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Virtual station
Its no longer just a game !!


                       Abinath [10abo1]
                       Anne [10ab03]
                       Aparna [10ab04]
                       Arul [10ab05]
                       Arun [10ab06]
   Gaming industry
   Huge potential and big market. ($ 46 b)
   Current video games
   Time spend
   Target of any gaming industry
   In line with its objective and resources
   Strong R& D
   Unique product
   No competition as new innovation
   Dream product
   Strong money support
   competitors– normal play station games,
    other entertainments
   A unique gaming experience taking gaming
    to the next level ,targeting not only children
    but adults too.
   Attracting children as it creates a near to real
    experience in gaming for entertainment and
    repeated usage.
   As it’s the first of its kind attracts adults out
    of curiosity and youngsters who still game.
First ever Real time gaming , with 3d and real
    time experience , gives the feeling of gaming
    with near human as it gives physical form to
    the computer player.
•   Communicability
•   Need level   190 million households will use a next generation

•   Gap level
•   Perceived value
•   targets
   Target – children , adult gamers and adults
    who crave for better gaming
   Positioning – higher price , unique reality
    experience.
   Market share 5 % gaming industry in a year.
   Two product ranges based on pricing
   Offers to franchisers, customers & Service
    offers
   Cost - 100 million USD
   Estimate 25 installations in the first year of
    operation
   Maintain the numbers in the second year
   Project Cost 4 billion USD
   Break even in second year.
   Physical prototype
   Customer testing
           alpha testing
           beta testing
Testing centres with in the R&D facilities


Marketing test not required
   First entry
   U.S , via Disneyland
   Tie up with Disney land
   Heavy promotions with budgets over 300
    million USD
   To urban population and people who are
    crazy towards games.
Sony virtual station

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Sony virtual station

  • 1. Virtual station Its no longer just a game !! Abinath [10abo1] Anne [10ab03] Aparna [10ab04] Arul [10ab05] Arun [10ab06]
  • 2. Gaming industry  Huge potential and big market. ($ 46 b)  Current video games  Time spend  Target of any gaming industry  In line with its objective and resources  Strong R& D
  • 3. Unique product  No competition as new innovation  Dream product  Strong money support  competitors– normal play station games, other entertainments
  • 4. A unique gaming experience taking gaming to the next level ,targeting not only children but adults too.  Attracting children as it creates a near to real experience in gaming for entertainment and repeated usage.  As it’s the first of its kind attracts adults out of curiosity and youngsters who still game.
  • 5. First ever Real time gaming , with 3d and real time experience , gives the feeling of gaming with near human as it gives physical form to the computer player. • Communicability • Need level 190 million households will use a next generation • Gap level • Perceived value • targets
  • 6. Target – children , adult gamers and adults who crave for better gaming  Positioning – higher price , unique reality experience.  Market share 5 % gaming industry in a year.  Two product ranges based on pricing  Offers to franchisers, customers & Service offers
  • 7. Cost - 100 million USD  Estimate 25 installations in the first year of operation  Maintain the numbers in the second year  Project Cost 4 billion USD  Break even in second year.
  • 8. Physical prototype  Customer testing alpha testing beta testing Testing centres with in the R&D facilities Marketing test not required
  • 9. First entry  U.S , via Disneyland  Tie up with Disney land  Heavy promotions with budgets over 300 million USD  To urban population and people who are crazy towards games.