I Write up: Emotiv Systems Inc Recommended Analytical Structure (3 pages + Exhibits) I. Brief description of the Background behind the Decision. II. Recommendation · Takes Go/No-go decision · Clearly...

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I Write up: Emotiv Systems Inc Recommended Analytical Structure (3 pages + Exhibits) I. Brief description of the Background behind the Decision. II. Recommendation · Takes Go/No-go decision · Clearly identifies target segment(s) · Positioning which matches target · Proposed marketing mix · Price · Channel/ Sales Force III. Basis for Recommendation As we have learnt in class, market selection is based on three criteria: 1) Opportunity - market potential for each market 2) Fit - strategic considerations (such as production capacity) 3) Competitive analysis (specifically for the human market) Then, Comparison of pros and cons of your marketing decisions: price, target, channel. Just a few pointers so you can work on the Emotiv Systems Inc case at ease. First of all, your recommendation should be: Your basis for recommendation should be based on: 1. Strategic and qualitative (SWOT-based) assessments of the opportunity (both opportunities). 2. Market sizing of revenue potential (also of both markets). In order to do number 2, remember that you have to figure out: 1. How many people (or animals) will be using the product 2. How much (how many units) of it they will use At this point you have units. Now, since both markets have very different average prices, it is better if you transform units into dollars by multiplying by average price (now you have revenue potential). Then have into consideration if the revenue potential will be all for Emotiv Systems Inc or whether they may have to share it with competing companies. Good luck. Email me with issues at any point. Emotiv Systems, Inc.: It’s the Thoughts That Count Do N ot C op y or P os t This document is authorized for use only by Ana Valenzuela until October 2012. Copying or posting is an infringement of copyright. [email protected] or 617.783.7860. _______ Professo assistan as endor Copyrig 800-545- not be d E L I E O J A S O N P A U L H Em We Ph presid San F time z had b comm She co Fo believ create comp “read decip comm were sudde contro had in every by im By could seeme wante attrac agree comp indus of dev _______________ ors Elie Ofek and ce was provided b rsements, sources o ght © 2009, 2010, 2 -7685, write Harva digitized, photocop F E K R I I S H A M I L T O N motiv Sy We started this c hone calls tha dent and cofo Francisco’s So zone differen been especia mercialize Em ould see it wa or five years, ved would fo ed a special uter, and dev ding the user her your faci mands. Your d in a really g enly turned m ol the movem n mind. 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It Emotiv’s CEO ntists, led by r ge the way p lled EPOC, w orate software Without the n ns, emotions, could smile a peppy pop s, a down-tem ation of objec Emotiv devel e the cube by on the compu er colleagues nge of mental o everyone a ff the bat an debut. She w good launch disagree with dy Breen, Em and Ed Fries, _______________ ool and Dr. Paul H developed solely a ective or ineffective rd College. To ord on, MA 02163, or g , or transmitted, wi It’s the way human br ee hours of t s, Inc. 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Case est permission to r harvard.edu/educa ion of Harvard Bus ghts Th with machines president, Em ad become ro mmercial hea Sydney, Aus hours.” But th onsensus on West Coast a om Sydney. Snyder, had omputers. Th rain signals ecognize thos ove a thing, n translate th wn when you background, ected automa t thinking abo D cube. CEO mersaults or m e when the cu e basic techn unching with or the 2008 h me market p he PC gaming Emotiv syste h. Do solicite er and former rmerly on the 9-510- R E V : J U L Y 2 0 ________________ epared this case. R s are not intended eproduce material tors. This publicat siness School. at Coun . motiv System outine for Ta adquarters w stralia; the 16 he last few m the best w as her iPhone toiled on wh he R&D team wirelessly to se signals, in e the system hose into com were angry; i but if your atically. You out the action Do still got g making it disa ube was absen ology worked hin 12 to 14 m holiday seaso presented the g market. CE em would b ed input from rly a vice pres e founding te -050 0 , 2 0 1 1 ______ Research to serve s, call 1- ion may nt ms, Inc. an Le, ere in 6-hour months way to rang. hat Le m had o any effect, could mputer if you mood could n you giddy ppear nt. d and months on. Le most EO Do be PC m two sident am of Do N ot C op y or P os t This document is authorized for use only by Ana Valenzuela until October 2012. Copying or posting is an infringement of copyright. [email protected] or 617.783.7860. 510-050 Emotiv Systems, Inc.: It's the Thoughts that Count 2 the Xbox. Do accepted their premise that the only way to succeed in gaming was to be integrated on one or more of the “big three” home video game consoles: Sony’s PS3, Microsoft’s Xbox 360, or Nintendo’s Wii. Console-enabled home video game sales (hardware and software) were expected to top $40 billion globally in 2007,1 a number that dominated revenues in all other entertainment categories. To pursue this market, Do spearheaded meetings with top executives at each of the big-three companies to convince them to let Emotiv’s technology be compatible with their platforms and to encourage them to develop new games around the Emotiv functionality. Although he was invariably greeted with much curiosity and interest, and a number of opportunities were discussed, to date these efforts had not materialized in an agreement. Efforts to convince major publishers, like Electronic Arts, that developed popular video game titles were also still in the “early discussions” phase. Do believed that with more time he could convince at least one of the major console makers, thus making Emotiv a multiplatform system. But time was not on Emotiv’s side. The 2008 Game Developer’s Conference (GDC), a high-profile event that brought together important players in the gaming industry (PC and console games), was less than five months away. Emotiv could use the conference to entice game developers and create buzz by demonstrating the breakthrough technology at one of the key presentations and by formally announcing the launch date. A product announcement by the company at the conference would surely create expectations for more details on software development kits and the range of platforms the EPOC headset worked with—issues that Emotiv had not yet resolved. While the single-platform vs. multiplatform decision preoccupied much of their time, Do and Le knew that a set of issues, which were intertwined with that decision, needed to be resolved as well. How much should EPOC cost the consumer to facilitate adoption, while at the same time ensuring sufficient profits? What retail strategy should Emotiv use? Should Emotiv charge game developers for the software development kit (SDK)? At 1:30 a.m., after going back and forth with Do on these issues, Le said she needed some time to think on her own. She promised to call back in an hour or so. Measuring Brain Activity By 2003, there was a growing array of approaches aimed at converting patterns of brain activity into familiar action on a screen
Answered Same DayDec 13, 2021

Answer To: I Write up: Emotiv Systems Inc Recommended Analytical Structure (3 pages + Exhibits) I. Brief...

Arunavo answered on Dec 14 2021
140 Votes
Running Head: MARKETING MANAGEMENT    1
MARKETING MANAGEMENT        8
EMOTIVE SYSTEM INC
CASE STUDY ANALYSIS
Table of Contents
Background    3
Recommendations    3
Basis for Recommendation    5
References    7
Background
Emotive is one of the Australia’s electronic innovation companies, which is working to develop the technologies th
at will evolve the human computer interaction that incorporates the non-conscious cues into the human computer dialog and that to emulate the human-to-human interaction (Emotive, 2020). In the recent developments, Emotive is getting ready to launch their latest and innovative brain-computer interfacing (BCI) technology. The company has the specialization of developing a special handset, which is known as EPOC, and it includes highly sophisticated software that has the ability to translate the person’s emotions, their cognitive thoughts and the facial expression into a digital outcome.
The management of emotive has the intention that the mainstream consumers must adapt the technology, as it will help them to learning towards the video game market, which is their initial target as of now. However, the company is facing a major decision making situation where they need to convince of the major three gaming consoles company such as PS3, Xbox 360 and Wii, which will help to enable the EPOC platform or they must opt for going to the PC market.
The company apart from the gaming industry have focused on different markets as well such as in the field of medical, military or in the field of market research. To initiate this, launch the company need to analyse a range of additional marketing decision such as pricing, channels and building a demo game that will prove and show the effectiveness of the product.
Recommendations
The company has a range of opportunities available for them considering the wide range of activities that takes place in the technological industry. Economou et al. (2018) the technology sector is always developing and they are interrelated with each other. Any kind of innovation that takes place is co related with other sector. With respect to this case scenario the console, enabled market was a lucrative and encouraging for the Emotive team. As it has been witnessed that the consumers are always looking for something new and innovative and thus the introduction of Wii and the Guitar Hero were both the accessories related which can clearly show that people want something new. This allows the people to experience the real-life situation through the help of gaming console.
With exploration for the accessories and latest technologies in the gaming sector, Emotive have also targeted the companies such as Nintendo, Sony and Microsoft. The motion controllers used by Wii can be a logical step for Emotive to move ahead with their technology EPOC where the users will experience the supernatural experience through the combination of natural movement and natural thoughts (Btattacharya et al., 2020).
The company can also target and try to convince Sony, which would aid the company by adopting the technology from Emotive in their PS3 consoles. Sony could get benefit from the complex controllers and the users will experience an innovation and technology in...
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