Document Type

Closed Project

Publication Date

Spring 2011


Tugrul Daim

Course Title

Decision Making

Course Number

ETM 530/630


Over the past 30 years, video games have become an integral part of our culture. The video game industry has become a multi‐billion dollar entity. In the last decade, the diffusion of gaming consoles has increased in a very noticeable way. Although, many types and models have swept the market, 3 companies dominated the biggest share of it, which are: Sony, Microsoft, and Nintendo. In this report we are going to focus on the 7th generation only of these models, since it's an endless process to go back and evaluate all of the gaming consoles models. Nowadays, gaming consoles are more than devices to play games with; you can browse the Internet, watch movies, listen to music, and perhaps burn some calories too. With so many options to pick from and the similarity of these options, a first time buyer would face a decision problem trying to choose a game console that "has it all". In order to specify the criteria that concern a console buyer, our team visited some popular stores that sell game consoles. We asked the experts and professionals gamers in these stores to define those criteria and weigh them. Our team's mission was to build a Hierarchal model in which we can weigh the criteria according to personal and technical preferences. Pair wise Comparison was used in order to assess the relative merits of different game console. Moreover, we visited some websites and read reviews about the most popular game consoles. We applied the decision‐making strategies we learned in “ETM 530” course to choose the best gaming console for a first time buyer adult. We took in consideration both personal and technical perspectives.


This project is only available to students, faculty, and staff of Portland State University.

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