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Activity 12

Information Gathering stage

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.

Strategy formulation stage

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

Alternative strategies to implementation of the video game will also be developed. A

gaming committee will be formulated to determine the ideal strategy that will meet the

requirements agreed on.

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.
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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

to be implemented will be reviewed and adjustments made.


Activity 12

References

Abraham, S. C. (2012). Strategic planning: A practical guide for competitive success.

Bingley, UK: Emerald

Shtub, A., & Rosenwein, M. (2017). Project Management: Processes, Methodologies, and

Economics. Boston: Pearson.

Wesley, D. M., & Barczak, G. P. (2010). Innovation and Marketing in the Video Game

Industry: Avoiding the Performance Trap. Milton: Ashgate Publishing

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