Power Play (C): 3DO in 32-bit Video Games Harvard Case Solution & Analysis

1980s were "Nintendo" decade in video games, while the early 1990s, the rise of Sega based on the next-generation, 16-bit technology. By early 1994, Nintendo and Sega share worldwide installed 16-bit home video game systems about equally. However, while the 16-bit systems offering excellent graphics, sound and game compared to the previous 8-bit systems, many observers believe their transition technologies that can be replaced in the next two to five years. The case focuses on the efforts of 3DO, high-profile launch of the U.S., to promote the new 32-bit platform. It also describes the new technologies being developed by Nintendo, Sega, Sony, Philips, and Atari. Expanding the scope of the game, 3DO engineering window of opportunity in relation to the established players, Nintendo and Sega. Focuses on, 3DO decided to use this opportunity. The demonstration, in particular, the strategy of attracting new players to the game. Planning to make money from licensing software technology, 3DO given hardware technology for free. "Hide
by Adam Brandenburger Source: Harvard Business School 10 pages. Publication date: April 10, 1995. Prod. #: 795104-PDF-ENG

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