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GlobalVideoGameIndustry
IntroductiontotheVideoGameIndustry
• Porter’s5+1forces• Industry ValueChain(ModifiedPorter’sValueChain)
Threat ofPotentialEntrants:Low- HighCapitalrequirements- Highbarrierstoentry(Patents&Rights)- Highdifficultyofaccesstodistributionchannel
(exclusivepartnerships)- Highcostofdevelopingbrandequity- Highcompatibilityrequirement
BargainingPowerofSuppliers: Low- Productswithhighaddedvalue:Varies- EstablishedproductsonthemarketEvery supplier
wantstoproduceforbigbrands
Threat ofSubstitute:High- Smartphones andtablets(withHDMI)- Computers- Minigames/portableconsoles
BargainingPowerofBuyers:Low- Recency:deferpurchaseforincomingproduct- Frequency:onceeverymajorrelease- Monetaryvalueofproduct:high- Buyerinformation:high
Complement Goods:Low- Televisionandsoundsystems- Accessories(VRheadsets,genericcontrollers)
DegreeofExistingRivalry:High- Majorplayers:
Microsoft,Nintendo,&Sony- Competitivestrategy:dedicatedgamestothe
console
Firm- Sony- Microsoft- Nintendo- Atari
Customers- Ratingcategories(lifecycle):
Earlychildhood,Everyone,Everyone10+,Teens,Mature,&Adults
- Genre&theme:fantasy,strategic,sports,etc
Employees- Game developers(Game
engineers,graphicartists,conceptartists)
- Marketing&Sales- Consoleengineers
Stockholders- Public:anyonecanholdits
shares- Complementmechandises
Lenders- Publiccompanies: banksand
pledgers- Privatedevelopers:Venture
capitalandbanks
Rivals- Consoledevelopers- Substitute products
(minigames,computers,etc)
Suppliers- Electroniccomponents- Gamedevelopers
Government- Restrictionsonthemes
LocalCommunity- Otakus andconventions
StakeholdersoftheGlobalVideoGameIndustry
Gamedevelopers- DeveloperTools
publishers- Middlewarepublisher- VideoGame
Development
Publishers- Marketing- Packaging- PhysicalSales
Distributor- Majorretailers- Videogamestores
Infrastructure- Network:Internetbroadbandservices,andcloud-basedservices
- LocalandRegionalServicingcentres
Technology- InternalandExternalR&D
- Graphics&SoundCards,CPU,Harddisk,etc
Prim
aryactiv
ities
Supp
orta
ctivities
PlatformProvider- Consoledeveloper- Componentmanufacturer
Casestudy:Deploymenttactics
• A“generation”definedbythe‘X’-bitsystem• WhatisBit?• 2^(X)=“RAMSize”
• Impact• abletorun“bigger”games• abletorunthegamesfaster(lesserloadingtime/lag/crash)
• Highincentivedriveinnovationandtheindustry
Beginning:Atari’s“Pong”(1972)
• Atari(1972)• 1977VCSCX2600:PlayedontheTVthatisconnectedtoaAtariconsole• 1millioninrevenueinthefirstyear,and$3millby1984inUS• Problem:• notsecuredsystem–afloodofgame&consoledevelopers• Morethan60knockoffs• Tarnishthebrandandeatitsprofits• 1985- “endofvideogameindustry”
8-BitSystems:NewEntrants
• Entrantsfromjapan• 1985:Nintendo’s8-bitNintendoEntertainmentSystem(NES)• 1986:Sega’s8-bitMasterSystem
• Marketing• Atari- fewhundredthousand• NintendoandSega=$15mil
8-BitSystems:Comparison
• Nintendo:Qualitygamesandcharacters,andmoregametitles• Mostmoney
• 1millinfirstyearand19milby1990• Lowpricedconsole• Earnedfromgames
• Mostplayers• Dominated⅓ofhouseholdsinUSandJapan
• Mosthype• MTV
8-BitSystems:Problem
• RestrictivepoliciesmadeNintendoprofitable• DistributorshipwereregulatedbyNintendotopreventpriceslashing• Madegamesinhouse• Strictlicensingfor3rdpartydevelopers
1. Limitednumberoftitles:sotheyhaveincentivetomakegoodqualitygames2. Minimumcartridgespreordered3. Notallowedtoreplicategameinotherconsoles
• Alienateddistributorsanddevelopers• FederalTradeCommissionimposedsanctions
16-BitSystem:Players• 1989:Sega’s16-bitGenesis• Betterperformancethan8-bitsystem• Leverageonpopulararcadegames• Backwardcompatibility• 20gametitlesbyendof1989,130by1991• FY:600,000consolesintheUnitedStates,2millbyendof1991
• 1989fall:NES:TurboGrafx-16• 12gametitlesbyendof1989,80by1991• EnteredUSlatetoavoidcannibalising its8-bitsystem• FY:200,000consolesintheUnitedStates,1millbyendof1991
16-BitSystem:Problem• NES’sProblem:
• Reliedonexternalgamedevelopersthatfounditssystemtobeaminorimprovementfrom8-bit.Hencetheyabandonedit
• NESexitedby1991• 1991:SuperNintendoEntertainmentSystem(SNES)
• ToolatetocompetewithSega- marketleader• 80%ofvideogamemarket(8+16bitsales)
16-BitSystem:DifferentTactics• Genesis:• lessrestrictivelicensingtoluredeveloperstomakeSegagametitles• Backwardintegration:130titles
• SNES:• focusonunitsalestodrivegamesalesandsoftwaredeveloperroyalties• Nobackwardintegration:25titles
• Nintendotoolateandofferedtoolittlevaluetocompete(difference)
WhatfactorsdoyouthinkenabledSegatobreakNintendo’snearmonopolyoftheU.S.videogameconsolemarketinthelate1980s?• Nintendo’sfolly• Restrictivepoliciesdroveawaygamedevelopers• FTCsanctionwascostly• BadentrytimingwithNESandSNES
• Sega’sfocuson:• Branding• Gameexperience
32/64-BitSystem:New(butfailedplayers)
• Philips’32bitCompactDiscInteractive(CD-i)• Gameplayer,teachingtoolandmusicsystem• Toocomplexandexpensive• Didnotdisclosetechnicalspecs• lessthan2%marketshare
• TurboTechnologiesDuo• Tooexpensive
• 3DO’sInteractiveMultiplayer• Tooexpensive:highlicensingfeeforhardwareanddevelopment• Wantedtomaintainamargin• Failedtosellwell• Close in1993
• Atari:Jaguar• Technologicallyadvanced• Developersanddistributorsweren’tconfidentofit
32/64-BitSystem:MainPlayers
• 1995:Sony’sPlayStation• Marketing
• Focusbrandimageonconsumerelectronics• Leverageondistribution channels inelectronicandmedia• Toyindustry
• Exclusivegamesbybiggamedevelopers(EA)• 50titlesby1995,and800by2000• Installedbase:2.9millunits
• 1995:Sega’sSaturn• Enteredmonthslater• onlyshippedto4retailers• AggravatedBestbuy andWalmart,itslongsupporters• Difficulttoprogram• Installedbase:1.2milunits
• 1996:Nintendo64• 2titles:• Super Mariorapidly accepted
WhatstrengthsandweaknessesdidSonyhavewhenitenteredthevideogamemarketin1995?…Strength:
- Brandimage- Exclusivepartnership
Weaknessess:- Hardwareissues- FlawsofCD-itechnology
32/64-BitSystem:Conclusion
• Nooneplayermanagedtosecuremonopoly• Sonyhadthesuccessfulcombinationofaproductwithatechnologicaladvantage,strategies,andresourcesthatenabledittorapidlybuildinstalledbaseandavailabilityofcomplementarygoods,andareputationthatsignaledthemarketthatthiswasafightitcouldwin.
WhydidNintendochoosenottomakeitsearlyvideogameconsolesbackwardcompatible?Whatweretheadvantagesanddisadvantagesofthisstrategy?• Reason:• SystemArchitecture&cost• MovingfromCartridgestoCD-I
• Advantages:• Nintendoensuredqualityofgames– performanceandcompatibility
• Disadvantages:• Unabletobringoverpreviousinstalledbase
128-BitSystem- Round1:TurnoftheCentury
WhatstrengthsandweaknessesdidMicrosofthavewhenitenteredthevideogamemarketin2001?
SegaDreamcast(Sept 1999)
SonyPlayStation 2(March2000)
NintendoGameCube (Early2001)
MicrosoftXbox (Late2001)
$199 $299 $199 $299Feature:Internet AccessibilityFreewith2-yearcontactforSegaNet
Feature:Technologically AdvancedBackwardCompatible
Feature:Not backwardcompatible
Feature:FasterprocessorMorememory
Initialsales:514,000 in2weeks5millionbyOctober2000
Initial sales:100,000 hitsinaminute1millionsalesinfirstweekend
Initial sales:(Global)April toSept:510,000units
Initial sales:550,000units infirstweek
Madeaseries ofpricecutwitheachcontender
October:Entered USGamesfocusedon16-24300gametitlesbyend2001
Gamesandgameplayfocusedon8-18
- Leverageonexistingdistribution channels- $500milliononmarketinganddevelopment- Gaveout$10,000indevelopmentkits- $100-125lossperunit- 30-40%ofgamesmadeinhouse
2001:Ceasetomakeconsoles, andrefocusongamedevelopment forotherconsoles
Dec2001:2million Byend of 2001:1.3million By:end of2001:1.5million
128-BitSystem- Round2
1.InwhatwaysdidNintendo’sWiibreakwiththenormsofcompetition inthevideogameindustry?Howdefensiblewasitsposition?
2.Comparing thedeploymentstrategiesusedbythefirms ineachofthegenerations, canyouidentifyanytiming, licensing,pricing, marketing, ordistribution strategiesthatappeartohaveinfluenced firms’ successandfailureinthevideogameindustry?
MicrosoftXbox360 (Late2005)
SonyPlayStation3(November2006)
NintendoWii(Late2007)
Basic: $299;Premium:$399 20GB:$499 ; 60GB:$599 $250
Feature:3 powerPCprocessoronasinglechipCustomgraphicsprocessorfromATIHDgraphicsBackwardcompatible
Feature:IBMcellprocessorBlu-raydiscplayer
Feature:Wirelessmotion-sensing remote
Initial sales:100,000 hitsinaminute1millionsalesinfirstweekend
Initial sales:Sold outwithinminutesoflaunch
Initial sales:550,000units infirstweek
Multi-functionality:Onlinestore:music,movie,TVHD-DVD driveSlashedpriceinfallof2008to$199
Lost$200perunitNotbackwardcompatibleforallgames
- LowcostconsoleoffsetbylowcosttodevelopWiigames($5mill)
- Unexpectedattractionbyallages- Made$50fromeachunit- Selling twiceasfastasXbox360- Sold fourtimesasfastasPS3
Dec2005:600,000unitsEarly2006:3.2milliongloballyBy:end of2010:45millionsoldworldwide
2007:$3.5millionBy:end of2010:42million soldworldwide
By:end of2010:75millionsoldworldwide
128-BitSystem- Round2
• In2010,SonyandMicrosoftlaunchedtheirownmotionbasedcontrollers,whichweresoldasadd-ons(at$150).
DiscussionQuestions
• WhatfactorsdoyouthinkenabledSegatobreakNintendo’snearmonopolyoftheU.S.videogameconsolemarketinthelate1980s?• WhydidNintendochoosenottomakeitsearlyvideogameconsolesbackwardcompatible?Whatweretheadvantagesanddisadvantagesofthisstrategy?• WhatstrengthsandweaknessesdidSonyhavewhenitenteredthevideogamemarketin1995?WhatstrengthsandweaknessesdidMicrosofthavewhenitenteredthevideogamemarketin2001?• InwhatwaysdidNintendo’sWiibreakwiththenormsofcompetitioninthevideogameindustry?Howdefensiblewasitsposition?• Comparingthedeploymentstrategiesusedbythefirmsineachofthegenerations,canyouidentifyanytiming,licensing,pricing,marketing,ordistributionstrategiesthatappeartohaveinfluencedfirms’successandfailureinthevideogameindustry?
WorksCited• CaseStudy
• Schilling,MelissaA.2012. StrategicManagementofTechnologicalInnovation.FourthEdition.McGraw-Hill Irwin.• ValueChain
• http://www.galanoe.eu/repository/Documents/GALA_DEL_4.1_WP4_Market_And_Value_Chain_Analysis.pdf
• Porter’s5forces• https://www.mindmeister.com/291731392/porter-5-forces-analysis-video-game-sector
• Stakeholders• https://www.esrb.org/ratings/ratings_guide.aspx
• AtariKnockoff games• http://www.techeblog.com/index.php/tech-gadget/top-20-funniest-video-game-console-knockoffs
• SegavsNintendovideo• http://www.bbc.com/news/technology-27373587
• Salesstatistics• http://vgsales.wikia.com/wiki/Nintendo_GameCube• http://vgsales.wikia.com/wiki/Xbox• http://www.theesa.com/wp-content/uploads/2015/04/ESA-Essential-Facts-2015.pdf