video games industry final
TRANSCRIPT
CASE 14COMPETITION IN VIDEO
GAME CONSOLES: SONY, MICROSOFT, AND NINTENDO
BATTLE FOR SUPERMACYPRESENTED BY GROUP 3
FORDR SYED ZAMBERI AHMAD
UNIVERSITY OF MALAYA KUALALUMPUR, MALAYSIA
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Introduction
Mohd Zia
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Video Games Industry• Over the past 30 years, video games have
become an integral part of the lives of the people living in developed countries particularly
• Video games industry has become a multi-billion dollar behemoth, as the entertainment industry is taking new shape with video games as a major player
• Video games now capture a similar market size as the movie box office and music sales
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Video Games Industry• During the last few years, video games have been
appealing to a broader demographic base, and, for example, average American is spending much more time (75 hours in 2003) in playing games than the past
• The average game player age is increased to 35, and 65% of American households play computer or video games
• In 2008, 26% of gamers were over the age of 50
• Out of total American gamers, 60% are male and 40% are female
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Video Games Industry
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Video Games Industry
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Video Games Industry
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Video Games Industry
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Competition for the Opportunity
• Makers of video game consoles (Sony, Microsoft and Nintendo) are the major competitors in this fast growing industry
• Independent game publishers
• Microprocessor and graphics accelerator producers like IBM
• Makers of graphics processing units (GPUs) to display the HD-quality and 3D graphics
• PC manufacturers
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Fierce Battle for Console Market
• Prior to the launch of Microsoft’s Xbox360, Sony was enjoying market leadership with its PS2 100 million units sold
• But, with the launch of Microsoft’s next generation console Xbox360, in November 2005, a battle for supremacy started in the console technology
• Then, at the end of 2006, Sony and Nintendo came up with their next generation consoles (PS3, Wii)
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Microsoft:• Since its founding in 1976, Microsoft
had become the most important software company in the world
• It spent almost 15% of its revenues on research and development in 2006 to sustain its competitive advantage
• Microsoft entered the video console industry in November 2001 with Xbox system, which was the most technologically advanced game console of the time
• Then more advanced console Xbox360 was introduced in November 2005
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Microsoft: Xbox 360• Xbox360 had a 12 months head start on Sony’s
PS3 and Nintendo’s Wii
• $299-core system & $399-premium system
• 3.2 GHz power processor
• Xbox live online gaming service
• 12x DVD, optional HD-DVD at $199
• 64 MB memory card with core system
• Wired controller with core system, wireless with premium
• Wi-Fi
• Game Prices $40 to $60
• Compatible with approximately 300 Xbox titles
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Sony:• World’s leading manufacturer and marketer of audio , video,
communications, and information technology products
• Sony’s video game business had generated two-third of its total operating profits in past years
• Sony’s instant success, PlayStation, was introduced in 1995
• Its cutting edge graphics, CD optical drive, 32-bit processor and variety of game titles made it much more appealing
• In October 2000 Sony introduced its PlayStation2 with advanced processing speed and backward compatibility with PS One
• The combination of technological superiority and large number of hit game titles helped Sony to achieve 70% worldwide market share by selling more than 100 million PS2 consoles
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Sony’s PlayStation3 (PS3)• Launched November 17, 2006
• A complete home entertainment system, equipped with Blu-ray (High Definition) disk and hard drive
• $499 for 20-GB & $599 for 60-GB
• 3.2 GHz processor
• 256 MB dedicated system memory
• Wi-Fi available with 60-GB version
• Bluetooth wireless controller w/limited motion sensing
• Free PlayStation online gaming network service for demos and add-ons
• Game prices from $50 to $60
• Compatible with most PS 2 & PS One titles 15
Nintendo:• The playing card manufacturer founded in 1889 in Koyoto, Japan, became
known as the Nintendo Company Ltd. in 1963
• Its 1981 introduction of a coin-operated video game, Donkey Kong, was an instant success
• By 2007, Nintendo had sold more than 387 million game consoles and 2.2 billion video games worldwide
• Business is limited to the sale of game consoles, handheld game systems, and game software
• Company focuses on earning profits from the sale of game consoles as well as from game software sales
• Never attempted to battle Sony and Microsoft for technological advantage
• Succeeded by developing intuitive and easy to operate game systems
• Mainly targeting the interests of children and casual gamers as Satoru Iwata, president, explained “our goal is to expand the gaming population”
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Nintendo:• NES October 1985
• Game Boy (handheld system) August 1989, Game Boy was a runaway success
• Super NES August 1991
• Nintendo 64 September 1996
• Game Boy Advance (handheld color video resolution system) June 2001
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Nintendo’s GameCube & DS
• GameCube (with twice processing capability than PS2) November 2001, but was the least successful console
• Nintendo DS/DS Lite (handheld, Wi-Fi, touchpad system) November 2004
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Nintendo’s Wii:• Launched November 19, 2006 with
company’s biggest innovation of a wireless motion sensing controller
• Price $249 (half of PS3)
• 729 MHz processor
• DVD available on late 2007 models
• 512 MB embedded flash memory
• Wi-Fi
• Online services like shopping, weather, news, browsing & messaging
• Game Prices from $30 to $50
• Compatible with almost all Nintendo game titles
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Analysis of Industry
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Ungku Alhady
Analysis of Industry/MarketType of
Industry / Market
Turbulent and High Velocity
7th generation of console within 30 years
Technology Fast changing
/rapid
From simple graphic to photo-realism
Customer requirement &
expectation
Fast evolving Hard core gamers love new challenges
Products life cycle
Short Games software evolve every 18 months
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Video Gaming History
Porter’s Five Forces Model
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Threats of New
Entrants
Bargaining Power of
Customers
Bargaining Power of Suppliers
Threats of Substitute Product
Competitive Rivalry
Very Low Fairly High Low High Very High
Porter’s Five Forces Model
Battle for Supremacy
•PlayStation3
•Xbox360•Wii
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Khairul Anuar
Porter’s Generic Strategies
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Product Differentiation
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Wii PS3 Xbox 360•3.2 GHz power processor
Xbox live online gaming service
12x DVD, optional HD-DVD at $199
64 MB memory card with core system
Wired controller with core system, wireless with premium
Wi-Fi
Game Prices $40 to $60
Compatible with approximately 300 Xbox titles
• its 3.2-GHz Cell processor makes it technically the highest-end game console on the market256 MB dedicated system memory
Wi-Fi available with 60-GB version
Bluetooth wireless controller w/limited motion sensing
Free PlayStation online gaming network service for demos and add-ons
Game prices from $50 to $60
Compatible with most PS 2 & PS One titles
• features a powerful 3.2-GHz processor. • revamped Xbox Live online gaming service 729 MHz processor
DVD available on late 2007 models
512 MB embedded flash memory
Wi-Fi
Online services like shopping, weather, news, browsing & messaging
Game Prices from $30 to $50
Compatible with almost all Nintendo game titles
Product Differentiation
• Access to leading scientific research
• Highly skilled and creative product development team
• Well integrated Supply Chain andStrong sales team
• Corporate reputation30
1. Access to leading scientific research
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Wii PS3 Xbox 360•Concentrates on video games yet lack of R&D•Being sued over Wii tech by Hillcrest Lab •$180 million on R&D•Lack of innovation as reported by BBC news “The president of games giant Nintendo has said he fears for the future of the industry and has warned that it must innovate or die”
•Sony leads in high end audio video, entertainment, electrical appliances•owns ‘wondertechlab’ in New York •$4 billion on games R&D
•Microsoft concentrates on software and lack of hardware technology•New yet fast forwarding •$7 billion annual research and development
Sony’s Competitive Advantage Blu-ray Disc
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2. Highly skilled and creative product development team
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Wii PS3 Xbox 360•praised for doing something different from everyone else•10 – 20 group of 3 people•given free rein to couple •Simple” and “Comfortable”. •a wireless motion-sensing controller, makes the most drastic change in user input since the Nintendo Entertainment System
•Sony Way•Latest tech of hard drive and a Blu-ray disk drive for reading high-capacity game disks and playing Blu-ray movies
•Collaboration & Integration•A cross-functional team of consultants was assembled, including two lead industrial design (I.D.)
3. Well integrated Supply Chain and Strong sales team
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Wii PS3 Xbox 360-Viral marketing (ambassadors in cities)•Choose one hardcore gamer, one tech savvy mom(alpha mom), one family with spanned from grandparents to kids)
-Turnaround strategy-Networking marketing•Digital networking (blogs, virtual forum)-Partnership with fashion and style publisher(Marmalade), MySpace
-Highly innovative viral marketing $150m ad campaign in 2007-agreement with BurgerKing in promotion
4. Corporate Reputation
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Nintendo Sony Microsoft•Pioneer in simple home entertainment products like electronic toys, coin operated video games
•Limited to the video game business only •Focus is to “expand the gaming population”
•Leading manufacturer and marketer of technology products
•Known as first mover in innovative hi-tech products
•A trusted name in the market
•The most important software company in the world with its revolutionary software like windows, MS Office etc
•Software services are the major business of the company with $12.6 billion net earnings in 2006
Conclusion
Deborah
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• Nothing is certain in the video games fast morphing business
• With both opportunities and risks increasing each day, and new players vying for power, it will require all of the wiles and muscle of the company to win.
• The goal: making gamers feel like they’re living the games, not just playing them.
• “the advent of new technology… always invigorates everyone in the industry,” says EA Chief Executive Lawrence F. Probst III
Conclusion
ConclusionIn this sprawling video games industry, nobody positioned
better than Sony.Because, - PlayStation is the Champion product of Sony, according to
the 2005 Turnaround Strategy of Sony- unlike any other players it already assembled all the
pieces of video game empire.- It makes games such as the popular Gran Turismo racing
and Everquest online.- Its own Sony Pictures and MGM movie studios, whose
Spider-Man and James Bond franchises have been megahit games for Activision and EA. The combination has helped Sony sell 80 million PS2 consoles worldwide.
• Sony’s next-generation technology (Blu-Ray) is expected to out-dazzle its competitors
• PS2 has had more than 2,000 software titles, with more than 775 million total game copies sold.
Consoles Comparison:
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Consoles Comparison:
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Our choice…
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REFERENCES:
• Wikinvest, “Game Consoles Wars: Xbox360 Vs PS3 Vs Wii”
• ESA (entertainment software association) “Essential facts about the computer and video games industry, 2008”
• Competitive forces in the video game industry, Dietl & Royer, 2003: 416.
• VG Chartz• Collaboration and the creation of the Xbox 360
By David Kemp
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REFERENCES:
• INNOVATION: management, policy & practice; HELMUT M. DIETL and SUSANNE ROYER
• Pearce ii, J. And A., Robinson Jr., R.B. (2007). Strategic management: Formulation, Implementation and control. McgrawHill: North America
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