Professional Documents
Culture Documents
The product in the consumer electronic industry of my choice is video games. Video
games involve use of a user interface or input device to obtain a visual effect. Numerous video
games have been developed over the years. The category available amongst video games include
arcade games, PC games and console games. In the recent past, the video game has stretched into
mobile gaming via smart phones, laptops, and virtual reality systems. The first video games were
in existence in the 1950s and 1960s. The video games have however revolutionized through the
years (Abraham, 2012). Video games have been an income generating platform and in 2018 it
generated US dollars 134.9 billion annually worldwide. The availability of the virtual reality
video games has become rampant hence the need to focus on this market (Wesley& Barczak,
2010). The video game industry has led to availability of interesting games with some of them
relating to day-to-day activities such as driving. This has led to emergence of numerous gaming
companies with prominent gaming hubs. The need for growth in terms of gaming ideas and
income guarantees the company to have a competitive advantage over its competitors.
Consolidation stage
The video game company requires more creative and interactive video games hence the
need to come up with a technical group of gamers. The future of video games is in establishing
virtual reality games that provide an out of body experience for all individuals including those
that are paraplegic or hemiplegic. The opportunity in this is there are numerous gaming hubs that
allow for the incubation of such ideas. The threat in the implementation of this is in funding. The
virtual reality games require a lot of funding for the programs and devices in use. The video
game will target the hemiplegic and paraplegic individuals to provide an out of body experience
for them in relation to doing day-to-day activities. This will influence their brains by stimulating
Activity 12
centers that aid in recovery and physiotherapy. It will further decrease the burden on care for the
hemiplegic or paraplegic individuals. The strengths of the company include availability of the
gaming hub for incubation of ideas, supportive management, and availability of funding.
At the strategy formulation stage, various technical individuals in the company will be
allowed to come up with ideas on the content of the video game through brainstorming. A design
of the video game will be determined. The factors to determine in design of the video game
include interface, controls, planned perspective, chapters or levels, genre of the game and the
difficulty of the game. The technical team will determine the synopsis of the video game with
special focus on the target population. The game play will also be outlined. It will include maps,
description of characters and sound design. Marketing of the video game will focus on the
expectations of the target population. Comparison to the competitors will also be done.
Selection stage
gaming committee will be formulated to determine the ideal strategy that will meet the
Implementation stage
The gaming committee will test the strategy amongst different individuals within the
target market. Donors will be located and contacted to ensure adequate funding for the project.
The goal of offering an out of body experience to the hemiplegics and paraplegics guides the
implementation stage.
Activity 12
Review Stage
The chosen strategy will be tested against existing competitive games and introduced to
the target population. The limitations at this stage are identified and solutions drafted. The plans
References
Shtub, A., & Rosenwein, M. (2017). Project Management: Processes, Methodologies, and
Wesley, D. M., & Barczak, G. P. (2010). Innovation and Marketing in the Video Game