What the PEST analysis shows is that in general the external environmental forces have either a favorable or neutral impact on Apple's operations. Traditional sources of external risk (political/legal) are minimal and the other key risk source (technological change) has traditionally been an area of strength for Apple. The trends for the future are positive, so Apple is likely to continue to succeed simply by staying the course.
In the external environment, a firm like Apple has innumerable opportunities. The ones most appealing are closely related to either Apple's technology or media properties. Extensions of Apple TV to compete with Netflix could be an opportunity. Video game consoles are a related business where Apple can succeed, just as rival Microsoft has. There remains significant room for growth both in personal computers and in many overseas markets, where Apple remains a niche product. The external environment contains many threats, however. Apple faces intense competition and many of its competitors can match its wealth, brand power and R&D capabilities. An example would be Google's Android, which has surpassed the iPhone in market share (the Independent, 2011). Samsung and other firms are a threat to the tablet business, and while a credible threat in mp3 players has yet to emerge, the possibility puts Apple's market share at risk. If Apple enters the game console business, all three competitors can be expected to react swiftly and strongly to keep Apple out of the market. There are potential threats to the company's trade secrets and there is the threat that brand power is diluted by a series of weaker products or backlash against the company's hubris by partners.
Based on the SWOT analysis, it is clear that Apple is a very strong competitor and its prospects are in general bright, given the plethora of strengths and dearth of weaknesses. However, competition in almost all of its businesses is intense, and the competitive landscape can shift quickly. This implies that Apple needs to consistently reinforce its strengths. The company has long thrived on its brand image (Kahney, 2002) and has recently thrived on technological innovation as well. If Apple can maintain industry leadership in both of these categories, it should be able to maintain its current status within the industry and enter new markets successfully. That is does not need to guard against significant threats beyond competition or shore up major weaknesses gives Apple the freedom to pursue a strategy based on reinforcing its strengths in order to exploit the opportunities that exist for it in the marketplace.
IV Market Segmentation
There are a number of segments within the video game console industry. Mainstream consoles are the largest segment (70%) with PCs and mobile devices being minor segments. With 67% market saturation, video games are distributed widely both in terms of age and gender, and in terms of geography as well with games popular in the Americas, Europe and Asia. The mobile gaming concept is expected to have two main market segments.
The first such segment consists of users who trade up from mobile devices. These consumers are expected to skew younger demographically, as younger consumers are more likely to use their mobile devices for gaming. They will be both male and female and will not have a significant skew in terms of education -- the product is expected to be fairly mass market. This group is expected to be roughly 60% of sales. They want more sophisticated games for mobile, and to be able to take their gaming systems with them to visit friends, or keep them entertained at school or on public transport. These consumers will use the console primarily for entertainment. They will not need significant support as they are very technologically savvy. These consumers are well familiar with the Apple brand -- word of mouth and traditional media promotions will be sufficient to raise awareness. This consumer group is going to be moderately price-sensitive -- gaming is important for them but they sometimes have low levels of disposable income. Despite this, the console is a moderate involvement purchase.
The second major segment of users is expected to comprise around 30% of the market. This group will be older gamers 35+ (adults over 50 comprise 25% of the total gaming market). This group also seeks entertainment, but will have less heavy usage than the first segment. This group is familiar with...
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