Home video game systems were from the U.S. Atari company pioneered in the mid-1970s. After going through boom and bust in the early 1980s, the industry has been resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video game system, Nintendo established a dominant position in a highly advanced home video game market. The case focuses on the post-1987 period, when new 16-bit home video game technology began to come to the market. First, was to introduce a next generation … Read more »

Home video game systems were from the U.S. Atari company pioneered in the mid-1970s. After going through boom and bust in the early 1980s, the industry has been resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video game system, Nintendo established a dominant position in a highly advanced home video game market. The case focuses on the post-1987 period, when new 16-bit home video game technology began to come to the market. First, to introduce the next generation was the major Japanese electronics company NEC. Second with a 16-bit system was Sega, the leader in the Japanese arcade game business and an unsuccessful player in the 8-bit home video game market. Nintendo moves more slowly in the introduction of a 16-bit system. The case ends with the battle between Sega and Nintendo to gain the edge in 16-bit conversion.
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from
Adam Brandenburger
Source: Harvard Business School
10 pages.
Release Date: 10 April 1995. Prod #: 795 103 PDF-ENG
Power Play (B): Sega in 16-bit video games HBR case solution