×




Note on Home Video Game Technology and Industry Structure SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

Case Study SWOT Analysis Solution

Case Study Description of Note on Home Video Game Technology and Industry Structure


Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. This case provides general information about the industry, allowing for subsequent cases in the series to focus on competitive developments.

Authors :: Peter J. Coughlan

Topics :: Strategy & Execution

Tags :: Competitive strategy, IT, SWOT Analysis, SWOT Matrix, TOWS, Weighted SWOT Analysis

Swot Analysis of "Note on Home Video Game Technology and Industry Structure" written by Peter J. Coughlan includes – strengths weakness that are internal strategic factors of the organization, and opportunities and threats that Game Industry facing as an external strategic factors. Some of the topics covered in Note on Home Video Game Technology and Industry Structure case study are - Strategic Management Strategies, Competitive strategy, IT and Strategy & Execution.


Some of the macro environment factors that can be used to understand the Note on Home Video Game Technology and Industry Structure casestudy better are - – increasing commodity prices, increasing government debt because of Covid-19 spendings, central banks are concerned over increasing inflation, increasing household debt because of falling income levels, geopolitical disruptions, competitive advantages are harder to sustain because of technology dispersion, supply chains are disrupted by pandemic , customer relationship management is fast transforming because of increasing concerns over data privacy, increasing energy prices, etc



12 Hrs

$59.99
per Page
  • 100% Plagiarism Free
  • On Time Delivery | 27x7
  • PayPal Secure
  • 300 Words / Page
  • Buy Now

24 Hrs

$49.99
per Page
  • 100% Plagiarism Free
  • On Time Delivery | 27x7
  • PayPal Secure
  • 300 Words / Page
  • Buy Now

48 Hrs

$39.99
per Page
  • 100% Plagiarism Free
  • On Time Delivery | 27x7
  • PayPal Secure
  • 300 Words / Page
  • Buy Now







Introduction to SWOT Analysis of Note on Home Video Game Technology and Industry Structure


SWOT stands for an organization’s Strengths, Weaknesses, Opportunities and Threats . At Oak Spring University , we believe that protagonist in Note on Home Video Game Technology and Industry Structure case study can use SWOT analysis as a strategic management tool to assess the current internal strengths and weaknesses of the Game Industry, and to figure out the opportunities and threats in the macro environment – technological, environmental, political, economic, social, demographic, etc in which Game Industry operates in.

According to Harvard Business Review, 75% of the managers use SWOT analysis for various purposes such as – evaluating current scenario, strategic planning, new venture feasibility, personal growth goals, new market entry, Go To market strategies, portfolio management and strategic trade-off assessment, organizational restructuring, etc.




SWOT Objectives / Importance of SWOT Analysis and SWOT Matrix


SWOT analysis of Note on Home Video Game Technology and Industry Structure can be done for the following purposes –
1. Strategic planning using facts provided in Note on Home Video Game Technology and Industry Structure case study
2. Improving business portfolio management of Game Industry
3. Assessing feasibility of the new initiative in Strategy & Execution field.
4. Making a Strategy & Execution topic specific business decision
5. Set goals for the organization
6. Organizational restructuring of Game Industry




Strengths Note on Home Video Game Technology and Industry Structure | Internal Strategic Factors
What are Strengths in SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

The strengths of Game Industry in Note on Home Video Game Technology and Industry Structure Harvard Business Review case study are -

Learning organization

- Game Industry is a learning organization. It has inculcated three key characters of learning organization in its processes and operations – exploration, creativity, and expansiveness. The work place at Game Industry is open place that encourages instructiveness, ideation, open minded discussions, and creativity. Employees and leaders in Note on Home Video Game Technology and Industry Structure Harvard Business Review case study emphasize – knowledge, initiative, and innovation.

Effective Research and Development (R&D)

– Game Industry has innovation driven culture where significant part of the revenues are spent on the research and development activities. This has resulted in, as mentioned in case study Note on Home Video Game Technology and Industry Structure - staying ahead in the industry in terms of – new product launches, superior customer experience, highly competitive pricing strategies, and great returns to the shareholders.

Digital Transformation in Strategy & Execution segment

- digital transformation varies from industry to industry. For Game Industry digital transformation journey comprises differing goals based on market maturity, customer technology acceptance, and organizational culture. Game Industry has successfully integrated the four key components of digital transformation – digital integration in processes, digital integration in marketing and customer relationship management, digital integration into the value chain, and using technology to explore new products and market opportunities.

Organizational Resilience of Game Industry

– The covid-19 pandemic has put organizational resilience at the centre of everthing that Game Industry does. Organizational resilience comprises - Financial Resilience, Operational Resilience, Technological Resilience, Organizational Resilience, Business Model Resilience, and Reputation Resilience.

Cross disciplinary teams

– Horizontal connected teams at the Game Industry are driving operational speed, building greater agility, and keeping the organization nimble to compete with new competitors. It helps are organization to ideate new ideas, and execute them swiftly in the marketplace.

Highly skilled collaborators

– Game Industry has highly efficient outsourcing and offshoring strategy. It has resulted in greater operational flexibility and bringing down the costs in highly price sensitive segment. Secondly the value chain collaborators of the firm in Note on Home Video Game Technology and Industry Structure HBR case study have helped the firm to develop new products and bring them quickly to the marketplace.

High brand equity

– Game Industry has strong brand awareness and brand recognition among both - the exiting customers and potential new customers. Strong brand equity has enabled Game Industry to keep acquiring new customers and building profitable relationship with both the new and loyal customers.

Sustainable margins compare to other players in Strategy & Execution industry

– Note on Home Video Game Technology and Industry Structure firm has clearly differentiated products in the market place. This has enabled Game Industry to fetch slight price premium compare to the competitors in the Strategy & Execution industry. The sustainable margins have also helped Game Industry to invest into research and development (R&D) and innovation.

Analytics focus

– Game Industry is putting a lot of focus on utilizing the power of analytics in business decision making. This has put it among the leading players in the industry. The technology infrastructure suggested by Peter J. Coughlan can also help it to harness the power of analytics for – marketing optimization, demand forecasting, customer relationship management, inventory management, information sharing across the value chain etc.

High switching costs

– The high switching costs that Game Industry has built up over years in its products and services combo offer has resulted in high retention of customers, lower marketing costs, and greater ability of the firm to focus on its customers.

Innovation driven organization

– Game Industry is one of the most innovative firm in sector. Manager in Note on Home Video Game Technology and Industry Structure Harvard Business Review case study can use Clayton Christensen Disruptive Innovation strategies to further increase the scale of innovtions in the organization.

Successful track record of launching new products

– Game Industry has launched numerous new products in last few years, keeping in mind evolving customer preferences and competitive pressures. Game Industry has effective processes in place that helps in exploring new product needs, doing quick pilot testing, and then launching the products quickly using its extensive distribution network.






Weaknesses Note on Home Video Game Technology and Industry Structure | Internal Strategic Factors
What are Weaknesses in SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

The weaknesses of Note on Home Video Game Technology and Industry Structure are -

Ability to respond to the competition

– As the decision making is very deliberative, highlighted in the case study Note on Home Video Game Technology and Industry Structure, in the dynamic environment Game Industry has struggled to respond to the nimble upstart competition. Game Industry has reasonably good record with similar level competitors but it has struggled with new entrants taking away niches of its business.

High dependence on star products

– The top 2 products and services of the firm as mentioned in the Note on Home Video Game Technology and Industry Structure HBR case study still accounts for major business revenue. This dependence on star products in has resulted into insufficient focus on developing new products, even though Game Industry has relatively successful track record of launching new products.

Workers concerns about automation

– As automation is fast increasing in the segment, Game Industry needs to come up with a strategy to reduce the workers concern regarding automation. Without a clear strategy, it could lead to disruption and uncertainty within the organization.

Slow decision making process

– As mentioned earlier in the report, Game Industry has a very deliberative decision making approach. This approach has resulted in prudent decisions, but it has also resulted in missing opportunities in the industry over the last five years. Game Industry even though has strong showing on digital transformation primary two stages, it has struggled to capitalize the power of digital transformation in marketing efforts and new venture efforts.

Products dominated business model

– Even though Game Industry has some of the most successful products in the industry, this business model has made each new product launch extremely critical for continuous financial growth of the organization. firm in the HBR case study - Note on Home Video Game Technology and Industry Structure should strive to include more intangible value offerings along with its core products and services.

Aligning sales with marketing

– It come across in the case study Note on Home Video Game Technology and Industry Structure that the firm needs to have more collaboration between its sales team and marketing team. Sales professionals in the industry have deep experience in developing customer relationships. Marketing department in the case Note on Home Video Game Technology and Industry Structure can leverage the sales team experience to cultivate customer relationships as Game Industry is planning to shift buying processes online.

Employees’ incomplete understanding of strategy

– From the instances in the HBR case study Note on Home Video Game Technology and Industry Structure, it seems that the employees of Game Industry don’t have comprehensive understanding of the firm’s strategy. This is reflected in number of promotional campaigns over the last few years that had mixed messaging and competing priorities. Some of the strategic activities and services promoted in the promotional campaigns were not consistent with the organization’s strategy.

High cash cycle compare to competitors

Game Industry has a high cash cycle compare to other players in the industry. It needs to shorten the cash cycle by 12% to be more competitive in the marketplace, reduce inventory costs, and be more profitable.

Compensation and incentives

– The revenue per employee as mentioned in the HBR case study Note on Home Video Game Technology and Industry Structure, is just above the industry average. Game Industry needs to redesign the compensation structure and incentives to increase the revenue per employees. Some of the steps that it can take are – hiring more specialists on project basis, etc.

High dependence on existing supply chain

– The disruption in the global supply chains because of the Covid-19 pandemic and blockage of the Suez Canal illustrated the fragile nature of Game Industry supply chain. Even after few cautionary changes mentioned in the HBR case study - Note on Home Video Game Technology and Industry Structure, it is still heavily dependent upon the existing supply chain. The existing supply chain though brings in cost efficiencies but it has left Game Industry vulnerable to further global disruptions in South East Asia.

Skills based hiring

– The stress on hiring functional specialists at Game Industry has created an environment where the organization is dominated by functional specialists rather than management generalist. This has resulted into product oriented approach rather than marketing oriented approach or consumers oriented approach.




Opportunities Note on Home Video Game Technology and Industry Structure | External Strategic Factors
What are Opportunities in the SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis


The opportunities highlighted in the Harvard Business Review case study Note on Home Video Game Technology and Industry Structure are -

Changes in consumer behavior post Covid-19

– Consumer behavior has changed in the Strategy & Execution industry because of Covid-19 restrictions. Some of this behavior will stay once things get back to normal. Game Industry can take advantage of these changes in consumer behavior to build a far more efficient business model. For example consumer regular ordering of products can reduce both last mile delivery costs and market penetration costs. Game Industry can further use this consumer data to build better customer loyalty, provide better products and service collection, and improve the value proposition in inflationary times.

Manufacturing automation

– Game Industry can use the latest technology developments to improve its manufacturing and designing process in Strategy & Execution segment. It can use CAD and 3D printing to build a quick prototype and pilot testing products. It can leverage automation using machine learning and artificial intelligence to do faster production at lowers costs, and it can leverage the growth in satellite and tracking technologies to improve inventory management, transportation, and shipping.

Building a culture of innovation

– managers at Game Industry can make experimentation a productive activity and build a culture of innovation using approaches such as – mining transaction data, A/B testing of websites and selling platforms, engaging potential customers over various needs, and building on small ideas in the Strategy & Execution segment.

Increase in government spending

– As the United States and other governments are increasing social spending and infrastructure spending to build economies post Covid-19, Game Industry can use these opportunities to build new business models that can help the communities that Game Industry operates in. Secondly it can use opportunities from government spending in Strategy & Execution sector.

Lowering marketing communication costs

– 5G expansion will open new opportunities for Game Industry in the field of marketing communication. It will bring down the cost of doing business, provide technology platform to build new products in the Strategy & Execution segment, and it will provide faster access to the consumers.

Reforming the budgeting process

- By establishing new metrics that will be used to evaluate both existing and potential projects Game Industry can not only reduce the costs of the project but also help it in integrating the projects with other processes within the organization.

Identify volunteer opportunities

– Covid-19 has impacted working population in two ways – it has led to people soul searching about their professional choices, resulting in mass resignation. Secondly it has encouraged people to do things that they are passionate about. This has opened opportunities for businesses to build volunteer oriented socially driven projects. Game Industry can explore opportunities that can attract volunteers and are consistent with its mission and vision.

Harnessing reconfiguration of the global supply chains

– As the trade war between US and China heats up in the coming years, Game Industry can build a diversified supply chain model across various countries in - South East Asia, India, and other parts of the world. This reconfiguration of global supply chain can help, as suggested in case study, Note on Home Video Game Technology and Industry Structure, to buy more products closer to the markets, and it can leverage its size and influence to get better deal from the local markets.

Low interest rates

– Even though inflation is raising its head in most developed economies, Game Industry can still utilize the low interest rates to borrow money for capital investment. Secondly it can also use the increase of government spending in infrastructure projects to get new business.

Redefining models of collaboration and team work

– As explained in the weaknesses section, Game Industry is facing challenges because of the dominance of functional experts in the organization. Note on Home Video Game Technology and Industry Structure case study suggests that firm can utilize new technology to build more coordinated teams and streamline operations and communications using tools such as CAD, Zoom, etc.

Use of Bitcoin and other crypto currencies for transactions

– The popularity of Bitcoin and other crypto currencies as asset class and medium of transaction has opened new opportunities for Game Industry in the consumer business. Now Game Industry can target international markets with far fewer capital restrictions requirements than the existing system.

Buying journey improvements

– Game Industry can improve the customer journey of consumers in the industry by using analytics and artificial intelligence. Note on Home Video Game Technology and Industry Structure suggest that firm can provide automated chats to help consumers solve their own problems, provide online suggestions to get maximum out of the products and services, and help consumers to build a community where they can interact with each other to develop new features and uses.

Developing new processes and practices

– Game Industry can develop new processes and procedures in Strategy & Execution industry using technology such as automation using artificial intelligence, real time transportation and products tracking, 3D modeling for concept development and new products pilot testing etc.




Threats Note on Home Video Game Technology and Industry Structure External Strategic Factors
What are Threats in the SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis


The threats mentioned in the HBR case study Note on Home Video Game Technology and Industry Structure are -

New competition

– After the dotcom bust of 2001, financial crisis of 2008-09, the business formation in US economy had declined. But in 2020 alone, there are more than 1.5 million new business applications in United States. This can lead to greater competition for Game Industry in the Strategy & Execution sector and impact the bottomline of the organization.

Learning curve for new practices

– As the technology based on artificial intelligence and machine learning platform is getting complex, as highlighted in case study Note on Home Video Game Technology and Industry Structure, Game Industry may face longer learning curve for training and development of existing employees. This can open space for more nimble competitors in the field of Strategy & Execution .

Environmental challenges

– Game Industry needs to have a robust strategy against the disruptions arising from climate change and energy requirements. EU has identified it as key priority area and spending 30% of its 880 billion Euros European post Covid-19 recovery funds on green technology. Game Industry can take advantage of this fund but it will also bring new competitors in the Strategy & Execution industry.

Backlash against dominant players

– US Congress and other legislative arms of the government are getting tough on big business especially technology companies. The digital arm of Game Industry business can come under increasing regulations regarding data privacy, data security, etc.

Shortening product life cycle

– it is one of the major threat that Game Industry is facing in Strategy & Execution sector. It can lead to higher research and development costs, higher marketing expenses, lower customer loyalty, etc.

Stagnating economy with rate increase

– Game Industry can face lack of demand in the market place because of Fed actions to reduce inflation. This can lead to sluggish growth in the economy, lower demands, lower investments, higher borrowing costs, and consolidation in the field.

Technology disruption because of hacks, piracy etc

– The colonial pipeline illustrated, how vulnerable modern organization are to international hackers, miscreants, and disruptors. The cyber security interruption, data leaks, etc can seriously jeopardize the future growth of the organization.

Aging population

– As the populations of most advanced economies are aging, it will lead to high social security costs, higher savings among population, and lower demand for goods and services in the economy. The household savings in US, France, UK, Germany, and Japan are growing faster than predicted because of uncertainty caused by pandemic.

Easy access to finance

– Easy access to finance in Strategy & Execution field will also reduce the barriers to entry in the industry, thus putting downward pressure on the prices because of increasing competition. Game Industry can utilize it by borrowing at lower rates and invest it into research and development, capital expenditure to fortify its core competitive advantage.

Increasing wage structure of Game Industry

– Post Covid-19 there is a sharp increase in the wages especially in the jobs that require interaction with people. The increasing wages can put downward pressure on the margins of Game Industry.

Technology acceleration in Forth Industrial Revolution

– Game Industry has witnessed rapid integration of technology during Covid-19 in the Strategy & Execution industry. As one of the leading players in the industry, Game Industry needs to keep up with the evolution of technology in the Strategy & Execution sector. According to Mckinsey study top managers believe that the adoption of technology in operations, communications is 20-25 times faster than what they planned in the beginning of 2019.

Instability in the European markets

– European Union markets are facing three big challenges post Covid – expanded balance sheets, Brexit related business disruption, and aggressive Russia looking to distract the existing security mechanism. Game Industry will face different problems in different parts of Europe. For example it will face inflationary pressures in UK, France, and Germany, balance sheet expansion and demand challenges in Southern European countries, and geopolitical instability in the Eastern Europe.

Capital market disruption

– During the Covid-19, Dow Jones has touched record high. The valuations of a number of companies are way beyond their existing business model potential. This can lead to capital market correction which can put a number of suppliers, collaborators, value chain partners in great financial difficulty. It will directly impact the business of Game Industry.




Weighted SWOT Analysis of Note on Home Video Game Technology and Industry Structure Template, Example


Not all factors mentioned under the Strengths, Weakness, Opportunities, and Threats quadrants in the SWOT Analysis are equal. Managers in the HBR case study Note on Home Video Game Technology and Industry Structure needs to zero down on the relative importance of each factor mentioned in the Strengths, Weakness, Opportunities, and Threats quadrants. We can provide the relative importance to each factor by assigning relative weights. Weighted SWOT analysis process is a three stage process –

First stage for doing weighted SWOT analysis of the case study Note on Home Video Game Technology and Industry Structure is to rank the strengths and weaknesses of the organization. This will help you to assess the most important strengths and weaknesses of the firm and which one of the strengths and weaknesses mentioned in the initial lists are marginal and can be left out.

Second stage for conducting weighted SWOT analysis of the Harvard case study Note on Home Video Game Technology and Industry Structure is to give probabilities to the external strategic factors thus better understanding the opportunities and threats arising out of macro environment changes and developments.

Third stage of constructing weighted SWOT analysis of Note on Home Video Game Technology and Industry Structure is to provide strategic recommendations includes – joining likelihood of external strategic factors such as opportunities and threats to the internal strategic factors – strengths and weaknesses. You should start with external factors as they will provide the direction of the overall industry. Secondly by joining probabilities with internal strategic factors can help the company not only strategic fit but also the most probably strategic trade-off that Game Industry needs to make to build a sustainable competitive advantage.



--- ---

Nextel Partners: Put Option SWOT Analysis / TOWS Matrix

Timothy A. Luehrman, Douglas C. Scott , Finance & Accounting


Bohemian Crowns: Ceskoslovenska Obchodni Banka (C) SWOT Analysis / TOWS Matrix

Rawi Abdelal, Daniela Beyersdorfer, Ane Damgaard Jensen , Global Business


U.K. and the Gold Standard in 1925, Supplement SWOT Analysis / TOWS Matrix

Thomas K. McCraw, Daniel A. Pope , Global Business


Health Care Manufacturing Inc. SWOT Analysis / TOWS Matrix

James E. Hatch, Manpreet Hora , Finance & Accounting


Primus Automation Division SWOT Analysis / TOWS Matrix

Robert F. Bruner, Robert Hengelbrok , Finance & Accounting


HeyTaxi!: A Two-Wheeler Solution for Mumbai's Traffic Woes SWOT Analysis / TOWS Matrix

Aishwarya A, Manjari Srivastava, Meena Galliara , Leadership & Managing People


Officenet (B): After the Merger SWOT Analysis / TOWS Matrix

Walter Kuemmerle, Meredith Collura , Innovation & Entrepreneurship


Hans Fritz at Novartis Thailand (C) SWOT Analysis / TOWS Matrix

Michael Y. Yoshino, Carin-Isabel Knoop , Leadership & Managing People


Taking AndrA? Rieu Productions to Brazil SWOT Analysis / TOWS Matrix

Mark F. Peterson, Aycan Kara , Leadership & Managing People