×




Virtual Reality and the Gaming Sector 2017 SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

Case Study SWOT Analysis Solution

Case Study Description of Virtual Reality and the Gaming Sector 2017


This brief note explores the emerging possibilities of virtual reality and its potential as a gaming platform.

Authors :: David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk

Topics :: Strategy & Execution

Tags :: Strategy, SWOT Analysis, SWOT Matrix, TOWS, Weighted SWOT Analysis

Swot Analysis of "Virtual Reality and the Gaming Sector 2017" written by David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk includes – strengths weakness that are internal strategic factors of the organization, and opportunities and threats that Gaming Reality facing as an external strategic factors. Some of the topics covered in Virtual Reality and the Gaming Sector 2017 case study are - Strategic Management Strategies, Strategy and Strategy & Execution.


Some of the macro environment factors that can be used to understand the Virtual Reality and the Gaming Sector 2017 casestudy better are - – increasing inequality as vast percentage of new income is going to the top 1%, banking and financial system is disrupted by Bitcoin and other crypto currencies, technology disruption, increasing transportation and logistics costs, there is backlash against globalization, customer relationship management is fast transforming because of increasing concerns over data privacy, talent flight as more people leaving formal jobs, increasing energy prices, increasing government debt because of Covid-19 spendings, 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 Virtual Reality and the Gaming Sector 2017


SWOT stands for an organization’s Strengths, Weaknesses, Opportunities and Threats . At Oak Spring University , we believe that protagonist in Virtual Reality and the Gaming Sector 2017 case study can use SWOT analysis as a strategic management tool to assess the current internal strengths and weaknesses of the Gaming Reality, and to figure out the opportunities and threats in the macro environment – technological, environmental, political, economic, social, demographic, etc in which Gaming Reality 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 Virtual Reality and the Gaming Sector 2017 can be done for the following purposes –
1. Strategic planning using facts provided in Virtual Reality and the Gaming Sector 2017 case study
2. Improving business portfolio management of Gaming Reality
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 Gaming Reality




Strengths Virtual Reality and the Gaming Sector 2017 | Internal Strategic Factors
What are Strengths in SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

The strengths of Gaming Reality in Virtual Reality and the Gaming Sector 2017 Harvard Business Review case study are -

Learning organization

- Gaming Reality 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 Gaming Reality is open place that encourages instructiveness, ideation, open minded discussions, and creativity. Employees and leaders in Virtual Reality and the Gaming Sector 2017 Harvard Business Review case study emphasize – knowledge, initiative, and innovation.

High brand equity

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

Cross disciplinary teams

– Horizontal connected teams at the Gaming Reality 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.

Analytics focus

– Gaming Reality 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 David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk 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.

Training and development

– Gaming Reality has one of the best training and development program in the industry. The effectiveness of the training programs can be measured in Virtual Reality and the Gaming Sector 2017 Harvard Business Review case study by analyzing – employees retention, in-house promotion, loyalty, new venture initiation, lack of conflict, and high level of both employees and customer engagement.

Effective Research and Development (R&D)

– Gaming Reality 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 Virtual Reality and the Gaming Sector 2017 - staying ahead in the industry in terms of – new product launches, superior customer experience, highly competitive pricing strategies, and great returns to the shareholders.

Sustainable margins compare to other players in Strategy & Execution industry

– Virtual Reality and the Gaming Sector 2017 firm has clearly differentiated products in the market place. This has enabled Gaming Reality to fetch slight price premium compare to the competitors in the Strategy & Execution industry. The sustainable margins have also helped Gaming Reality to invest into research and development (R&D) and innovation.

Highly skilled collaborators

– Gaming Reality 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 Virtual Reality and the Gaming Sector 2017 HBR case study have helped the firm to develop new products and bring them quickly to the marketplace.

Low bargaining power of suppliers

– Suppliers of Gaming Reality in the sector have low bargaining power. Virtual Reality and the Gaming Sector 2017 has further diversified its suppliers portfolio by building a robust supply chain across various countries. This helps Gaming Reality to manage not only supply disruptions but also source products at highly competitive prices.

Digital Transformation in Strategy & Execution segment

- digital transformation varies from industry to industry. For Gaming Reality digital transformation journey comprises differing goals based on market maturity, customer technology acceptance, and organizational culture. Gaming Reality 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.

Strong track record of project management

– Gaming Reality is known for sticking to its project targets. This enables the firm to manage – time, project costs, and have sustainable margins on the projects.

Diverse revenue streams

– Gaming Reality is present in almost all the verticals within the industry. This has provided firm in Virtual Reality and the Gaming Sector 2017 case study a diverse revenue stream that has helped it to survive disruptions such as global pandemic in Covid-19, financial disruption of 2008, and supply chain disruption of 2021.






Weaknesses Virtual Reality and the Gaming Sector 2017 | Internal Strategic Factors
What are Weaknesses in SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis

The weaknesses of Virtual Reality and the Gaming Sector 2017 are -

Compensation and incentives

– The revenue per employee as mentioned in the HBR case study Virtual Reality and the Gaming Sector 2017, is just above the industry average. Gaming Reality 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.

Slow decision making process

– As mentioned earlier in the report, Gaming Reality 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. Gaming Reality 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.

High cash cycle compare to competitors

Gaming Reality 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.

High operating costs

– Compare to the competitors, firm in the HBR case study Virtual Reality and the Gaming Sector 2017 has high operating costs in the. This can be harder to sustain given the new emerging competition from nimble players who are using technology to attract Gaming Reality 's lucrative customers.

High dependence on star products

– The top 2 products and services of the firm as mentioned in the Virtual Reality and the Gaming Sector 2017 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 Gaming Reality has relatively successful track record of launching new products.

Interest costs

– Compare to the competition, Gaming Reality has borrowed money from the capital market at higher rates. It needs to restructure the interest payment and costs so that it can compete better and improve profitability.

Products dominated business model

– Even though Gaming Reality 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 - Virtual Reality and the Gaming Sector 2017 should strive to include more intangible value offerings along with its core products and services.

High bargaining power of channel partners

– Because of the regulatory requirements, David B. Yoffie, Natalia Prieto Nino, Prasad Raman, Brad Kowalk suggests that, Gaming Reality is facing high bargaining power of the channel partners. So far it has not able to streamline the operations to reduce the bargaining power of the value chain partners in the industry.

Aligning sales with marketing

– It come across in the case study Virtual Reality and the Gaming Sector 2017 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 Virtual Reality and the Gaming Sector 2017 can leverage the sales team experience to cultivate customer relationships as Gaming Reality is planning to shift buying processes online.

Slow to strategic competitive environment developments

– As Virtual Reality and the Gaming Sector 2017 HBR case study mentions - Gaming Reality takes time to assess the upcoming competitions. This has led to missing out on atleast 2-3 big opportunities in the industry in last five years.

Ability to respond to the competition

– As the decision making is very deliberative, highlighted in the case study Virtual Reality and the Gaming Sector 2017, in the dynamic environment Gaming Reality has struggled to respond to the nimble upstart competition. Gaming Reality has reasonably good record with similar level competitors but it has struggled with new entrants taking away niches of its business.




Opportunities Virtual Reality and the Gaming Sector 2017 | 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 Virtual Reality and the Gaming Sector 2017 are -

Manufacturing automation

– Gaming Reality 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.

Using analytics as competitive advantage

– Gaming Reality has spent a significant amount of money and effort to integrate analytics and machine learning into its operations in the sector. This continuous investment in analytics has enabled, as illustrated in the Harvard case study Virtual Reality and the Gaming Sector 2017 - to build a competitive advantage using analytics. The analytics driven competitive advantage can help Gaming Reality to build faster Go To Market strategies, better consumer insights, developing relevant product features, and building a highly efficient supply chain.

Reforming the budgeting process

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

Increase in government spending

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

Building a culture of innovation

– managers at Gaming Reality 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.

Finding new ways to collaborate

– Covid-19 has not only transformed business models of companies in Strategy & Execution industry, but it has also influenced the consumer preferences. Gaming Reality can tie-up with other value chain partners to explore new opportunities regarding meeting customer demands and building a rewarding and engaging relationship.

Leveraging digital technologies

– Gaming Reality can leverage digital technologies such as artificial intelligence and machine learning to automate the production process, customer analytics to get better insights into consumer behavior, realtime digital dashboards to get better sales tracking, logistics and transportation, product tracking, etc.

Loyalty marketing

– Gaming Reality has focused on building a highly responsive customer relationship management platform. This platform is built on in-house data and driven by analytics and artificial intelligence. The customer analytics can help the organization to fine tune its loyalty marketing efforts, increase the wallet share of the organization, reduce wastage on mainstream advertising spending, build better pricing strategies using personalization, etc.

Harnessing reconfiguration of the global supply chains

– As the trade war between US and China heats up in the coming years, Gaming Reality 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, Virtual Reality and the Gaming Sector 2017, to buy more products closer to the markets, and it can leverage its size and influence to get better deal from the local markets.

Reconfiguring business model

– The expansion of digital payment system, the bringing down of international transactions costs using Bitcoin and other blockchain based currencies, etc can help Gaming Reality to reconfigure its entire business model. For example it can used blockchain based technologies to reduce piracy of its products in the big markets such as China. Secondly it can use the popularity of e-commerce in various developing markets to build a Direct to Customer business model rather than the current Channel Heavy distribution network.

Low interest rates

– Even though inflation is raising its head in most developed economies, Gaming Reality 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.

Remote work and new talent hiring opportunities

– The widespread usage of remote working technologies during Covid-19 has opened opportunities for Gaming Reality to expand its talent hiring zone. According to McKinsey Global Institute, 20% of the high end workforce in fields such as finance, information technology, can continously work from remote local post Covid-19. This presents a really great opportunity for Gaming Reality to hire the very best people irrespective of their geographical location.

Lowering marketing communication costs

– 5G expansion will open new opportunities for Gaming Reality 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.




Threats Virtual Reality and the Gaming Sector 2017 External Strategic Factors
What are Threats in the SWOT Analysis / TOWS Matrix / Weighted SWOT Analysis


The threats mentioned in the HBR case study Virtual Reality and the Gaming Sector 2017 are -

High level of anxiety and lack of motivation

– the Great Resignation in United States is the sign of broader dissatisfaction among the workforce in United States. Gaming Reality needs to understand the core reasons impacting the Strategy & Execution industry. This will help it in building a better workplace.

Regulatory challenges

– Gaming Reality needs to prepare for regulatory challenges as consumer protection groups and other pressure groups are vigorously advocating for more regulations on big business - to reduce inequality, to create a level playing field, to product data privacy and consumer privacy, to reduce the influence of big money on democratic institutions, etc. This can lead to significant changes in the Strategy & Execution industry regulations.

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 Gaming Reality in the Strategy & Execution sector and impact the bottomline of the organization.

Environmental challenges

– Gaming Reality 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. Gaming Reality can take advantage of this fund but it will also bring new competitors in the Strategy & Execution industry.

High dependence on third party suppliers

– Gaming Reality high dependence on third party suppliers can disrupt its processes and delivery mechanism. For example -the current troubles of car makers because of chip shortage is because the chip companies started producing chips for electronic companies rather than car manufacturers.

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.

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. Gaming Reality can utilize it by borrowing at lower rates and invest it into research and development, capital expenditure to fortify its core competitive advantage.

Technology acceleration in Forth Industrial Revolution

– Gaming Reality has witnessed rapid integration of technology during Covid-19 in the Strategy & Execution industry. As one of the leading players in the industry, Gaming Reality 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.

Trade war between China and United States

– The trade war between two of the biggest economies can hugely impact the opportunities for Gaming Reality in the Strategy & Execution industry. The Strategy & Execution industry is already at various protected from local competition in China, with the rise of trade war the protection levels may go up. This presents a clear threat of current business model in Chinese market.

Barriers of entry lowering

– As technology is more democratized, the barriers to entry in the industry are lowering. It can presents Gaming Reality with greater competitive threats in the near to medium future. Secondly it will also put downward pressure on pricing throughout the sector.

Stagnating economy with rate increase

– Gaming Reality 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.

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. Gaming Reality 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.

Learning curve for new practices

– As the technology based on artificial intelligence and machine learning platform is getting complex, as highlighted in case study Virtual Reality and the Gaming Sector 2017, Gaming Reality 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 .




Weighted SWOT Analysis of Virtual Reality and the Gaming Sector 2017 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 Virtual Reality and the Gaming Sector 2017 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 Virtual Reality and the Gaming Sector 2017 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 Virtual Reality and the Gaming Sector 2017 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 Virtual Reality and the Gaming Sector 2017 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 Gaming Reality needs to make to build a sustainable competitive advantage.



--- ---

Seaside Organics SWOT Analysis / TOWS Matrix

Howard H. Stevenson, Alisa Zalosh , Innovation & Entrepreneurship


PNC Financial: Grow Up Great (B) SWOT Analysis / TOWS Matrix

Christopher Marquis, William Drewery, Bradley Crane, Laura Velez Villa , Leadership & Managing People


MDCM, Inc. (B): Strategic IT Portfolio Management SWOT Analysis / TOWS Matrix

Mark Jeffery, Joseph F. Norton, Derek Yung , Strategy & Execution


Group Process in the Challenger Launch Decision (A) SWOT Analysis / TOWS Matrix

Amy C. Edmondson, Laura R. Feldman , Technology & Operations


Chateau Ksara of Lebanon: Local Focus Versus Global Reach Trade-Off SWOT Analysis / TOWS Matrix

Marina Apaydin, Maya Christina Noujaim, Charbel Ghossan, Miguel Manglano , Leadership & Managing People


Unified Energy System of Russia SWOT Analysis / TOWS Matrix

Yasheng Huang, Kirsten J. O'Neil-Massaro, Anatoli Miliukov , Global Business


Monsanto: Technology Cooperation and Small Holder Farmer Projects SWOT Analysis / TOWS Matrix

James E. Austin, Diana Barrett, Stephanie Oestreich , Technology & Operations


Pitch Yourself!, Spanish Version SWOT Analysis / TOWS Matrix

Thomas Steenburgh, Michael I. Norton , Sales & Marketing