Stakeholders and Porter's Five Forces Model in the Gaming Industry
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This presentation discusses the specific stakeholders and their relationships in the gaming industry, as well as the application of Porter's Five Forces Model. It also provides recommendations for enhancing competitiveness in the industry.
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SUMMARY (PART 1)
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INTRODUCTION Knowledge management system consist range of practices that can be used by enterprise to identify, create, represent and distribution. It covers, different types of knowledge regarding business practices because it is requires for survival of the company through various operations. In respect to this, present report is based on Freakomon's which provide different types of video games in all over the world. In this context, in this report covers specific stakeholder and the relationship among them. Furthermore, it includes Porter's five forces model which refer to stakeholder diagram.
Specific stakeholders and relationship among them Internal stakeholder Public and voluntary sector business have not same stakeholder as private company owns. In this context, Freakomon provide various types of video games to the customers. In respect to this, they are private company who wants to enhance market share in various part of the nation. External stakeholder In order to take advantages of external stakeholders, Government also play major role within the enterprise when organization dealing with many activities.
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Porter's five forces model From the provided case study it has been assessed that in the early 2000 the gaming industry was highly competitive among youth.Inordertosucceedinthecompetitivemarket organisation need to invest huge amount within the industry. Competitive rivalry: In this context, rivalry can be measure as quantitatively aspect such as concentration ratio which make market share at very high level by the largest firm in the marketplace.
CONTD. Bargaining power of suppliers:This element can be analyses power of suppliers through they can control on the business position. In order to take decisions, for Freakomon's suppliers can raise their prices through which create difficulties towards the cited firm. Bargaining power of customers:In this aspect, customers of Freakomon's has power through they affect to the pricing and quality. When in the market only few customers take place, they have power to consider lots of sellers and they can easily move towards the other business when they are not satisfied with company products and services. Threats of substitute products and services:According to this force, Freakomon's study that for switch of customers towards the other business and their products and services. Threats of new entrance:In respect to this, Freakomon's identify that how it is easy and difficult for competitors to join the marketplace to examine the business. When competitors and new entrance easily take place in the market, it is very difficult to chosen business for operating their functions
Recommendations In order to support Freakomon competitiveness in the gaming industry management must focuses on implementing change in the information systems or information technology. Primarily company focuses on using traditional customer relationship management tools so that they can easily be touch or contact with their range of customers. Thus, with the up-gradation of technology company must ensure change in their information systems that results in modifying their CRM to e-CRM. In the presentcompetitivescenariotosustainintheglobalenvironmentFreakomo company must focuses on continuous changing of their information system and technology so that they can easily seek and attract the new customers towards the gaming products and video games.
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REFERENCES iew, Synthesis, and Directions for Future Research. MIS quarterly. 36(2). pp.625-648. Wenger, E., 2014. Artificial intelligence and tutoring systems: computational and cognitive approaches to the communication of knowledge. Morgan Kaufmann. er,V.,2012.AbsorptiveCapacityandInformationSystemsResearch:Review, Synthesis, and Directions for Future Research. MIS quarterly. 36(2). pp.625-648. Wenger, E., 2014. Artificial intelligence and tutoring systems: computational and cognitive approaches to the communication of knowledge. Morgan Kaufmann.