Case Title Competitive Dynamics in Home Video Games (C): The Sega Genesis
Case Author(s) Coughlan, Peter J.
University Harvard Business School
Abstract Sega Enterprises attempts to challenge Nintendo's dominant position in the home video game industry in 1988 with a new product -- the 16-bit Genesis. The third in a series of cases on competition in the home video game industry spanning 1970 to the new millennium, this case introduces Sega's strategic moves to wrest the leadership position from the incumbent Nintendo, and how Nintendo responds. Re-written from a previous case.
Available In The Harvard case collection
Publisher Harvard Business School Publishing
Publisher Case No. 9-701-093
Distributor(s) Harvard Business School Publishing Ivey Publishing European Case Clearing House
Pub/Rev Date 2001
ISBN
Case Length 2
Teaching Note No
Pub TN Ref No.
Pages (TN)
Issues Challenging the home video game industry leader; responding to competitive threat from an established player.
Organisation(s) Sega Enterprises Ltd Nintendo
Countries Japan, North America
Industry Computers & Electronics
Period Covered 2001 & beyond
Level Undergraduate/Postgraduate
Links of Interest Sega Enterprise homepage

Homepage of Sega Corporation

Hoover Online's guide of Sega Corp.











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