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PLAYSTATION: HOW SONY USED GAMER PSYCHOLOGY TO DOMINATE THE CONSOLE MARKET

Serie

1 z 50

Nauka języków
angielski
Format
Kategoria

Literatura Faktu

The Rise of an Empire - The Creation of PlayStation and Understanding the Gamer Market When Sony decided to enter the video game console market in the early 1990s, it was competing against established giants such as Nintendo and Sega. However, the strategy Sony adopted was innovative in that it did not just focus on creating a superior product, but also on deeply understanding the psychology of gamers. This first chapter explores the roots of the creation of the PlayStation, how the company identified a gap in the market and used psychology to shape a product that would captivate gamers. In the 1980s, the video game market was dominated by consoles with limited hardware and shallow titles. Sega and Nintendo dominated the market with their established franchises, such as Super Mario and Sonic . But Sony, with its history in audio and video technology, wanted more. When Ken Kutaragi , the "Father of the PlayStation", joined Sony, he brought with him a deep understanding of how human emotions and interactive entertainment could be intertwined in ways that competitors had not yet grasped. The big breakthrough was the realization that the video game market was not just about powerful hardware, but about an emotional and immersive experience. Gamer psychology involved much more than just choosing the right game; it was about creating an emotional bond between the player and the console. The PlayStation, from the beginning, was not just a machine to play games, but a platform to create unforgettable memories and experiences. Practical example: Imagine you're playing Final Fantasy VII on the original PlayStation. What could have been a simple fantasy game turns into a deep emotional journey. Nobuo 's music Uematsu , the complex story, the well-developed characters – all of this not only weaves together the gameplay, but connects the player to a unique experience. Sony knew that to attract players, it needed to not just sell a console, but sell an emotional experience that would stick in the gamer's memory.

© 2025 Max Editorial (E-book): 9781779749147

Wydanie

E-book: 15 kwietnia 2025

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