. Of course these prices do not include the additional components that are needed: game system, cameras, cables, and more. For example, Sony’s VR headset ($399) also requires the camera ($44), PlayStation 4 unit ($349), and motion-based controller ($40), making the total system cost in the $800 range.

How price sensitive are consumers for these new products?

Group Activities and Discussion Questions:

  1. Pricing is usually a complex topic. Discuss the six steps for pricing.
  2. Discuss the various pricing models in class: demand-oriented, cost-oriented, profit-oriented, and competition-oriented.
  3. Show the Sony VR headset and discuss how it is priced: https://www.playstation.com/en-us/explore/playstation-vr/
  4. Poll students: How much are they willing to pay for the VR headsets?
  5. For VR headsets, divide students into groups and have each group work on any/all of the six steps. Assign different products to different teams of students.
  6. When setting the price level, assign each team a different model to use (demand-oriented, cost- oriented, etc.).
  7. Debrief the exercise. Compare the various pricing models and discuss advantages/disadvantages of each.

Source: New York Times, Manufacturing Business Technology, other news sources

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