Tuesday, October 15, 2019

Xbox Introduction of Kinect Essay Example | Topics and Well Written Essays - 750 words

Xbox Introduction of Kinect - Essay Example It makes game controllers reduce their use of buttons and makes gaming as fast and efficient as possible. The add-on interprets voice commands and allows its users to easily play games in the absence of a game controller (Webb & Ashley, 2012). The devise also senses the movements of its user and also allow them to bark orders. Microsoft also plans to set living room chats with its Kinect product introduced in the market. Microsoft, therefore, intended to use the Kinect to face the competition from other forms of entertainment including music players, mobile phones as well as tablets. In developing the product, Microsoft used a number of methodologies. The company used the E3 convention for video games to announce its products and expansion strategies. It announced the addition of the Kinect add-on for the Xbox 360 to boost entertainment for video game players. Microsoft used social events as ways of market the product. The use of the Xbox 360 to announce events as sports was a major way of developing the product. This included the national basketball association and other events as the national hockey league. The leagues made their programming packages available to fans using the Xbox live. This increased the use of Xbox 360 and consequently the Kinect add-on for the gadget.... Microsoft also used the annual expo for electronic entertainment to market its product. The company showcased its new market entries. The announcement by Microsoft to link with Nike to launch a training program for fitness by the use of Kinect was among the ways in which Microsoft developed the product. Through the device, the fitness of a person is detectable. The company also used the international consumer electronic shows to develop their Kinect product in the market. Laying down formal rules to allow legitimate commercial use of the product was a great methodology used by Microsoft. These include the Kinect-centric experiments geared at reaching a significant share of the market for the product. The use of the product from Microsoft to enable live advertising was a significant step in developing the product. This was through the use of interactive NUads supported by Kinect. The use of Kinect in classroom also formed a significant market among students. Students could use it to l earn by collaborating in projects through the support of avatars. This supported distance learning. Through the different ways of developing the product, it garnered considerable market dominance. It was among the products of the company that made the highest sales within the fastest time after its introduction into the market (Walker, 2012). The development of the product, therefore, was successful given the high sales realized within the shortest time. The sophisticated nature of the software rendered it unbearable for hackers to interfere with the components. The fancy video cameras present in the device put off its hackers. It also had a depth sensor that was sophisticated for hackers to duplicate. Since all the properties of

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