Case Study of Business Studies for AS-June 2004

Tống Khánh Linh
(AshleyT2)

New Member
:D Em post CS này lên và mong các anh chị cho em ý kiến, cùng thảo luận xoanh quanh 3 Unit , topic là CS này mà em sẽ thi vào tháng 6 tới.
Business Studies
Advanced Subsidiary June 2004
Advance Notice of Case Study for

Unit 1: Business Structures, Objectives and External Influences
Unit 2: Marketing and Production
Unit 3: Financial Management

Context
The Games Console Market in 2002

In 1999 Britain’s computer games developers and publishers were the toast of the leisure sector, having a reputation as the world’s best. At their peak the seven British companies, including Eidos the inventor of Tomb Raider, were collectively worth £1.8 billion. However, 18 months later more than £1.4 billion had been wiped off their value, taking the size of the sector to just £335 million. Shareholders may have held back from selling their shares because a range of new consoles were due to be launched in 2000, including Nintendo’s GameCube and Microsoft’s Xbox. Sony’s PlayStation2 had already been launched. Customers had been holding off from buying existing consoles and this contributed to the sector’s poor performance.

Nick Gibson, games analyst, said that consoles are launched every five years so the fall in demand and the “year of profit warnings” follow a predictable trend. He said “…Cyclical growth has been a characteristic of the games industry since its inception. … Periods of strong growth have tended to last four to five years, followed by flat or falling sales during a two-year transition period as new games platforms are introduced. … The last two growth periods occurred between 1989 and 1993, and between 1995 and 1999”. In 2001 the industry was described as being in the later stages of a two-year transition – moving out of the downward part of one console cycle and onto the incline of the next. It was predicted that strong year-on-year growth would not occur before the end of 2002, with a 15% to 25% annual boost from then until 2005.

As the cycle begins again with a new set of games platforms, only time will tell whether the sector will bounce back. The market is expanding as the average age of game users increases, upgrading their consoles with each cycle. “ The increasing sophistication of game graphics is attracting new players,” says Gibson.

The current market leader in 2002, Sony’s PlayStation2, had enjoyed just over a year at the top but faced challenges from two very contrasting companies: Nintendo (which had provided stiff competition to Sony in the past) and a newcomer to the console market, Microsoft with its Xbox.

Although Sony has dominated the console market since 1995, Microsoft’s Xbox could represent a real threat despite its launch price of £299 being £100 more than the PlayStation2. In May 2002 worldwide sales of PlayStation2 were 30 millions units, including 8.8 million units in Europe.

Nintendo has a proven track record in the games console market. Until Sony’s intervention, Nintendo was undisputed king of the console market. However, Sony dominates the market in almost every area it releases products, most recently gaining a sizeable chunk of the mobile phone market. Microsoft, primarily a software company with little hardware manufacturing experience, is seeking to challenge the dominance of both firms with its Xbox console. The problem Microsoft is likely to encounter is surviving in a market that, traditionally, cannot support more than two machines at any one time. In addition, Sony and Nintendo both enjoy considerable brand loyalty.

Nintendo has a reputation for ‘cutesy’ titles and, at one stage, would not allow developers to portray blood in any of its games. Sony’s PlayStation2, on the other hand, does not have as much censorship and its consoles are home to some particularly gory series. However, Microsoft claims that its new console will aim to cater for both extremes of the market.

All three consoles have good and bad features but in the market, opinion seems to favour the Xbox and PlayStation2 over the GameCube. The GameCube’s £150 price tag is competitive, but its small number of game developers and lack of DVD playback may make it slightly less attractive than either of the alternative consoles. Despite these disadvantages, its initial sales in the USA ran at twice those of the Xbox on its launch in the same market.
 
Phần Appendix của CS

Appendix 1​
The Sony Corporation
1946- 2002​

The Sony Corporation is the leading manufacturer of audio, video, and information communications technology products for both consumer and professional markets. It is a public company with shares listed on 16 stock exchanges. It has 1 068 subsidiaries world-wide and employs more than
168 000 people.

Sony United Kingdom (Sony UK) was founded in 1968. There are two factories, both located in Wales, which between them manufacture over one million television sets for the UK market and for export. Sony UK employs approximately 6 000 people.

All the Sony Corporation’s factories are driven by a desire to improve quality and reduce cost, employing lean production and Just-In-Time (JIT) manufacturing techniques to maintain a competitive cost advantage. Financial planning plays a key role in its cost control and financial management. The Corporation also tries to instill a belief in ‘Kaizen’. It has developed a wide product portfolio, including digital television, DVD, mobile phones, and computer games. The Corporation’s aim is to create a network environment within the home from which consumers can access specific video or audio selections whenever they choose. It is committed to maintaining a sustainable environment and is continually seeking ways to minimize the ecological effect of its operations. The Corporation is also dedicated to improving people’s lives by, for example, helping local communities, fostering better educational systems and helping disadvantaged youth.

The pace of technological progress has forced fundamental changes on Sony’s corporate structure. In 1996, Sony’s 50th anniversary was earmarked as the start of a new digital age. The Corporation reorganized its management by replacing its vertical organization structure with a horizontal one. This was done to speed up decision-making and market responsiveness, and to raise employee awareness of new business direction in terms of new products and new markets. The eight divisional companies were reorganized into ten divisions each with its own president.

The Consumer Audio & Visual (AV) Products Company was reorganized into three new companies: the Display Company, the Home AV Company and the Personal AV Company.

The InfoCom Products Company and the Mobile Electronics Company were merged to create the Personal & Mobile Communications Company.

The Information Technology Company was newly established to oversee Sony’s businesses in the personal computer and IT areas.

The other companies are the Component & Peripherals Company, the Recording Media & Energy Company, the Broadcast Products Company, the Image & Sound Communications Company and the Semiconductor Company.

The presidents were appointed from young talent and, as in the past, were given full autonomy and authority to manage their respective companies.

Sony’s key to success in this challenging and highly competitive technological market is effective innovation and the continual development of new products. Successful ideas undergo thorough test marketing before they are launched. Market research is an extremely important part of the development process but often, as with most innovative products, Sony is an anticipating a desire that consumers have yet to realise. Sony uses a combination of television advertising, national press, consumer, trade and specialist magazine coverage to inform and persuade consumers. In addition, the development of a highly efficient distributor network has helped to build the brand image.
 
Appendix 2​

Sony’s Management Philosophy​

The management philosophy for all companies in the Sony group includes four key words:

* unique- ensuring that Sony would always be an innovative company;
* quality- reflecting emphasis on product quality;
* speed- in the form of a framework that would enable the company to respond quickly and decisively to new market conditions;
* cost- reflecting the importance of competitive pricing once the other three conditions were fully met.
 
Appendix 3​
Financial Information, The Sony Corporation​

Profit & Loss Information:

Total Sales (£m)
- Apr 2002 to Sept 2002(6 months): 18482
- Apr 2001 to Mar 2002 : 39886
- Apr 2000 to Mar 2001: 38499

Net Profit (£m)
- Apr 2002 to Sept 2002(6 months): 533
- Apr 2001 to Mar 2002: 81
- Apr 2000 to Mar 2001: 89

Ratio of Net Profit as %
of Total Sales
- Apr 2002 to Sept 2002(6 months): 2.9
- Apr 2001 to Mar 2002: 0.2
- Apr 2000 to Mar 2001: 0.2

Balance Sheet Information:
Current Assets (£m)
- at 30 Sept 2002: 18 597
- at 31 Mar 2002: 17 564
- at 31 Mar 2001: 18302

Other Assets (£m)
- at 30 Sept 2002: 25 692
- at 31 Mar 2002: 25 397
- at 31 Mar 2001: 22 897

Current Liabilities (£m)
- at 30 Sept 2002: 13 985
- at 31 Mar 2002: 13 466
- at 31 Mar 2001: 13 930

Other Liabilities (£m)
- at 30 Sept 2002: 17 877
- at 31 Mar 2002: 17 019
- at 31 Mar 2001: 15 082

Shareholders’ Equity (£m)
- at 31 Sept 2001: 12 427
- at 31 Mar 2002 : 12 476
- at 31 Mar 2001: 12 187


* Using exchange rate of £1 = 190 Yen (November 2002).


Đây là tất cả các part của CS....
Mong các anh chị hoặc các bạn cho ý kiến:D
Thanks a lots!!!! ;)
 
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