A Critical Analysis of Late Market Entry Strategies: A Case study of Microsoft’s Xbox Game Console By Geoff Blaber September 2002 Dissertation submitted to the University of Leicester in partial fulfilment of the requirements for the degree of Master of Science in Marketing Contents List of Figures I. List of Tables II. Acknowledgements IV. Executive Summary V. 1 Introduction 1 1.1 An Entertainment Revolution 1 1.2 An Emerging Player 1 1.3 The Xbox 2 1.4 Market Entry Strategy 3 1.5 Methodology 3 1.6 A fore note 4 2 Literature Review 5 2.1 Introduction / What is a Market Entry Strategy 5 2.2 The Entry Strategy Performance Model 6 2.3 Entry Timing – First Mover Advantages? 7 2.4 Effective Targeting / The Diffusion of Innovation 10 2.5 The Role of the Product and Positioning 12 2.6 Pricing 15 3 Methodology 19 3.1 Literature Identification 19 3.2 The Research Approach 20 3.3 Quantitative Research 21 3.31 Choice of technique 21 3.32 The Sample 21 3.33 Questionnaire Format 23 3.34 Analysis 24 3.35 Problems Experienced 24 Qualitative Research 25 4 Data Analysis / Findings 27 3.4 Quantitative Research 4.1 The Sample Makeup 27 4.2 “How has Microsoft’s entry timing influenced the performance of the Xbox?” 29 4.21 Has the fact the PS2 has been available for 18 months prior to Xbox’s release meant consumers are demonstrating greater commitment to that console and games, OR have consumers waited for the Xbox and it’s newer technology? 29 4.22Consumer’s perspectives on the effect of the PS2 being the first new generation console to market 4.23Has the later introduction had a positive effect 32 i.e. is the Xbox now perceived as the most desirabe and dominant technology? 4.24 The effect of the fact Microsoft is new to the console market 35 41 4.25 Is entry timing irrelevant, are people purchasing more than one console? 42 4.3 “How Effective has Microsoft’s targeting strategy been?” 43 4.31 Has the intended initial audience of 16 – 26 yrs males been reached? / Is there evidence of the Xbox progressing through the diffusion of innovation as intended i.e. from the 16 – 26 yrs males to a wider audience including females and older users? 4.4 43 4.32 What is the perceived target market among consumers? 47 “How has the Xbox been received by consumers?” 47 4.41 What is the relative opinion of the Xbox compared to other consoles, has its greater specifications had a substantial impact? 47 4.42 How important has the accompanying games line up been in the purchase decision, what is the opinion of Xbox games compared to the competition? 51 4.43 What effect has the Microsoft Brand Name had on consumer’s intentions to purchase? 56 4.44 To what extents do non-Xbox owners intend to purchase the console? 56 4.5 “How has Microsoft’s advertising influenced the performance of the Xbox” 58 4.51 Has Microsoft’s desire to position the Xbox as a more inclusive machine than the PS2 meant a wider demographic is adopting it? 58 4.52 What do consumers think Microsoft is trying to achieve with their advertising / do they think the advertising will attract a broader audience than PS2? 61 4.53 Do consumers feel the advertising has created widespread awareness of the Xbox? 4.6 “How has Microsoft’s pricing strategy influenced sales / market share?” 63 64 4.61 What was consumer opinion of the original £300 retail price and who purchased before the reduction? 64 4.62 What effect has the reduction to £199 had, are consumers now more likely to purchase / what do consumers think of the price compared to other consoles? 66 Qualitative Research 4.7 The Magazine Interview 69 5 Discussion / Interpretation 74 5.1 “How has Microsoft’s entry timing influenced the performance of the Xbox?” 74 5.2 “How effective has Microsoft’s targeting strategy been?” 76 5.3 “How has the Xbox been received by consumers?” 77 5.4 “How has Microsoft’s advertising influenced the performance of Xbox?” 78 5.5 “How has Microsoft’s pricing strategy influenced sales / market share?” 6 Conclusions 6.1 79 82 “How has Microsoft’s entry timing influenced the performance of the Xbox?” 82 6.2 “How effective has Microsoft’s targeting strategy been?” 82 6.3 “How has the Xbox been received by consumers?” 83 6.4 “How has Microsoft’s advertising influenced the performance of Xbox?” 84 6.5 “How has Microsoft’s pricing strategy influenced sales / market share?” 84 6.6 Looking Forward 85 Recommendations 86 Reflections 88 References APPENDIX I The Questionnaire APPENDIX II Interview Transcript List of Figures 1. A Graph to show the age of respondents (Pg 27) 2. A Graph to show the sex of respondents (Pg 28) 3. A Graph to show the time respondents spend playing video games (Pg 29) 4. A Graph to show the owners of PS2 (Pg 30) 5. A Graph to show the owners of Xbox (Pg 30) 6. A Graph to show the owners of Gamecube (Pg 31) 7. A Graph to show the owners of other consoles (Pg 31) 8. A Graph to show the importance to consumers of the fact the PS2 was the first new generation console (Pg 33) 9. A Graph to show whether respondents are less likely to purchase an Xbox or GameCube if they had already bought a PS2 (Pg 34) 10. A Graph to show respondents favourite console (Pg 36) 11. A Graph to show PS2 owners favourite console (Pg 37) 12. A Graph to show Xbox owners favourite console (Pg 38) 13. A Graph to show GameCube owners favourite console (Pg 39) 14. A Graph to show owners of other consoles favourite console (Pg 41) 15. A Graph to show whether respondents are less likely to buy an Xbox because Microsoft are new to the console market (Pg 42) 16. A Graph to show the sex of Xbox owners (Pg 44) 17. A Graph to show the age of Xbox owners (Pg 44) 18. A Graph to show the time Xbox owners spend playing video games (Pg 45) 19. A Graph to show consumers perception of the Xbox target market (Pg 47) 20. A Graph to show the mean consumer considerations in console purchases (Pg 48) 21. A Graph to show the mean consumer ratings of the PS2 (Pg 49) 22. A Graph to show the mean consumer ratings of the Xbox (Pg 50) 23. A Graph to show the mean consumer ratings of the Gamecube (Pg 50) 24. A Graph to show the ratings of Xbox’s games selection (Pg 52) 25. A Graph to show the ratings of the Xbox’s games quality (Pg 52) 26. A Graph to show whether respondents would purchase an Xbox just to play particular games (Pg 53) 27. A Graph to show the effect of the Microsoft brand name on consumer’s intentions to purchase an Xbox (Pg 56) 28. A Graph to show the intentions of respondents to purchase an Xbox (Pg 57) 29. A Graph comparing respondents intention to purchase and favourite console (Pg 58) 30. A Graph to show the sex of PS2 owners (Pg 59) 31. A Graph to show the age of Xbox owners (Pg 60) 32. A Graph to show the time PS2 owners spend playing video games (Pg 61) 33. A Graph to show the image respondents felt Microsoft are trying to present with the “Play More” campaign (Pg 62) 34. A Graph to show whether respondents thought Microsoft’s advertising would attract a broader audience than PS2 (Pg 63) 35. A Graph to show how successful respondents think Microsoft’s advertising has been in raising awareness (Pg 64) 36. A Graph to show whether respondents felt the Xbox launch price was too high compared to other consoles (Pg 65) 37. A Graph to show those Xbox purchases before and after the price cut (Pg 66) 38. A Graph to show whether respondents felt the present price is reasonable compared to other consoles (Pg 67) 39. A Graph to show the mean rating respondents gave the PS2, Xbox and GameCube prices (Pg 68) List of Tables 1. A Table to show the importance of console popularity (Pg 34) 2. A Table to show the Chi-square tests for Xbox owners favourite console (Pg 38) 3. A Table to show the Pearson’s Correlation for Xbox owners favourite console (Pg 39) 4. A Table to show the Chi-Square Tests for GameCube owners favourite console (Pg 40) 5. A Table to show the Pearson’s Correlation for GamCube owners favourite console (Pg 40) 6. A Table to show the Owners of PS2 * Owners of GameCube Cross tabulation (Pg 42) 7. A Table to show the Owners of PS2 * Owners of Xbox Cross tabulation (Pg 42) 8. A Table to show the Owners of Xbox * Owners of GameCube Cross tabulation (Pg 43) 9. A Table to show the Chi-Square Tests for the time Xbox owners spend playing video games (Pg 46) 10. A Table to show the Pearson's Correlation for the time Xbox owners spend playing video games (Pg 46) 11. A Table to show whether particular Xbox games would tempt PS2 owners to purchase an Xbox (Pg 54) 12. A Table to show whether particular Xbox games tempted Xbox owners to purchase an Xbox (Pg 54) 13. A Table to show whether particular Xbox games would tempt GameCube owners to purchase an Xbox (Pg 54) 14. A Table to show whether particular Xbox games would tempt other console owners to purchase an Xbox (Pg 54) 15. A Table to show chi-square tests regarding whether Xbox owners were tempted to purchase an Xbox by particular games (Pg 55) 16. A Table to show Pearson’s Correlation regarding whether Xbox owners were tempted to purchase an Xbox by particular games (Pg 55) Acknowledgements Many thanks to my supervisor, one Mr M. Higgins who expertly guided me in a project that at one stage I felt was going to end up in another 4 years work in the shape of a PhD. Similarly, thank you to Mr John Booth without whose knowledge on all things video games and proximity to the industry, I would have failed to complete the work to the same standard. I would further like to thanks the shops “Another World”, “GameStation” (Leicester) and “The Video Games Centre” (Bournemouth) who kindly agreed to distribute the questionnaire and all those respondents who took the time to complete it. Thank you also to Mr Dave McCarthy of “Edge Magazine” who kindly accepted the invitation and took the time out to be interviewed. Finally thank you to all those who put up with the indirect consequences of such an undertaking, my family, friends and girlfriend Allana I’m sure will all understand what I’m talking about. Executive Summary This study critically analyses the European market entry strategy of the Microsoft Xbox, which was launched on 14th March 2002. This is achieved by examining consumer opinion via the means of a survey and through a supplementary interview with Dave McCarthy, News Editor of “Edge Magazine”. The study focuses specifically on the areas of the effect of entry timing, segmentation / targeting including the diffusion of innovation, the importance of product content, positioning through advertising and pricing. These factors were felt to offer the most comprehensive analysis possible of Microsoft’s entry strategy. Conclusions established that in terms of Microsoft’s entry timing, 18 months following the launch of Sony’s PS2, there existed no entirely positive or negative outcome, the later introduction resulting in advantages and disadvantages. In regards to segmentation the initial target demographic appeared to have been successfully reached although evidence of this progressing to a wider audience was limited. Similarly whilst general consumer opinion of the Xbox rated it lower than the PS2 or GameCube, good ratings were attributed to the console’s specifications and the quality of games, suggesting the Xbox has succeeded in the vital domains of console performance and software quality thus aiding long-term prospects. In respect of positioning the Xbox as a more inclusive machine than the PS2 however, there appeared to be limited success and evidence drew my conclusion that confusion exists over the message Microsoft are trying to communicate. Similarly the initial pricing strategy was concluded inappropriate considering Microsoft’s strategic objective of penetrating the market. Chapter 1: 1.1 Introduction An Entertainment Revolution In 1990 an American survey published the finding that one virtual Italian plumber called “Mario” was recognised by more children than Mickey Mouse. Just five years later Mario games had sold over 120 million copies worldwide (Poole, 2000, Pg 159). Indeed annalists predict such trends will increase as “Games unify into a single mass market… contrasted with the prevailing trend in entertainment, which, particularly with TV, is splintering.” (Takahashi, 2002, Pg26) Video games are thus growing to become a direct competitor to the cinema experience with greater financial reward. Nintendo’s “Legend of Zelda: Ocarina of Time” for example grossed $160 million over Christmas 1998 which far over shadowed the popular box office title “A Bug’s Life” (Poole, 2000, Pg23). Furthermore, the industry is expected to grow explanatorily over the next few years. Forrester Research predicts the industry to triple between 2000 and 2005 and International Data Corp estimate console penetration to double to 70%. Such growth is largely explained by the broadening of the market, which has expanded (and still is) from a children’s market in the 1990’s to one where 16 – 26 yr olds are the largest segment (Curtis, Marketing, 7/3/02). Unsurprisingly therefore, the industry is a highly attractive sector with the potential to supply significant rewards to the victors both in financial terms and in providing a long-term strategic foothold in living room entertainment. 1.2 An Emerging New Player The broadening video game demographic has largely been down to Sony who introduced their “Playstation” in 1995. Since then Sony have grown to define video games establishing an installed base of 79.61 million PS1units worldwide (Jan 2001) and over 25 million units of their new generation PS2 (March 2002) (Sony press release). Such consolidation at the announcement of the PS2 alerted Bill Gates and Microsoft to the fact that “The PS2 was going to be more than a TV set-top or game box. It was going to be a direct threat to the PC” (Takahashi, 2002, Pg 14). The new console was likened to a “Trojan horse” by 3DO’s Trip Hawkins, purchased as a games machine but used as an entertainment hub that usurps the roles of the TV set top box and PC (Takahashi, 2002, Pg 17). The tightening of Sony’s stranglehold on this growing entertainment medium further concerned Microsoft due to the current slowdown of the PC market that was becoming a “replacement industry”. “PC users may only buy a new copy of Windows or Office every four or five years, but console owners could buy four or five new games every year” (The Guardian Online Supplement, “Gates Pulls the Trigger”, 7/3/02) For Microsoft therefore, the decision to compete head on with Sony had largely been decided for them but the question remained whether to compete with a pure games console or “come up from the appliance world via Web TV” (Takahashi, 2002, Pg 104). It was decided the response would be the former, and the “Xbox” was announced at the “Game Developers Conference”, San Jose on March 10th 2000. 1.3 The Xbox The Xbox was thus launched in Europe on March 14th 2002 featuring an Intel Pentium III chip, nVidia Graphics card, 8GB hard disk, DVD and broadband connections for online gaming making it by far the most superior console, specifications wise, available. Its PC based development also means it’s a “developer friendly” platform, games easier to produce for the Xbox compared with the PS2 or GameCube. Microsoft thus aim to grow the overall market, rather than stealing customers from Sony and Nintendo and therefore establish “Twin pillars with the PC in the den and the Xbox in the living room” (Takahashi, 2002, Pg 180). Whilst the short-term intention is to penetrate the console market therefore, Microsoft’s strategy evidently has the long-term intention to develop an “entertainment hub”, cast in a similar mould to Sony’s “Trojan Horse”, which handles everything from e-mail to video recording (www.CNETNews.com, “Xbox May Spawn Entertainment Hub”, 15/1/02). However before embarking on this Microsoft need to emulate Sony’s success 7 years earlier at establishing themselves as a newcomer in a highly cyclical market characterised by a handful of dominant brands – since the demise of Sega’s console namely Sony and Nintendo, both wielding huge user bases, developer support and customer loyalty. 1.4 Market Entry Strategy Market entry strategy has been the subject of significant investigation in the context of many products and services due to its importance in the eventual success of the product. Furthermore, the volume of considerations that can be labelled relevant to “entry strategy” means the subject is one of particular complexity as studies can differ greatly in their area of focus and in establishing what constitutes the vital components of an effective entry strategy. In the context of the Xbox therefore I found this subject highly interesting. As I investigated the literature I found the nature of the console market seemed to question many of the conventional theories of entry strategy and I identified no study that had explored this rapidly expanding market. Furthermore, the entry strategy Microsoft implemented was going to play a crucial role in attempting to penetrate a market already dominated by Sony and Nintendo. Consequently I decided that investigation in this area could prove a valuable piece of research. 1.5 Methodology An initial problem however was that most studies used information from within a company to evaluate their entry strategy. This was not possible so after more research I decided the primary means of investigation would be from the consumer’s perspective. This appealed to me for two reasons: Firstly, the consumer is the ideal person to evaluate an entry strategy as they are the ultimate receiver and are unbiased. Secondly, I had identified no study that had used this approach so would be an original means of execution. A questionnaire was thus used to investigate consumer opinion, which was supplemented by an interview with a leading figure in the industry – Dave McCarthy, News Editor of Edge Magazine. It should be appreciated however that there were limitations in carrying out this study. Firstly, due to the scope of entry strategy, only factors that I felt important following my research were formulated into research objectives. This is evidently value laden and will inevitably mean some issues of importance will not be covered but time was a significant restriction. Similarly time constraints meant the entry strategy could only be evaluated up until the end of August 2002. It would have been desirable however to evaluate after Christmas 2002 which is approaching the first year of the Xbox’s lifecycle. My sample was also largely waited towards people living in the Leicester area and older frequent game players, which may not be representative of the UK as a whole. Furthermore, although this study focuses on Microsoft’s European market entry strategy, as the UK is included within that, my research only reflects UK opinion. It would have been interesting to compare that with other European countries but wasn’t possible in the time frame. 1.6 A fore note This study analyses the Xbox’s market entry strategy up until early August 2002. Days before completion (28/8/02) price cuts were made to the PS2 (to £169.99) and the Xbox (£159.99). This typifies the very competitive nature of the console market and reinforces my belief that this project could remain incomplete come the launch of Xbox2. A cut off point has to be installed however and thus this study does not include these or subsequent events. Chapter 2: 2.1 Literature Review Introduction / What is a Market Entry Strategy? Analysis of literature regarding market entry strategies in the context of the Xbox demonstrates the highly specific nature of the console market. A number of examples exist where evidence refutes conventional theories or approaches simply cannot be applied. As Asakura (2000) states, “If Sony had followed a traditional business model in the game market, it could not have dreamed of such remarkable success”. (Pg 91) Furthermore I have identified no studies that evaluate entry strategies from a consumer perspective. This review thus seeks to identify such weaknesses and develop opportunities for research. Prior to exploring the literature however it is necessary to appreciate the substantial scope of the topic, “No study encompasses enough variables to provide a complete picture of the set of decisions which constitutes a launch strategy” (Hultink, et al 1998, Pg 270). Market entry strategies are important therefore due to their significant influence on a products long-term success. Copper and Kleinschmidt (1988) found 54% of all new product development (NPD) expenditures are spent on the launch compared to 34% on product development itself. They also suggest poor consideration of entry strategy partially explains high product failure rates (Green, Barclay & Ryans, 1995). Defining what constitutes an entry strategy however is problematic. Green et al (1995, Pg 1) suggest this is firstly because no consensus exists concerning which managerial decisions constitute an entry strategy and secondly, many external factors to strategy are said to influence product success e.g. competencies, experience and structural characteristics of the market. Recent studies however identify two broad categories of decisions that form market entry strategies: “strategic” and “tactical” (Hultink et al 1998). Strategic launch decisions are made early in the process that “set the strategic context into which the new product will ultimately be launched” (Hultink et al 1998, Pg 271). Elements of product strategy, market strategy and the firm’s strategy are thus addressed. The latter includes what Cooper (1993) calls the “protocol” and Biggadike (1979) the “posture”, i.e. the what, where, when and why to launch questions. This encapsulates the overall orientation towards NPD, the nature of the new product, the structure of the target market and its competitive position (Hultink et al 1999). These decisions influence which of the tactical launch decisions are most likely to maximise profitability over a products lifecycle (Hisrich and Peters, 1991). Tactical launch decisions directly relate to the commercialisation of the product and reflect traditional elements of the marketing mix such as price, product, distribution and promotion. A greater degree of flexibility accompanies such decisions, which can be modified as launch nears. The success of the product depends on the implementation and alignment of both these decision sets as the new product launch is “based on a mix of elements which should be mutually reinforcing” (Wind, 1982). 2.2 The Entry Strategy Performance Model Green et al (1995) have developed a comprehensive view of market entry with the “Entry Strategy Performance Model”. An appreciation of this is central in understanding the extensive variables internal to the company (the strategic and tactical launch decisions) and external that influence and operate within a market entry strategy. The model consists of three core managerial decision components. Firstly “Timing of Entry” concerns the decision of when to enter a market. Secondly is the “Magnitude of Investment at Entry and During the Entry Period” which concerns aspects such as promotional activities and distribution decisions. Finally is the “Area of Competitive Emphasis” which details where investments will be made. These components establish a platform upon which the products future success will be built. The ESPM thus moots that these decisions create a competitive positioning for the product, resulting in positional advantage, manifested in superior customer value and/or lower relative costs. The more effective the positioning therefore, the better the performance outcome is likely to be. Besides managerial decisions, external factors beyond immediate control also influence the selection of entry strategy and product success. The first of these are “Sources of Advantage” (Day & Wensley 1988) which includes particular skills like marketing or production, prior entry experience and resources such as capital, production facilities, distribution access and brand name. It is interesting to note however that Xbox is attempting to position itself away from Microsoft due to concern that gamers are petered by the monopolistic position achieved in the PC software market. Secondly are “Product-Market Characteristics” which includes concentration, growth rate, market potential, entry barriers and the number of competitors. All these variables contribute to the products ultimate performance, which may be evaluated by criteria such as profitability, market share, customer satisfaction, return on investment and market growth etc. Evidently the criteria by which performance is evaluated will depend upon the company’s objectives for the product. 2.3 Entry Timing – First Mover Advantages? A key managerial decision regarding entry strategy in the ESPM was the timing of market entry, an issue of particular relevance to Microsoft as the X-box is entering a market containing the highly established brands Sony and Nintendo. Traditionally therefore, “It is widely held that first to market products enjoy competitive advantages over later arrivals”. (Hart and Tzokas, 2000, Pg 389) Stigler (1981) thus considers pioneers acquisition of market knowledge as greatly advantageous as it allows fine-tuning and second-generation products to be introduced before competitors. Sony have capitalised on this by ensuring they are first to introduce their new generation console, the “Playstation2” (PS2), building on the success of the “Playstation”. Dumaine (1989) also argues that freedom to charge a premium price until the arrival of competitors ensures greater initial profitability and substantial market share. Bond and Lean (1977) reinforce this, “Early followers can expect to achieve at most a market share that is no greater than 60% of that achieved by a pioneer”. The shortening length of PLC’s in modern markets further assist pioneers as early market entry gives the product maximum sale time (Cordero, 1991). This also has the advantage of installing a significant customer base. By X-box’s March 14th European release, the PS2 had sold over 2 million units in the UK and 25 million worldwide (Curtis, “Playing at the next Level”, Marketing, 2002). Sony also has the advantage of a “large installed base of 64 bit customers” (Merrill Lynch – Console Wars, 26/3/2001). Carpenter and Nakamoto (1989) further emphasise such advantages by illustrating how a preference structure is established that favours the pioneer making it difficult for later entrants to “compete away a pioneers advantage”. Consequently the pioneer becomes strongly associated with the product category, therefore becoming the “standard” against which later entrants are judged. Sony’s “Playstation” has arguably achieved this by establishing a user base through sales of over 79.61 million units (January 2001, Sony press release). Carpenter and Nakamoto would thus suggest “Xbox” position themselves close to the PS2 to try and compete away their advantage rather than differentiate which they deem less successful as consumers perceive a substantial difference between the new product and the pioneers original. However, significant counter arguments exist. First movers are subject to a far higher risk of failure as the market is yet unknown (Kalyanaram & Urban, 1992). Furthermore, particularly with radical innovations, the high level of uncertainty regarding market acceptance can moderate the effect of early entry (this wasn’t the case with Sony however as they continued the established approach adopted with the Playstation, the name “PS2” reflecting this). Hart and Tzokas (2000, Pg 393) thus suggest superior skills can be amounted for the market being developed at considerable expense by pioneers, later outplaying with their own offering. Bowman and Gatignon’s (1996, Pg 240) study found that although the main affects of late entry are minimal, responses in a brands marketing mix are critical. Shankar and Carpenter et al (1998) argue beyond this however by demonstrating how an “Innovative late mover can create a sustainable advantage by enjoying a higher market potential and a higher repeat purchase rate” (Pg 54). This can be achieved in two ways. The first is to understand the preferences that define the category (see earlier discussion of Carpenter and Nakamoto 1989) then identify a superior but overlooked product position, undercut on prices or out advertise. The second opportunity is to overtake through innovation via the product or strategy. “High technology” markets such as video games are particularly open to this. Despite being the first home console for example, the “Magnavox Odyssey” only sold 100,000 units over its 2-year life before being ousted by Atari’s “Video computer system” in 1977. Similarly Atari itself lost its market dominance in the mid 1980’s, unable to compete with the improved specifications and software of Nintendo and Sega (Kent 2001). George Harrison (Vice President of Marketing, Nintendo USA) also downplays the importance of being first to market insisting, “chronology has little or nothing to do with ultimate consumer acceptance” (Brandweek, “First to Market is Good, But not always Best”, 12/4/95). He insists consumers view “content” and thus the technology as important. Ironically however, when “NeoGeo” introduced a handheld console in 1999 of better specs and quality than any rivals, Nintendo’s own product “Gameboy” having already sold 80 million units, meant it failed spectacularly. Microsoft will thus have to tackle PS2’s first mover advantages i.e. an established user base and consolidated support from software developers. However I feel the speed of innovation / development within the console market means opportunities arise for late movers with attractive hardware and software to outmanoeuvre established players. Sony’s Playstation achieved this by utilising the hardware benefits (CD-ROM) by ensuring comprehensive software support (as it was an easier platform to produce games for than cartridge) and revolutionising distribution (by buying software from developers for resale by Sony meaning stock could be more effectively controlled, and replenished efficiently as CD’s took less time to manufacture than cartridges). This resulted in a substantial installed base (Asakura 2000). The first research objective is therefore: “How has Microsoft’s entry timing influenced the performance of the Xbox?” ? ? Has the fact PS2 has been available for 18 months prior to Xbox’s release meant consumers are demonstrating greater commitment to that console and games, OR have consumers waited for the Xbox and its newer technology? ? ? What are consumer’s opinions of the effect of Microsoft’s entry timing? ? ? Has the later introduction had a positive effect i.e. is the Xbox now perceived as the most desirable and dominant technology? ? ? Has the fact Microsoft is new to the console market influenced adoption? ? ? Is entry timing irrelevant, are people purchasing more than one console? 2.4 Effective Targeting / The Diffusion of Innovation Defined by Piercy (1997) as the process of “dividing a market into groups of buyers who make coherent targets” (Pg 154), segmentation is central to entry strategy. Piercy has thus made important contributions by rethinking conventional approaches that fail to fully implement segmentation to it’s full strategic potential as “segmentation is a fundamental issue of market strategy with far reaching effects” (Pg 155). He suggests that collecting large volumes of statistical information misses the point of the power of creativity to establish competitive segments and competitive differentiation. Conventional approaches thus focus on operational aspects and ignore strategic issues. Consequently an “Extended Model of Segmentation” is suggested. Firstly, strategic and operational organisational levels must be distinguished and secondly, to address the issue of implementation it’s necessary to examine the internal organisational context as well as the external market place. Therefore, segments aren’t screened just in terms of market attractiveness, but also in terms of internal compatibility, vital if the entry strategy is to be effective. Piercy then denotes that the key, through effective segmentation, is creating a strong position in the consumers mind. Hultink et al (1999, Pg 159) further suggest that effective segmentation involves “Careful targeting, avoiding head-on clashes with competitors and placing the product into growth markets”. This supports Piercy’s notion of clear strategy guiding segmentation. To remain successful however it is important to appreciate that the process is dynamic rather than static in nature, requiring consistent review. It is also important to be aware of the “diffusion of innovation”. Diffusion is, “The process by which an innovation is communicated through certain channels over time, among the members of a social system… and begins when innovators, who have a higher propensity to engage in trial, adopt an innovation” (Rogers, 1995, Pg 5) As a new product is accompanied by a degree of uncertainty Rogers proposes new market offerings are initially targeted at innovators who serve as opinion leaders. Consequently, “The opinion leaders interpersonal networks allow him or her to serve as a social model whose innovative behaviour is imitated by other members of the social system”. Pg 28 The rate of diffusion is therefore accelerated and a greater mass of consumers is attracted more efficiently. The product then “takes off” when it passes from the “introduction” to the “growth” phase in the PLC and “early adopters” and the “early majority” adopt the innovation. Investigation into “product related conversations” by Arndt (1967) supports this by finding that exposure to favourable word of mouth increases the probability of purchase. Saeki (Director, Advertising Division at SCEI) demonstrates this importance in the launch of the “Playstation”, “Occasional users are strongly influenced by core users. For this reason it was important to target core users first”. Asakura (2000, Pg 128) Microsoft is also following this approach. “We want to sell it to everyone. The initial buying group will be very heavy in men from 16 – 26. These initial buyers will demonstrate Xbox to other people and word of mouth will get it to people of every age”. (Bill Gates, 4/16/01, www.amo.net) Xbox are thus attempting to capitalise on the fact that the gaming market demographic is broadening (www.brandrepublic.com, Curtis, Marketing 7/3/02). Montaguti et al’s (2002, Pg 26) “Conceptual Model” and discussion of “network externalities” reflects this diffusion. They argue technology based innovations require a critical number of adopters for take-off to be significant. This is because consumers ascribe value to the number of subscribers and are thus likely to prefer a dominant technology. This is certainly true with games consoles and thus Xbox will want to attract a significant proportion of innovators at launch. The Xbox’s plans for, and future industry moves towards online gaming will serve to reinforce this imperative. The second research objective is therefore: “How effective has Microsoft’s targeting strategy been?” ? ? Have they reached the intended initial audience, i.e. age 16-26 males? ? ? What is the perceived target market among consumers? ? ? Is there evidence of the Xbox progressing through the diffusion of innovation as intended i.e. from age 16-26 males to a wider audience including females and older users? 2.5 The Role of the Product and Positioning Cooper (1998) defines positioning, as “how the product will be perceived by potential customers”. The product specifications and it’s value offering are intertwined with the concept of positioning, together influencing the customers perception and intention to purchase. It is thus important that strategies incorporate these variables as this provides the customer’s first contact and initial impressions of the product. Therefore as Reis and Trout (1982) observe “Positioning is not what you do with a product, but what you do in the mind of the prospect, and therefore a new products intended relative position in the market has to reconcile the competitive advantage designed into the product with the expectations of the target market”. Pg 2. A harmony has to be achieved between the product, targeting and positioning thus communicating the product advantage, i.e. unique benefits, the extent to which customer needs are better satisfied, the products relative quality and the extent to which it solves customers problems (Cooper, 1979). Darling (2001) goes further in analysing positioning, arguing that customers buy a total bundle of values constituting a “market offering” composed of elements including the product, services, brand, package, price etc. Matching these elements is central in developing a successful competitive position. The difficulty however is that consumers minds are “limited, dislike confusion, are insecure and hard to change”. Indeed Microsoft faces a market characterised by high brand loyalty (Mintel 8/2000). Darling thus suggests new products generate higher interest than established offerings in order to penetrate consumer’s mindsets, proposing “Competitive positioning” as a means to differentiate the product in ways consumers find meaningful. This involves establishing the product in the consumer’s minds then differentiating from competitors. Using the marketing mix, each element can then provide opportunities to competitively differentiate its position. A number of studies demonstrate this importance. Green and Ryans (1990) found superior positioning at entry positively affects performance and in Green et al’s (1995) study it was found the higher the perceived value of a product is, the greater was a products long-term performance. Reflections in positioning however need to be supported in practice by the product through quality and value. This importance is emphasised by Hart and Tzokas (2000) findings that product advantage accounts for a high percentage of variance in performance, particularly in mature or declining markets. In terms of the console market it’s the accompanying software that will form the basis for the hardware’s success. As Kent (2001) states “Had it not been for the runaway success of Donkey Kong, Nintendo might never have carved a niche in the U.S. market”. Pg 281. Microsoft has thus put considerable effort into seeking software developer support and acquiring smaller companies. Ed Fries (Vice President of Games, MS) efforts to acquire “Bungie” on the reasoning that their “Halo” game could be a propelling influence in “inspiring people to choose Xbox over other consoles” (Takahashi 2002, Pg238), illustrates Microsoft’s understanding of this importance. Furthermore, this importance is reinforced by the fact royalties from software constitutes the chief source of revenue as hardware is often sold at a loss, Microsoft thus aiming to “garner about 30 % of the revenues for titles sold for the Xbox” (Takahashi 2002, Pg180). Similarly, Microsoft intends the Xbox’s superior specifications and online gaming potential to further serve to differentiate the console from Sony and Nintendo’s offerings. As UK divisional director for Xbox retail stated “we are twice the power of PS2” (www.computerandvideogames.com, “Xbox price slashed in Europe”, 18/4/02). There is a fear however that the Microsoft brand name will negate all such product advantages as “Many hardcore gamers despise them and equate supporting Microsoft with succumbing to the darke-side” (www.computerandvideogames.com, “5 reasons why it might not succeed”, 13/06/00). The third research objective is therefore: “How has the Xbox been received by consumers?” ? ? What’s the relative opinion of the Xbox in relation to other consoles, has its greater specifications had a substantial impact? ? ? How important has the accompanying games line up been in the purchase decision, what is the opinion of Xbox games compared to the competition? ? ? What effect has the Microsoft Brand Name had on consumer’s intentions to purchase? ? ? To what extents do non-Xbox owners intend to purchase the console? In order to explore the nature of Microsoft’s positioning I felt the most effective means was to investigate consumer’s impressions of Xbox advertising which itself is an important component of entry strategy and highly visible to the consumer. Reinforcing the targeting strategy Neil Thompson (Xbox European Marketing director) states the aim of the positioning “is to build a more inclusive appeal beyond the core gaming community” (Curtis, Marketing 7/3/02). He insists, “Playstations edgy and dark brand positioning”, encapsulated by the “Third Pace” campaign presents “a dark club culture” that portrays the brand as too exclusive. Thompson thus insists that the “Play More” campaign; positioning Xbox “as an inclusive and social experience” (Campaign UK “Cowen on Xbox 22/3/02, Pg 23) can seize the initiative. The advertising agency “Bartle Bogle Hegarty” is thus responsible for the European communication of Xbox’s strategy, presenting “play” as natural, important and open to everyone. The fourth research objective is therefore: “How has Microsoft’s advertising influenced the performance of Xbox?” ? ? Has Microsoft’s desire to position Xbox as a more inclusive machine than PS2 meant a wider demographic is adopting it? ? ? What do consumers think Microsoft is trying to achieve with their advertising / do they think the advertising will attract a broader audience than PS2? ? ? Do consumers feel the advertising has created widespread awareness of Xbox? 2.6 Pricing The most flexible and visible mix component, pricing, is arguably the most problematic to execute. As Piercy (1997) comments, “pricing is a messy problem” (Pg 326). This complexity is characterised by the volume of variables requiring consideration, demonstrated by Krishamurithi (In Urban’s “Design and Marketing New Products, 1993). He suggests that to be effective pricing should reflect strategic objectives, the target customer, product positioning, competitive positioning, costs, channels and an understanding of the product life cycle. Central to pricing policy must be the company’s strategic objectives however as this exercises great influence on the price position. Hanna and Dodge (1995, Pg 81) thus describe five broad “major goals of pricing” of achieving a specific target return on investment, maintaining or enhancing market share, meeting or preventing competition, maximising profits and stabilising prices, each requiring very different pricing actions. In terms of Xbox, analysts predict that money will initially be lost on every Xbox sold and will be at least five years before profit is realised. Consequently, “Given that it will take about 5 years for the Xbox to break even – which is about the average lifespan of a console – Microsoft is clearly thinking long-term”. (Darren Waters, www.bbc/news.co.uk, 14/11/01) Short-term profits are thus being forfeited to achieve widespread penetration. Microsoft’s strategic objective for the Xbox is therefore to maximise market share. Dean (1950) provides the basis of theory on pricing policies for new products. He argues that “The strategic decision in pricing a new product is the choice between a) a policy of high initial prices that skim the cream of demand and b) a policy of low prices from the outset serving as an active agent for market penetration.” (Pg 147) “Skimming” is thus recommended for highly innovative products. Prices are initially high and accompanied by a significant promotional budget then gradually reduced to encourage wider adoption. This is advantageous as demand is likely to be more inelastic in terms of price in the early stages of a products lifecycle. Furthermore launching with a high price is an effective device to segment markets around people’s price sensitivity. If a markets response to a product is completely unpredictable (e.g. if its highly innovative) its also considered a “safer” approach as price reductions are easier than increases. Finally, many firms can’t “finance the product floatation out of distant future revenues”. The alternative is “Penetration”, using low prices to gain mass-market acceptance. This is likely to be effective when the market is characterised by high price elasticity in the short run and a strong threat of competition. In addition it will become increasingly viable if a large experience curve results in cost savings (Holden and Nagle, 1988). However although this policy can hold significant advantages due to the fact sales are spread across various segments, caution must be exercised and thorough research and planning is required. Holden and Nagle (1998) warn of the dangers of blindly adhering to a penetration strategy. They argue “Kamikaze pricing” is frequently embarked upon where the justification for penetration is flawed and it is incorrectly assumed lower prices will increase sales. Monroe and Della Bitta (1978) suggest however that caution should be used in selecting either of these strategies arguing they shouldn’t be used as “either / or” alternatives, instead as representing two opposite ends of the spectrum. A particular strategy can thus be tailored to particular needs within this framework. Microsoft’s launch price of £300 can thus be broadly labelled a skimming strategy. This is particularly surprising considering Microsoft’s ambitions to penetrate an established market and is reinforced by the fact Nintendo’s new generation console was introduced at £129 in May considerably undercutting Microsoft and Sony. Furthermore the Xbox price cut to £200 on 26th April following rumours of poor sales and (among others) pressure from the chief executive of game publisher THQ (www.news.bbc.co.uk by Reuters, 16/4/02) suggests the launch price was too high (which my research objectives will aim to identify). The fact Xbox has the financial backing of Microsoft to support losses from the high production costs (higher than Sony’s or Nintendo’s), to ensure consumer acceptance makes the launch price decision even more questionable. There is evidence therefore that Microsoft have merely imposed conventional business principles onto the games market. This is in contrast to principles Sony have learnt as Kutaragi (Vice President at SCEI) comments “The business structure and margin structure of the game business is different… with game machines you draw up a combined profit portfolio from hardware and software”. (Asakura 2000, Pg 189) Economies of experience are thus central to success in the console market which Microsoft, as newcomers are yet to achieve. Again therefore, established principles are not strictly transferable to the console market. Kutaragi reinforces this, “A game business should be structured so that the hardware is distributed free of charge and profits are derived from software sales”. (Asakura 2000, Pg 193) This is effectively “complimentary pricing” whereby low profits from the sale of one product are covered by profits from the sale of a complimentary product (Duke 1994). The fifth research objective is therefore: “How has Microsoft’s pricing strategy influenced sales / market share?” ? ? What was consumer opinion of the original £300 retail price, who purchased? ? ? What effect has the reduction to £199 had, are consumers now more likely to purchase? ? ? What do consumers think of the price in relation to other technologies? Chapter 3: Methodology This chapter discusses and justifies the methodology adopted to undertake the research. This includes explanations exploring why particular methods were used, how the research was undertaken / analysed and particular problems that were encountered. 3.1 Literature Identification The process of searching for relevant literature on “market entry strategies” was the first significant step in formulating a suitable approach and refining the research area. The depth of the subject meant this was a particularly time consuming task but also highly important as an understanding of the numerous variables involved was essential before a relevant approach in the context of the Xbox could be applied. Searches were initially made for articles solely on the subject of market entry strategies using BIDS, Emerald and Firstsearch in particular. A significant number of articles were identified, the “International Journal of Market Research” in particular proving a vital resource. Another journal that contained useful articles was “The Journal of Product Innovation Management” but despite trying other Universities including Bournemouth and Loughborough and inter-library loans, access to this couldn’t be established. With the insight gained from these articles (and using their references) I then broadened my search to specific components essential to market entry strategies such as segmentation, pricing and first mover advantages thus providing further detail on particular variables around which my research objectives were finally structured. In addition to the collection of academic literature it was necessary to review sources of direct relevance to the console market and Xbox. Prior to and after the March launch therefore, I regularly reviewed a number of sources such as computerandvideogames.co.uk, bbc/news.co.uk, http://forum.edge-online.com/ and guardian online. My industry contact also provided me with useful materials such as industry reports. These provided a wealth of secondary information useful for the literature review and later discussion / comparison of my results with secondary sources. “Google” was further used to find specific articles, for example on Xbox’s target market. Two texts I identified purely on the history of video games also provided a useful background to the subject and a book documenting the making of the “Playstation” proved invaluable as a means to challenge academic thought. Released late into the project was a text called “Inside the Xbox” that provided further background to the launch of the Xbox itself. 3.2 The Research Approach The literature thus helped “Define the Marketing Research problem and develop an approach” (Malhotra and Birks, 2000, Pg 96). However, I identified no sources that specifically related to my area of interest, many of the articles simply identifying general strategies for fast moving consumer goods. Whilst these provided a sound background and consolidated a good understanding of market entry strategy, due to the very different nature of the console market it was necessary to adopt these principles and approaches in my own approach. The common disadvantage with secondary sources was thus demonstrated as the accuracy and relevance to my interest was limited. A key drawback was that many studies evaluated market entry strategies from a perspective with access to the companies in question. This simply wasn’t possible as access to relevant individuals and information within Microsoft would be impossible. Indeed three months after launch Microsoft remain reticent in confirming sales figures. It was thus necessary to approach the subject from a different angle. Due to the consumers inherent importance in the overall success of an entry strategy I decided I would use the consumer as the medium to perform my research. Microsoft’s entry strategy could then be evaluated from a consumer perspective, arguably a highly effective means due to the consumer’s objectivity and experience of the competitive market (it was surprising therefore that no articles adopted such a perspective). This formed the body of the research and was complimented by an interview with “Edge Magazine’s” News Editor so as to achieve a balance between consumer and industry opinion. The research objectives were thus developed from an understanding of the literature and formulated in a way that provided the most comprehensive picture possible of Microsoft’s entry strategy in the time available. Timing of entry, targeting / segmentation, positioning, product content and pricing were thus decided as the areas of focus which would provide the reader with a sound understanding of market entry strategy in the Xbox context. This enabled an exploratory focus from which particular conclusions and recommendations could be made. 3.3 Quantitative Research 3.31 Choice of technique The investigation of consumer’s opinions regarding Microsoft’s market entry strategy was performed by means of a quantitative approach with a structured survey using fixed response alternatives. This explored all areas of the research objectives, the questions specifically focussed to each research objective as section 3.33 discusses. I felt this was most suitable for the research purposes as a large sample would be required if my findings were to be considered statistically valid and firm conclusions could be drawn with confidence on the effectiveness of Microsoft’s strategy. Particular trends could also be easily identified. Furthermore, the use of fixed response alternatives was essential, as questions needed careful wording and precise presentation / instructions to avoid confusion. Market entry strategies are inherently complex thus questions required careful consideration in order to present a particular issue in terms consumers could understand and answer with certainty. A qualitative approach, using interviews for example, would therefore not have been suitable as the sample wouldn’t have been large enough to draw firm conclusions and time limits would have prevented the discussion of all the necessary issues. 3.32 The Sample Due to the fact the Xbox is in a highly specific market, standard sampling techniques such as random sampling (Malhotra and Birks, 2000, Pg 357), performed by asking random consumers in the high street to complete a survey, would not have been appropriate as many consumers wouldn’t possess the requisite knowledge to answer questions regarding the console market. Therefore, it was necessary to target video games consumers who had the appropriate knowledge. Printed questionnaires were thus given to two large independent video games shops in Leicester on the 20th June, “Another World” and “Game Station”. Questionnaires were also given to another outlet in my hometown Bournemouth, “Video Games Centre”, on the 25th June. All three stores were given 130 questionnaires each, which kindly agreed to distribute to customers purchasing any consoles, games or peripherals. This was effectively a form of “Judgemental sampling” therefore as I, the researcher, selected population elements based on my own judgement and requirements (Malhotra and Birks, 2000, Pg 354). This also meant that data would be collected more efficiently both in terms of time and quantity, as I wouldn’t be personally interviewing respondents. This simply wouldn’t have been possible in the time available due to the sample I required and length of the survey. I further felt that consumers would be more likely to complete the survey if asked by shop staff they were acquainted with and trusted, rather than a stranger in the street. Although this meant a particular type of consumer was targeted however, there was the disadvantage of not being in control of the questionnaires distribution, instead relying upon the staff of the shops. Queries couldn’t be answered personally and I didn’t get a first hand impression of responses, as I would if the survey had been conducted in an interview format. However a number of reviews of the questionnaire format by my supervisor and a final pilot study on five friends ensured that scope for misunderstanding was minimised. Questionnaires were then collected on 5/8/02 (this ensured they remained available in the first two weeks of the school holidays when younger consumers were more prominent) and a sample of 72 was achieved. To maximise the sample size and to vary the sampling technique I also advertised the questionnaire on the “Edge” games discussion forum (http://forum.edge-online.com/) during the week beginning 22/7/02 and e-mailed the questionnaire to interested parties. This avoided the above problems, as I was able to control distribution and answer particular queries. A sample of 31 was achieved in this way and thus the total sample size was 103. The method I finally decided upon differed somewhat from that suggested in the proposal therefore. Whilst I originally intended to distribute the survey from independent shops I didn’t intend to use the edge online forum. This was decided upon partly for fear of a small sample size and in order to vary the sample make-up. Furthermore, I originally considered using just Internet resources to execute the research but decided it could prove too unreliable in terms of the quantity and quality of data that would be received. This was a compromise therefore that would also serve to illustrate the viability of the Internet as a research tool. 3.33 Questionnaire Format The questionnaire was designed in consideration of all the research objectives. As already discussed fixed response alternatives were used to limit confusion and as far as possible efforts were made to avoid such problems as leading questions and overcoming respondents unwillingness by not asking sensitive questions (Malhotra and Birks, 2000, Pg 324). Three drafts were also undertaken before a final design was distributed, consultation with my supervisor initially highlighting particular problems with aspects such as question wording, structure and clarity. The final format (a copy is provided in Appendix I) is thus of a simple design due to the fact different sections weren’t required for particular replies. Respondents thus answered the same questions apart from those who noted in Q1 that they owned an Xbox who were directed to Q2. This made the construction process relatively simple and meant less effort was required of the respondent as they simply needed to progress through the survey rather than jumping between questions. The questionnaire is thus split into two sections, the first section purely containing questions on the Xbox etc and the second focusing on personal information. This was purposely placed at the end so it appeared less obtrusive than if among the first questions answered. Similarly I attempted to make the first few questions as unobtrusive and simple as possible to try and gain “the confidence and cooperation of respondents” (Malhotra & Birks, 2000, Pg 332). The format also used a combination of different question types. Multiplechoice questions were used where a number of potential responses existed (such as Q1). This was also used by displaying different statements (such as Q8), the respondent then asked which they felt best applied to them. This proved effective in uncovering consumer’s feelings on subjects. Dichotomous questions with only two limited options (such as Q2) were also used where appropriate. The majority of questions however used the “Likert scale” (Malhotra & Birks, 2000, Pg 296) where respondents indicated their degree of agreement on particular subjects (such as Q4), which again proved useful in identifying feelings and opinions. Questions 16–19 used a separate rating system however, firstly for considerations when purchasing a console and then rating the PS2, Xbox and GameCube individually. This enabled effective comparison between consoles and identified the consumer’s perceptions of the Xbox’s strengths and weaknesses. Using a variety of techniques thus meant that the respondent’s interest was maintained and the most suitable means was used to gather information for each question. 3.34 Analysis The collected data was inputted into a database using the SPSS computer programme and codified to aid analysis. Frequency distribution was then used to present particular questions / variables and Cross-tabulation to compare results between variables, for example the number of Xbox owners and those who purchased before / after the price cut. Where appropriate the strength of the relationship between variables was then tested using Chi square and Pearson Correlation analysis. Due to the nature of the research however there were a limited number of occasions when from the Chi square analysis it could be deduced with confidence that two variables were related (the lower the value the less likely variables are independent, 0.00 indicating variables are related) and it was especially rare when the nature of that relationship was significant and the correlation particularly strong (i.e. above 0.5 or – 0.5, 1.0 indicating a perfect correlation). 3.35 Problems Experienced The largest problem was respondent apathy, many consumers unwilling to complete the survey. This could have been due to the length of the questionnaire thus in hindsight I would shorten the structure. However I was surprised at the response considering the incentive provided. A consequence of this was that it was largely the keen, older gamer that completed the survey with very few respondents under 15yrs. This was even more prominent with the “Edge forum” sample, as users are real game enthusiasts and employees from the industry. This had a significant impact on results as will be seen in the data analysis. The fact I had little control over the survey’s distribution in shops may partly explain this however thus a different approach may have been more appropriate. Once the questionnaire had been distributed I also noted a number of structural errors that could have hindered respondents. Q17 for example, had the question on one side and the answers overleaf whilst Q11 had another answer option on the next page meaning it probably received less consideration. Revision of this would have been desirable prior to distribution. 3.4 Qualitative Research The interview with Dave McCarthy, “Edge Magazine’s” News Editor thus served to support the quantitative research by exploring opinion on the Xbox from within the industry and using a more qualitative approach. A semi-structured format thus allowed a greater insight into the subject, as the interviewee was able to discuss in detail issues stemming from the topics that I raised. This had the advantage that whilst I maintained control over the general areas for discussion, the interviewee still had a high degree of freedom to talk on issues he felt relevant to the subject. Consequently this structure allowed the opportunity to discover thoughts / opinions that the questionnaire wouldn’t reveal. Furthermore, due to the interviewee’s position within the industry, I was more likely to receive a far more informed opinion than that from consumers. A structure and outline of questions was thus produced prior to the interview, which took place on 1/8/02. Although the most desirable position would have been to conduct the interview face to face, this wasn’t possible, as a meeting could only have been arranged for early September, which was too late considering the Dissertation submission date. Consequently it was performed over the phone and recorded to aid the analysis of the interview (see Appendix II for transcript). Although a structure was implemented this changed during the course of the interview due to the interviewee covering particular areas that needed further probing or answering an intended question unprompted. As noted by Malhortra and Birks (2000, Pg 180) “The specific wording of the questions and the order in which they are asked is influenced by the subjects replies”. Following the interview a transcript was produced from the recording and analysis was undertaken in line with my research objectives. Information of specific interest and relevance was identified in this way. Unlike the questionnaire however it is not possible to draw firm conclusions from the interview, as it is evidently just a single opinion. Rather, it serves to support the quantitative findings as another source of reference enabling comparison between sources and proving a useful material to draw upon in the discussion chapter. Chapter 4: Data Analysis / Findings This chapter will analyse the data and present the findings from the primary research questionnaire, and then from the supplementary qualitative interview with the News Editor of “Edge Magazine”. The questionnaire analysis will address the research questions set out in Chapter 2 and follow the same structure of presentation. Relevant findings from the interview will then be addressed and discussed in relation to those research objectives. Quantitative Research 4.1 The Sample Makeup Before exploring the findings from the survey it is desirable to consider the demographic spread of the sample (n=103). Graph 1 thus shows the ages of respondents. Graph 1: Age of Respondents 40 36 30 29 23 Frequency 20 10 9 6 0 11 - 14 yrs Age 15 - 19 yrs 20 - 24 yrs 25 - 34 yrs 35 - 44 yrs This identifies the primary floor of the sample in that very few consumers’s under the age of 15 yrs are present, most respondents being between 15 and 34 yrs. This is perhaps unsurprising however as Sony has established this segment as the greatest purchaser of video games. Graph 2 shows a similar picture for the sex of respondents with just 15 females included in the sample compared to 88 males, which is somewhat surprising due to the fact the games market is supposedly broadening. Graph 2: Sex of Respondents 100 88 80 60 Frequency 40 20 15 0 Male Female Sex The final graph here shows the time respondents spend playing video games every week. Graph 3: Time Respondents spend playing video games 30 25 24 20 20 19 15 Frequency 10 0 0 - 3 hrs 4 - 6 hrs 7 - 9 hrs 10 - 12 hrs 13+ hrs Time spent playing video games As can be seen the spread is fairly even but most respondents play for over 13 hours a week. This reinforces my observation in the methodology (Section 3.35) that a large proportion of the respondents are older, avid / “hardcore” gamers which is a reflection on my data collection and sampling techniques. 4.2 “How has Microsoft’s entry timing influenced the performance of the Xbox?” 4.21 Has the fact the PS2 has been available for 18 months prior to Xbox’s release meant consumers are demonstrating greater commitment to that console and games, OR have consumers waited for the Xbox and it’s newer technology? The four graphs below thus show the ownership of consoles among the sample of 103. Graph 4: Owners of PS2 60 50 51 52 Yes No 40 30 Frequency 20 10 0 Owners of PS2 Graph 5: Owners of Xbox 70 66 60 50 40 37 30 Frequency 20 10 0 Yes Owners of Xbox No Graph 6: Owners of GameCube 70 64 60 50 40 39 30 Frequency 20 10 0 Yes No Owners of GameCube Graph 7: Owners of Other Consoles 60 55 50 48 40 30 Frequency 20 10 0 Yes Owners of Other Consoles No The PS2 is clearly the most widely owned console with 51 of the respondents stating they possess that machine. Penetration of the other new generation (NG) consoles appears somewhat lower however with a fairly equal number of users for each technology, the Xbox owned by 37 and GameCube 39 of the respondents. Of further interest is the fact 55 of the 103 respondents stated they own an “other console” thus serving as a reminder that the market for earlier generation consoles, such as PS1, is yet to reach the end of its lifecycle. In terms of ownership therefore it appears that the PS2’s longer time in the market has secured a substantial user base over the Xbox and GameCube. However despite the Xbox being available for 6 weeks before the GameCube’s 3/5/02 launch, the data shows that the Xbox is marginally behind Nintendo’s machine. 4.22 Consumer’s perspectives on the effect of the PS2 being the first new generation console to market. Consumer perspectives however, illustrate a different picture to that presented by console ownership. Graph 8: Importance of the fact PS2 was the first NG console 60 50 48 40 30 27 24 Frequency 20 10 0 4 Very Important Fairly Unimportant Important Completely Unimporta Level of Importance In response to the question “How important was / would be the fact that the PS2 was available before the Xbox or GameCube in your purchase decision?” (Graph 8 above) just 4 respondents felt it was “very important” as opposed to 48 who stated it was “completely unimportant” in their purchase decision. However, when asked the extent to which they agree with the statement “Individuals were unlikely to purchase an Xbox or GameCube if they had already bought a PS2”, 43 said they “agreed”, 20 “strongly agreed”, 39 “disagreed” and just 1 “strongly disagreed” (Graph 9 Below). Graph 9: Whether less likely to purchase Xbox or GC if had already bought a PS2 50 43 40 39 30 Frequency 20 20 10 0 Strongly Agree Agree Disagree Strongly Disagree Level of Agreement The low importance in the purchase decision of the fact the PS2 was the first new generation console is perhaps partly explained by the importance attached to the perceived popularity of a console (Table 1 below). Table 1: Importance of Console popularity Frequency Percent Valid PercentCumulative Percent Valid Very 6 5.8 5.8 5.8 Important 35 34.0 34.0 39.8 Fairly 32 31.1 31.1 70.9 30 29.1 29.1 100.0 103 100.0 100.0 Important Unimportant Completely Unimportant Total Surprisingly just 6 respondents felt the popularity of a console was “very important” in their purchase decision with 35 saying it was “important”, 32 “unimportant” and 30 “completely unimportant”. The fact the majority of respondents were not concerned by popularity thus suggests a consoles large user base, a characteristic advantage of first to market products, would influence few potential purchasers. Despite the ownership figures confirming the traditional notion that first movers are more likely to realise greater advantages therefore, the evidence from the consumer’s perspective largely refutes theories on this subject as will be seen in Chapter 4. This could be a reflection of my sample however or denial exercised by respondents, gamer’s culture would thus have to be studied before a conclusion could be reached. 4.23 Has the later introduction had a positive effect i.e. is the Xbox now perceived as the most desirable and dominant technology? To identify any positive effects of Microsoft’s entry timing Graph 10 displays respondent’s answers to the question “If you could only own one of these consoles, which would you choose?” Graph 10: Consumer's favourite console 40 36 30 34 33 Frequency 20 10 0 PS2 Xbox GameCube Consumer's favourite console Although the spread is relatively even the GameCube is considered the most desirable console, followed by the Xbox and then the PS2. Whilst a larger sample would be needed to further test accuracy, the data suggests that the later introduction of the Xbox and GameCube has indeed had some positive effect, as both consoles are deemed more desirable than the PS2. Using cross tabulation and comparing ownership with favourite console can further test this. Graph 11 thus shows that the majority of PS2 owners (22) indicated the GameCube as their top choice console followed by the PS2 itself (18) and the Xbox (11). Graph 11: PS2 Owners * Favourite Console 24 23 22 22 20 18 18 16 Consumer's favourite 15 14 14 PS2 Count 12 10 Xbox 11 GameCube 8 Yes No Owners of PS2 This contrasts with Graphs 12 and 13, which demonstrate that the majority of Xbox and GameCube owners indicated those consoles as their favourite with the PS2 appearing the least desirable. Graph 12: Xbox Owners * Favourite Console 40 30 31 25 24 20 Consumer's favourite PS2 Count 10 11 10 Xbox 0 GameCube Yes No Owners of Xbox Graph 12 thus shows that the majority of Xbox owners indicated the Xbox as their favourite console followed by the GameCube. The chi square analysis in Table 2 confirms the relationship between these variables with a value of 0.00. The strength of this relationship is not particularly strong however (-.196, Table 3) and so it can’t be said with confidence that Xbox owners largely identify the Xbox as their favourite console. Table 2: Chi-Square Tests for Xbox owners favourite console Value df Asymp. Sig. (2- sided) Pearson Chi- 30.985 2 .000 Square Likelihood Ratio 33.912 2 .000 Linear-by-Linear 3.918 1 .048 Association a 0 cells (.0%) have expected count less than 5. The minimum expected count is 11.85. Table 3: Pearson’s Correlation for Xbox owners favourite console Value Asymp. Std. Approx. T Approx. Sig. Error Interval by Pearson's R -.196 .083 -2.009 .047 Interval a Not assuming the null hypothesis. b Using the asymptotic standard error assuming the null hypothesis. c Based on normal approximation. Graph 13 shows a similar picture for the GameCube whereby most owners (24) identified the GameCube as their favourite console followed by the Xbox (12) and just 3 respondents indicating a preference for the PS2. Graph 13: GameCube Owners * Favourite Console 40 30 30 24 22 20 Consumer's favourite Count 10 12 12 PS2 Xbox 0 3 GameCube Yes Owners of GameCube No Furthermore the chi square analysis (Table 4) again demonstrates that the two variables are related as the 0.00 value is displayed. Table 4: Chi-Square Tests for GC owners favourite console Value Pearson Chi- 24.402 df Asymp. Sig. (2-sided) 2 .000 Square Likelihood Ratio 26.575 2 .000 Linear-by-Linear 24.101 1 .000 Association a 0 cells (.0%) have expected count less than 5. The minimum expected count is 12.50. Compared to Xbox owners however the relationship between variables appears stronger as the correlation of -.486 (Table 5) is far closer to –0.5, which indicates a strong, negative correlation. Although not above the –0.5 level, for practical purposes it is sensible to interpret a strong correlation and thus it can be said that GameCube owners are likely to indicate the GameCube as their favourite console. Table 5: Pearson's Correlation for GC owners favourite console Value Asymp. Approx. Approx. Sig. Std. T Error Interval Pearson' -.486 by .078 -5.590 .000 sR Interval a Not assuming the null hypothesis. b Using the asymptotic standard error assuming the null hypothesis. c Based on normal approximation. These cross tabulations demonstrate therefore, that whilst the PS2 has the largest user base, the Xbox and GameCube are characterised by higher levels of user loyalty. This suggests therefore that the later introduction has had a positive effect in that the Xbox is seen as a more desirable machine than the PS2. In addition, the Xbox is also deemed the most desirable console among respondents indicating ownership of “other consoles” as Graph 14 displays. Graph 14: Other Consoles * Favourite Console 24 23 22 20 19 18 18 17 16 14 Consumer's favourite 15 PS2 Count 12 11 10 8 Xbox GameCube Yes No Owners of Other Consoles As many respondents not owning any of the NG consoles indicated ownership of “other consoles” this could prove beneficial to the Xbox in the long-term. 4.24 The effect of the fact Microsoft is new to the console market Regarding the influence of Microsoft’s newness to the console market Graph 15 presents respondent’s answers to this issue. The majority of respondents indicated this wouldn’t influence their purchase decision. However over 30% said they were less likely to purchase an Xbox for this reason thus perhaps suggesting Microsoft will have to establish itself in the market before it is perceived by all as a viable contender to Sony and Nintendo. Graph 15: "I'm less likely to buy an Xbox as MS are new to consoles" 60 53 50 40 30 Frequency 20 22 19 10 9 0 Strongly Agree Agree Disagree Strongly Disagree Importance of fact MS is new to console market 4.25 Is entry timing irrelevant, are people purchasing more than one console? In exploring this question Tables 6-8 thus establish the number of respondents who own two of the three NG consoles. Table 6: Owners of PS2 * Owners of GameCube Crosstabulation Owners of GameCub Total e Owners Yes Yes No 27 24 51 12 40 52 39 64 103 of PS2 No Total Table 7: Owners of PS2 * Owners of Xbox Crosstabulation Owners of Total Xbox Owners Yes Yes No 18 33 51 19 33 52 37 66 103 of PS2 No Total Table 8: Owners of Xbox * Owners of GameCube Crosstabulation Owners of Total GameCub e Owners Yes Yes No 20 17 37 19 47 66 39 64 103 of Xbox No Total Evidently the largest number of respondents owning two consoles is 27 possessing the PS2 and GameCube whilst the lowest is 18 with the Xbox and PS2. Around 20% of respondents, on average, thus owned 2 of the NG consoles. However, the sample is weighted heavily with older respondents over 15 yrs who are likely to have a larger disposable income compared to younger gamers. Conclusions on this issue thus cannot be made with confidence but 20% remains a fairly low proportion thus entry timing would appear to remain significant. 4.3 “How Effective has Microsoft’s targeting strategy been?” 4.31 Has the intended initial audience of 16 – 26 yrs males been reached? / Is there evidence of the Xbox progressing through the diffusion of innovation as intended i.e. from the 16 – 26 yrs males to a wider audience including females and older users? Graph 16 (below) shows the gender distribution among Xbox owners. Unsurprisingly users are largely male with just two females professing to own an Xbox. It should be noted at this point however that just 15 females are included in the sample. Graph 16: Xbox Owners * Sex 60 53 50 40 35 30 20 Sex 13 Count 10 Male 0 Female Yes Owners of Xbox No The ages of Xbox owners are somewhat more diverse than expected however, as Graph 17 displays. Graph 17: Xbox Owners * Age 40 30 30 Age 20 11 - 14 yrs 16 15 - 19 yrs 13 10 12 11 20 - 24 yrs Count 9 25 - 34 yrs 6 4 2 0 Yes 35 - 44 yrs No Owners of Xbox Ownership is strongest among the 15 –19yrs age group whilst just 6 respondents from the other key demographic, 20 – 24yrs, own an Xbox. Despite this however it is evidently older gamers who are likely to own an Xbox as a total of 15 respondents aged between 25 and 44yrs stated they owned the console compared to 0 from the 11 – 15yrs category. It must be remembered however that very few respondents in this age range are in the data set. Another effective indicator of the users of a console is the time an individual spends playing video games, indicated by Graph 18. Graph 18: Xbox Owners * Time Spent Playing Video Games 20 19 18 18 16 Time spent per week 14 14 0 - 3 hrs 12 12 11 10 7 - 9 hrs 9 8 4 - 6 hrs Count 8 10 - 12 hrs 6 6 6 13+ hrs 4 Yes No Owners of Xbox The graph illustrates perfectly that Xbox owners spend far longer playing video games compared to non-Xbox owners. This is reinforced by the chi-square value of 0.00 that demonstrates a relationship between the variables (Table 9). Table 9: Chi-Square Tests for the time Xbox owners spend playing video games Value df Asymp. Sig. (2-sided) 20.196 4 .000 Likelihood 26.112 4 .000 1 .000 Pearson Chi-Square Ratio Linear-by- 17.923 Linear Association a 0 cells (.0%) have expected count less than 5. The minimum expected count is 5.39. Table 10: Pearson's Correlation for the time Xbox owners spend playing video games Value Asymp. Approx. Approx. Sig. Std. T Error Interval Pearson' -.419 by .079 -4.640 .000 sR Interval a Not assuming the null hypothesis. b Using the asymptotic standard error assuming the null hypothesis. c Based on normal approximation. Again the Pearson’s Correlation value (-.419) (Table 10) is just below–0.5 but for the purposes of analysis it is sensible to assume a fairly strong negative correlation. It can thus be said with confidence that Xbox owners are more likely than owners of other consoles to spend more time playing video games. In regard to the initial target demographic therefore it is evident that it has indeed been reached successfully. Users are largely male, above age 15 and tend to be “hardcore gamers” devoting significant amounts of time per week to the activity. However it was unexpected to see such a low level of owners in the 20 – 24yrs age range, which if consistent when investigating with a larger sample, would prove worrying to Microsoft at failing to reach a key user age group. Evidence of the Xbox progressing through the diffusion of innovation is limited however as very few females and none under the age of 15 appear to have adopted the console. However some over 26yrs now own an Xbox, which could be an indicator of the diffusion beginning to occur following the targeting of the innovators but further progress into other age ranges such as the under 15’s, and females would be needed before it could be considered to have reached a “wider audience”. It is still early in Xbox’s lifecycle however so time remains for it to progress from the innovators and early adopters. 4.32 What is the perceived target market among consumers? Graph 19 (below) confirms the above findings, illustrating that 80 of the respondents correctly identified that Microsoft were initially targeting the male, 16 – 26yrs demographic. Graph 19: Consumer's perception of the Xbox target market 100 80 80 60 Frequency 40 20 11 0 Mostly males 6 - 15 Mostly males, 26+ Mostly males 16-26 Males/Femal all ages Consumer's perception of the Xbox target market 4.4 “How has the Xbox been received by consumers?” 4.41 What is the relative opinion of the Xbox compared to other consoles, has its greater specifications had a substantial impact? To some extent this has already been done in Section 4.2 whilst investigating the first research objective. However analysis here is performed by consideration of a number of factors important to the purchase of a console. Prior to assessing the ratings ascribed to various Xbox attributes therefore, it is necessary to consider the relative importance consumer’s attach to these factors. Graph 20 thus displays the mean score ratings of each consideration when purchasing a console. Graph 20: Mean Consumer considerations in console purchases Level of Importance (1 low, 5 high) 5.0 4.5 4.6 4.7 4.0 3.9 3.5 3.8 3.0 2.5 2.4 2.5 2.0 2.5 2.4 2.0 1.5 ity bil pa Ca D DV ity lar pu ing Po am G ne nli O ice Pr e m na d es an am Br G of es lity am ua Q fG o n ce tio an lec ar pe Se Ap ole ns s ec Co Sp ole ns Co Considerations This identifies that it’s games, both in terms of selection and quality of titles available, which are most important in the console purchase decision. This is followed by price and the console specifications. These factors thus constitute the top four considerations, the remaining factors appearing to be of significantly lower importance. This understanding of consumer motivations will thus be used to evaluate the ratings ascribed to the Xbox in comparison to the PS2 and GameCube. Graphs 21 – 23 below thus present the mean score ratings for each factor granted by respondents for the PS2, Xbox and GameCube respectably. Graph 21: PS2 Mean Consumer ratings 4.5 4.2 4.0 Rating (1 poor, 5 Excellent) 3.5 3.4 3.0 3.2 3.4 3.4 3.2 2.7 2.5 2.0 1.8 1.5 D DV 2 ing m PS ga ne nli O 2 ls PS ra he rip Pe 2 PS ice Pr lity 2 ua PS Q es am n G tio 2 lec PS Se es am G 2 ce PS an ar pe Ap s 2 ion PS at ific ec Sp 2 PS 3.5 3.4 4.1 4.0 3.1 3.0 2.9 2.8 2.9 2.7 2.5 2.3 2.0 Rating (1 poor, 5 Excellent) Graph 22: Xbox Mean Consumer ratings 4.5 D DV ing ox m Xb ga ne nli O ox ls Xb ra he rip Pe ox Xb ice Pr lity ox ua Xb Q es n am tio G lec ox Se Xb es am G ox ce Xb an ar pe Ap s ox ion Xb at ific ec Sp ox Xb Graph 23: GameCube Mean Consumer ratings 4.5 4.3 Rating (1 poor, 5 Excellent) 4.0 3.5 3.6 3.5 3.6 3.4 3.0 3.1 2.5 2.0 2.0 1.5 ing m ga ne nli O C ls G ra he rip Pe C G ice Pr lity C ua G Q es n am tio G lec C G Se es am G C ce G an ar pe Ap s C ion G at ific ec Sp C G From a comparison across the three graphs it is evident that regarding all factors, the GameCube narrowly has an edge over the PS2 whilst the Xbox, in most categories is behind both other consoles. In Graph 20 games were the most important consideration so this category will be analysed in detail regarding the Xbox later. However the graphs show that in terms of games selection, the PS2 has a considerable lead (4.2) followed by the GameCube (3.4) and the Xbox trailing with a mean rating of just 2.9. With regard to games quality however the PS2 and Xbox are even on 3.4 whilst the GameCube has the highest score of 3.6. Specifications were indicated as the third priority however and the Xbox does have a clear advantage in this category with a mean rating of 4.1 compared to the PS2’s 3.2 and the GameCube’s 3.5. The consoles greater specs were heralded at launch as an advantage over other consoles thus the unique selling point that Microsoft have established does appear to be an important one. Although price was indicated as the fourth most important consideration, due to it’s key role within a market entry strategy, it has its own specific research objective and thus will be discussed in Section 3.5. The remaining attributes are thus those that were indicated as receiving considerably less attention. In terms of appearance the Xbox is again rated lower than the PS2 and GameCube with a score of just 2.3 compared to 3.2 and 3.6 respectably. Similarly the Xbox’s peripherals were rated as the lowest which is perhaps a reflection of the widespread criticism of the size and shape of the controller. The Xbox’s DVD facility was rated higher than the PS2 however (no such facility on the GameCube) as was the Xbox’s online gaming capability / potential. However Microsoft have made online gaming a priority in the Xbox, considerably adding to its cost, and will be disappointed that whilst it received the highest rating compared to other consoles, consumers rated the facility as receiving the lowest consideration of all the factors suggesting few gamers consider this as important as Microsoft. 4.42 How important has the accompanying games line up been in the purchase decision, what is the opinion of Xbox games compared to the competition? The mean rating of the selection and quality of Xbox games has already been noted above but the precise distribution is shown in Graphs 24 and 25. Graph 24: Xbox Games Selection 50 47 40 32 30 20 Frequency 15 10 0 5 3 Poor Fair Xbox Games Selection Average Good Excellent Graph 25: Xbox Games Quality 50 46 40 30 24 20 Frequency 17 13 10 0 Poor Fair Average Good Excellent Xbox Games Quality These illustrate that whilst the selection of games available is widely considered “average” or lower with just 20 respondents considering the selection “good” or “excellent” the overall quality of games appears fairly high. Just 15 respondents considered the quality “fair” or “poor”, the majority indicating the quality as “average” (46) or “good” (24). Evidence of the perception among consumers of the high quality of Xbox games is reinforced by Graph 26, which illustrates respondent’s answers to the question “Would you consider purchasing an Xbox just to play a particular game/s?” Graph 26: Would you purchase an Xbox just to play particular games? 60 50 50 40 33 30 Frequency 20 20 10 0 Yes No Unsure Particular games Over 30% of respondents indicated positively to the question, games frequently cited including Halo, Jet Set Radio Future and Dead or Alive 3. The Tables below also confirm that it is not solely Xbox owners who answered affirmative to the question. Table 11: Particular games * Owners of PS2 Crosstab Count Owners Total of PS2 Particula Yes Yes No 16 17 33 27 23 50 12 20 52 103 r games No Unsure 8 Total 51 Table 12: Particular games * Owners of Xbox Crosstab Count Owners Total of Xbox Yes No 23 10 33 7 43 50 Unsure 7 13 20 66 103 Particula Yes r games No Total 37 Table 13: Particular games * Owners of GameCube Crosstab Count Total Owners of GameCu be Particula Yes Yes No 19 14 33 14 36 50 14 20 64 103 r games No Unsure 6 Total 39 Table 14: Particular games * Owners of Other Consoles Crosstab Count Owners of Other Total Console s Particula Yes Yes No 26 7 33 20 30 50 11 20 48 103 r games No Unsure 9 Total 55 Whilst relatively few PS2 owners (16) said they would purchase an Xbox just to play a particular game/s, 19 of the 39 GameCube owners said this was the case. Table 12 also illustrates that unsurprisingly most Xbox owners said this to be the case, just 7 respondent’s indicating to the contrary. The chi-square value of 0.00 demonstrates this in Table 15 below, highlighting the existence of a relationship between the variables. Table 15: Chi-Square Tests showing whether Xbox owners were tempted to purchase an Xbox by particular games Value df Asymp. Sig. (2-sided) Chi- 26.801 2 .000 Likelihood Ratio 27.633 2 .000 Linear-by-Linear 10.753 1 .001 Pearson Square Association a 0 cells (.0%) have expected count less than 5. The minimum expected count is 7.18. Table 16: Pearson’s Correlation showing whether Xbox owners were tempted to purchase an Xbox by particular games Value Asymp. Approx. Approx. Sig. Std. T Error Interval Pearson' .325 by .101 3.450 .001 sR Interval a Not assuming the null hypothesis. b Using the asymptotic standard error assuming the null hypothesis. c Based on normal approximation. The correlation value of .325 (Table 16) is not significant enough however to assume a strong relationship. Table 14 also shows that over half of those owning “other consoles” (26) said a particular game would tempt them to purchase an Xbox. As many such respondents don’t own a NG console this demonstrates the potential importance of the games line up. Although consumer opinion reflects a low opinion of the present games selection therefore, the quality of titles available is perceived as fairly high with particular games seemingly able to drive demand for the console given the importance that consumer’s attach to the games available (shown in Graph 20). 4.43 What effect has the Microsoft Brand Name had on consumer’s intentions to purchase? This is also of importance in establishing how consumers have received the Xbox, and is illustrated by Graph 27. Graph 27: Effect of MS brand name on Consumer's intention to purchase an Xbox 80 70 60 Frequency 40 20 14 12 7 0 More likely to purch Less likely to purch Makes no difference Would not purchase Effect of MS brand name on purchase intention Despite fears that the Microsoft association would be a negative influence, this shows that most consumers (70) are indifferent to the fact with just 7 respondents suggesting they would not purchase an Xbox due to it’s father company. Conversely more respondents (12) were positive about the association. 4.44 To what extents do non-Xbox owners intend to purchase the console? Consideration of this question illustrates the longer-term prospects of the Xbox, presented by Graph 28 below. Graph 28: Intention to purchase an Xbox 40 38 30 20 Frequency 14 10 8 6 0 I intend to purchase I don't plan to purc I would consider pur I would never consid Intention to purchase an Xbox This shows the majority of respondents (38) don’t plan to purchase an Xbox with just 6 indicating that they will do so within the next 6 months and 14 respondents indicating they “would consider purchasing an Xbox”. Graph 29 further demonstrates the extent of this by comparing intention to purchase and consumers favourite console. Although this graph obviously doesn’t include Xbox owners and thus the numbers indicating the Xbox as their favourite console are lower, it illustrates that just 2 respondents who don’t own an Xbox but highlighted it as their top choice of console, plan to purchase one within the next 6 months compared to 4 who said they don’t plan to purchase the console. Graph 29: Intention to Purchase * Consumers Favourite Console 20 Intention 19 I intend to purchase 15 an Xbox in the 6 mon I would consider 10 purchasing an Xbox I don't plan to Count 5 5 purchase an Xbox 5 4 4 3 0 2 2 PS2 2 Xbox I'd never consider purchasing an Xbox GameCube Consumer's favourite console Whilst Xbox was indicated as the second most desirable console (Graph 10) and over 30 respondents said particular games would tempt them to purchase an Xbox (Graph 26) therefore, it appears the majority of respondents either already own the machine or despite their preference, don’t plan to purchase one. This does not project a favourable scenario for the Xbox’s long-term prospects therefore. 4.5 “How has Microsoft’s advertising influenced the performance of the Xbox” 4.51 Has Microsoft’s desire to position the Xbox as a more inclusive machine than the PS2 meant a wider demographic is adopting it? The Xbox’s user base has already been analysed in Section 4.3 so comparisons with the PS2 will refer back to that section to aid discussion. Graph 30 below thus presents the gender distribution among PS2 owners. Graph 30: Owners of PS2 * Sex 50 47 40 41 30 20 Sex 10 11 Count Male 4 0 Yes Female No Owners of PS2 Comparing this with that among Xbox owners (Graph 16) reveals very little difference with very few females possessing either console, just 4 owning the PS2 and 2 the Xbox. A wider of survey of females would thus be needed to identify if either console was more inclusive but evidence suggests the Xbox has thus far not succeeded in attracting a larger female audience than the PS2. A greater difference does exist between the consoles regarding the age of users however. Graph 31: Owners of PS2 * Age 20 19 17 16 14 13 Age 10 11 - 14 yrs 9 15 - 19 yrs 6 20 - 24 yrs Count 4 3 25 - 34 yrs 2 35 - 44 yrs 0 Yes No Owners of PS2 Graph 31 illustrates a broad range of users for the PS2 ranging from 11yrs to 44yrs, the key user group aged between 15yrs and 34 yrs with the highest penetration among 20 – 24 yr olds. The Xbox however appears more prominent among older users (Graph 17). Unlike the PS2 the Xbox has no users in the 11 – 14yrs age group whilst the 15 – 19yrs age group is the strongest closely followed by the 25 –34yrs group. Despite a smaller user base, the Xbox also has more users over 35yrs. It appears therefore that rather than being more inclusive in terms of age, the Xbox has a narrower audience than the PS2. Furthermore, the time users spend playing video games reveals a similar picture. Graph 32 shows that the time PS2 owners spend on their consoles is fairly fragmented but with most users occupying their time with 4 – 6hrs play a week. Graph 32: Owners of PS2 * Time spent playing video games 30 Time spent playing 20 0 - 3 hrs 4 - 6 hrs 10 Count 7 - 9 hrs 10 - 12 hrs 13+ hrs 0 Yes No Owners of PS2 Graph 18 however, shows that compared to PS2 owners; Xbox users spend more time per week playing video games with no respondents playing under 3hrs and the majority playing for over 13hrs. This suggests therefore that it is more the “hardcore” gamer / enthusiast that has so far purchased the Xbox rather than the casual games player. It does not appear therefore that Microsoft, as yet, has managed to reach a wider audience than the PS2. It should be remembered however that it is still early in the consoles life-cycle so time remains for Xbox’s demographic to broaden. 4.52 What do consumers think Microsoft is trying to achieve with their advertising / do they think the advertising will attract a broader audience than PS2? Graph 33 shows the image consumer’s felt Microsoft was trying to achieve. Graph 33: Image thought MS are trying to present 50 46 40 42 30 Frequency 20 15 10 0 For the hardcore Most powerful consl Play is natural/imp Image thought MS are trying to present This demonstrates that 46 respondents correctly identified the message that “play is natural / important and so open to everyone”. However a high proportion (42) felt that “the Xbox is the most powerful console” was the advertisings key message and 15 that “the Xbox is strictly for the hardcore gamer”. The fact a significant proportion of respondents didn’t identify the true message of the advertising thus may partly explain why the Xbox so far hasn’t reached a broader audience than the PS2. Supporting this is the fact most respondents felt Xbox advertising would not attract a broader audience than Sony’s PS2, illustrated by Graph 34. Graph 34: Will MS advertising attract a wider audience than PS2 70 60 61 50 40 Frequency 30 31 20 10 10 0 Strongly Agree Agree Disagree Strongly Disagree Level of Agreement Only 32 respondents felt this would be achieved compared to 61 who “disagreed” with the statement and 10 who “strongly disagreed”. 4.53 Do consumers feel the advertising has created widespread awareness of the Xbox? In regards to this sub-objective the answers present a similarly negative picture for the Xbox (Graph 35 below). Graph 35: How successful has MS's advertising been in raising awareness? 50 45 40 36 30 20 Frequency 20 10 0 Very Successful Fairly Unsuccessful Fairly Successful Completely Unsuccess How successful MS been in raising awareness Although answers were fairly well distributed, 45 respondents indicated the campaign to have been “fairly unsuccessful”. Whilst the majority (56) felt it had been either “very successful” or “fairly successful” however, the fact such a large proportion of consumers felt this to be the case given the significant Xbox marketing budget, possibly reflects why the Xbox, despite its earlier launch is already trailing the GameCube and hasn’t reached the broader audience desired. 4.6 “How has Microsoft’s pricing strategy influenced sales / market share?” 4.61 What was consumer opinion of the original £300 retail price and who purchased before the reduction? Graph 36 illustrates consumer’s responses to the question: “Was the launch price of £300 overpriced compared to the PS2 and GameCube?” Graph 36: Was the launch price too high compared to the other consoles? 50 46 40 42 30 Frequency 20 13 10 0 Strongly Agree Agree Disagree Strongly Disagree Level of Agreement This clearly shows that respondents overwhelmingly thought the Xbox was indeed overpriced compared to the PS2, which was already available at £199, and the GameCube, which was soon to be released at around £170 lower. No less than 46 respondents “strongly agreed” and 42 “agreed” compared to just 15 in total who either “disagreed” or “strongly disagreed” with the statement. Surprisingly however this is not strongly reflected in the purchasing of the Xbox, shown by Graph 37. Graph 37: Xbox Purchase Before or After the Price Cut? 20.5 20.0 20.0 19.5 19.0 18.5 18.0 Xbox purchase before Count 17.5 Before price cut 17.0 17.0 After price cut 16.5 Yes Owners of Xbox Just 3 more respondents indicated that they purchased after the price cut. This is particularly surprising as Graph 38, as will be seen, indicates most respondents felt the present price of £199 was “reasonable”. One possible explanation for this could be related to the demographic that has so far purchased the Xbox. As we have seen, evidence suggests the user base demographic is yet to broaden from those targeted at launch. Due to users largely being the “innovators” or “early adopters” therefore, purchase was more likely to occur early in the lifecycle when the original price was still in place. 4.62 What effect has the reduction to £199 had, are consumers now more likely to purchase / what do consumers think of the price compared to other consoles? Graph 38 below shows respondents opinions of the price of £199 compared to the PS2 and GameCube following the price cut. Graph 38: Is the present price reasonable compared to other consoles? 70 60 63 50 40 Frequency 30 35 20 10 0 Strongly Agree Agree Disagree Strongly Disagree Is the present price reasonable compared to other consoles? This demonstrates that whilst consumers overwhelmingly felt the launch price was too high, the present price of £199 is considered “fair” compared to the PS2 and GameCube with 63 respondents “agreeing” with the statement, 35 “strongly agreeing and just 3 in total “disagreeing” or “strongly disagreeing”. However as Graphs 28 and 29 showed earlier, despite opinion that the present price is reasonable, few consumers intend to purchase an Xbox. This perhaps is partly explained by Graph 39, which shows respondents mean ratings for each console’s price. Graph 39: Mean rating of the PS2 Xbox and GameCube Prices 4.5 4.4 4.0 3.5 Mean Rating 3.4 3.0 2.9 2.5 PS2 Price Xbox Price GC Price The Xbox’s rating is clearly significantly lower than the PS2’s or GameCube’s, which conflicts with Graph 38. The question didn’t specify which price was to be assessed but instead just directed the respondent to give a general rating. This perhaps suggests that whilst the price is now considered reasonable, the initially high price point has had a highly negative effect on consumer opinion.
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