Imax Innovation Case Study

Amazing Essays
This class, though we spent the majority of time talking about innovation, both sustaining and disruptive, was at its heart a class about convergence. In layman’s terms, convergence is the coming together of two or more distinct entities or experiences. There are three main lenses through which we at convergence, technological, economic, and cultural. Technological convergence occurs when existing technologies come together in a way that inspires new use or creates new applications. An example of this type of convergence would be the Xbox. The Xbox one combines a gaming system, DVD/BluRay player, radio, and webcam into one cohesive offering. All of these technologies existed independent of one another; the convergence brought the existing tech …show more content…
They consist of improvements to products or services that customers already know that they want. These improvements generally increase customer satisfaction. An example of this type of innovation is the recently released IMAX Laser Projector . While I do not really understand the specifics of the technical specs, the new side-by-side projectors work together to create a hereto-unseen level of contrast and brightness as well as improved the sharpness of the image and reduces lines and noise. The technology used in the IMAX projector has been around for over a decade and the 70mm IMAX film projection has been used in the film industry for years. Not only that, but laser based projectors are not a new thing; IMAX is just using them in a new, sustaining, …show more content…
Big bang disruption is large-scale, fast-paced innovation that has the ability to disrupt stable businesses very quickly. An example of this type of disruption would be the Xbox Kinect made by Microsoft. This product combined image capture and voice recognition. The Kinect was launched in 2010. At first, the Kinect became a hit with consumers and sold more than 8 million units in the first two months of sales, a Guinness World Record of fastest selling commercial device. In 2013, when the Xbox 1 was released, the Kinect 2 was sold with the machine. The Xbox 1 was also sold at a premium price which, may believed was caused by the inclusion of the Kinect. Because of this pricing, many of Xbox’s core consumers were being overshot. Unfortunately, the technology of the Kinect did not meet consumer expectations as far as graphics were concerned and Microsoft was forced to unbundle the Kinect form the Xbox and sales have declined significantly . For Microsoft, the Kinect technology too off like a shot, but petered out almost as quickly as it took off, a good illustration of big bang

Related Documents

  • Decent Essays

    Another company that seeks to just drain money from everyone is Microsoft. One reason Microsoft is famous within the video game industry is because they were the first company to make it so gamers could connect their console (Xbox) online. When this was first announced, Microsoft made you pay ten dollar a month to use the online feature. At the time people were so excited about the idea of an online console that they never really questioned the ten dollars a month price. As this product grew more popular, Microsoft released the Xbox 360, and they doubled the price to twenty dollars a month.…

    • 1092 Words
    • 4 Pages
    Decent Essays
  • Decent Essays

    Video Game Consoles Essay

    • 1238 Words
    • 5 Pages

    Nintendo’s President Hiroshi Yamauchi was hesitant about releasing the console due to the great video game crash in 1883, But Hiroshi released it anyway and it was the game console that revived the video game industry. The console had many blockbuster games within its life span such as Super Mario Bros, Contra, Final Fantasy, and Metroid (TIME,1).The console was the top selling console of the third generation. The Gameboy, One of the first handheld consoles in the world, was released in 1989 (TIME,1), and it was made by Nintendo too. The president didn’t come up with the idea of the Gameboy, but a custodian came up with the design of the Gameboy. This handheld device has a beautiful 8-bit Core Processing Unit (CPU) and a smooth black and white liquid crystal display (LCD) which made it equivalent in speed to the Nintendo Entertainment System (TIME,1).…

    • 1238 Words
    • 5 Pages
    Decent Essays
  • Decent Essays

    The PlayStation 4 (or PS4) is a video game console developed by Sony Computer Entertainment. Announced as the successor to the PlayStation 3 during a press conference, it was launched on November 15, 2013. It competes with Microsoft 's Xbox One, as part of the eighth generation of video game consoles. Two years after its launch, Sony announced in a press that the PlayStation 4 has sold more than 30.2 million consoles. This makes it one of the best selling gaming console in this generation.…

    • 1473 Words
    • 6 Pages
    Decent Essays
  • Decent Essays

    But, despite that fact, Apple has maintained a large share of the computer market. “In September of 2009, according to market researcher NPD Group, Macs accounted for 18.9% of all laptops and desktops sold in U.S. retail outlets. For computers priced above $1,000, Apple 's share was an astonishing 89% (Wildstrom).” Hewlett-Packard and Dell have adopted some of Apple’s computer styling to attract Apple’s high-end customers in addition maintaining lower cost alternatives. Since Apple offers a unique product, the greater rivalry is among Windows based desktop computer companies. Customer service is another rivalry among desktop computer companies.…

    • 955 Words
    • 4 Pages
    Decent Essays
  • Decent Essays

    It wasn’t until after four weeks of being the number one movie at the box office that Warner Brothers other film, Ocean’s Eleven, bumped it down to the number two spot (IMDb, 2016). From the success of Harry Potter and the Sorcerer’s Stone we can tell that the Harry Potter franchise was off to a great start and that it already had a huge following behind it. In the end and the Sorcerer’s Stone ended up being a box office hit, making it the top grossing movie in 2001 and making almost a $200 million profit (IMDb,…

    • 1529 Words
    • 7 Pages
    Decent Essays
  • Decent Essays

    The traditional business model for selling video game consoles are extremely costly to the manufactures in the first few years of releasing a new console. During the initial release of the PS3 console Sony sold each console for an estimated loss of $241.35 per console. ( http://arstechnica.com/gaming/2006/11/8239/) Majority of profits from this model comes from software sales, compatible devices, and subscription sales. As technology advanced these systems become cheaper and more efficient to produce allowing the manufacture to eventually sell the console for cheaper while making a profit on each sale. With the ever changing market and growth in the smart phone market, the video game industry has had to change and evolve to satisfy needs of existing gamers, as well as to attract new potential clients.…

    • 784 Words
    • 4 Pages
    Decent Essays
  • Decent Essays

    There were many movies in the ‘80s that hit it big and were a huge success. But with that came the movies that did pretty awful. Such as the “Miscalculated historical epic of the American Revolution” - WB’s Revolution (1985), this movie grossed only $359,000 on a budget of $28 million. Just as well as the movies costing a huge chunk of cash, they also over payed the actors/actresses by a long…

    • 750 Words
    • 3 Pages
    Decent Essays
  • Decent Essays

    Video game products increasingly became mainstream allowing technological advancements in consoles, graphics and interactive worlds. In 2010 the video game industry earned 77 billion dollars globally, overtaking the Hollywood filming industry by a set margin (Huntemann, Nina, Aslinger, 2013.) Through statistical references it is clear that the gaming industry has a significant impact upon economic development with big companies such as Microsoft, Sony, Nintendo and Electronic Arts developing products. Today it is estimated that one billion people play regularly on consoles, mobile devices and personal computers (PC’s) (Huntemann, Nina, Aslinger, 2013.) Gaming development has currently become an important creative industry with many still unexplored outlets of experience.…

    • 1546 Words
    • 7 Pages
    Decent Essays
  • Decent Essays

    Swot Analysis Of Sony

    • 2628 Words
    • 11 Pages

    The strengths and weaknesses will be mostly internal factors, and the opportunities and threats will be external factors. Strengths Strong brand Sony is a brand that is well known in the world, and have a strong brand value. Was in 2011 survey as Asia’s most valued brand. Continuosly growth in the electronics market. The market is expected to grow at rate of over 7% annually.…

    • 2628 Words
    • 11 Pages
    Decent Essays
  • Decent Essays

    Sony always continues improves their product quality and design to maintain their position in the market. Other than that, Sony mostly creates innovations to find or create markets with doing digital revolution and improvement. In the Sony innovation strategy model, Sony strengthens their core areas which are digital imaging, game and mobile businesses as the three main segment of its electronics business for more…

    • 1664 Words
    • 7 Pages
    Decent Essays