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INTRODUCTION In 1972 Magnavox released the first home based video game system called the Odyssey but after a year the Odyssey did not sell and the company did not make it Video game Arcade is what started the home based system industry Five years later the first home based game system was produced with interchangeable cartridges which some thought was the wave of the future Up to 1982 Atari was the industry leader and had 80 percent of the home video game market This year the industry grew tremendously and the market became oversupplied Analysts thought this would be the end of the video game industry In 1985 the industry had a complete turnaround with the introduction of Nintendo Nintendo sold 11 million units which had the most popular game that sold 40 million copies A year later Sega entered the market but couldnt match Nintendo In the1990s Sega had a good percent share of the market Also in that same year Sony entered the video game industry with its P lay Station With Nintendo producing the N-64 all three companies had the same technology in their product Sony had won the market leadership in most countries Five-Forces Model of Competition The Five-Force Model of Competition helps a company to understand where it is in relation to its competitors The model consists of Rivalry among competing sellers bargaining power of suppliers bargaining power of consumers exitentry barriers and substitutes of the product Each of these five forces will be discussed in regard to the video game industry 1Rivalry Among Competing Sellers The video game industry has been around since the early 70s The industry started with very few companies and then the industry was almost vanished There was no threat of competitors until the introduction of Nintendo then came Sony Sega PCs and the Arcades These companies try to distinguish themselves through technology and creativeness Some of the technologies used
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