Nintendo 64 revitalizes slumping video-game market

Article Abstract:

Nintendo America Inc's $199 Nintendo 64 video-game player is the surprise best-seller of the 1996 holiday season. The popularity of Nintendo 64 is revitalizing the video-game industry, whose sales are expected to rise to $3.6 billion. Nintendo 64, which entered the market in Sep 1996, is based on a 3D chip from Silicon Graphics. Nintendo's system allows players to experience reality-based activities such as jumping, flying, and swimming. These activities are done in a realm of 3D fantasy that can be viewed from several angles. Nintendo 64's cartridge format makes the action faster than other CD-ROM games. Nintendo reports that within eight weeks on the market, one million Nintendo 64 game players were sold. The company also maintains that it plans to keep 60% of the 62% market share it captured as of Nov 1 through the end of 1996. Nintendo expects to sell 1.5 million players in 1996, which will place the company on top of the market.

Author: Rigdon, Joan Indiana
Product description/specification, Product information, Market share, Video game industry, Video games industry, Product market share, Nintendo of America Inc.

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IBM and Blockbuster are dismantling electronic music distribution venture

Article Abstract:

IBM and Blockbuster Entertainment Corp are discontinuing the development of a joint venture that was intended to change the way that music is distributed by retailers. The apparent dismantling of the operation is a result of opposition from major label record companies. The two companies announced their plans in late 1993 to develop an electronic distribution system that would allow music stores to sell a wider variety of compact disks without being required to keep a large inventory in-store. The system would be able to transmit thousands of musical recordings over telephone networks to retailers who have the equipment to receive the music and then produce a CD on demand. Record companies were opposed to the idea because it would have evened out competition between the major companies and new competitors by bypassing conventional distribution channels.

Author: Trachtenberg, Jeffrey A.
Prepackaged software, Applications Software NEC (ex Micro), Management, Joint ventures, International Business Machines Corp., IBM, Music industry, Blockbuster Inc., BBEC, New Leaf Entertainment Corp.

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Short circuit; how Philips flubbed its U.S. introduction of electronic product; launching CD-Interactive, Dutch giant showed it didn't know the market; a half-hour demonstration

Article Abstract:

Philips Electronics' fall 1991 introduction of its CD-i computer-based entertainment system failed to capture the imagination of US consumers, and the product has sold only 400,000 units since its release. CD-i has suffered from the emergence of multimedia PCs and advanced gaming systems from Sony and Sega, and analysts project that Philips may have lost at least $1 billion on the product. The failure of CD-i demonstrates the inability of Philips to understand the US market and the precarious nature of investing in quickly-changing markets. CD-i lacked the performance speed with which many consumers had become accustomed, was expensively priced and was backed by a questionable and confusing marketing campaign.

Author: Trachtenberg, Jeffrey A.
Marketing, Equipment and supplies, Consumer electronics industry, Koninklijke Philips Electronics N.V., Company marketing practices, Philips CD-I (Computer-based entertainment system)

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Subjects list: Computer games, Computer-based entertainment system, Computer entertainment systems
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