The video game industry Current strategy: use PS3 as a loss leader to introduce the Blu-Ray as a standard Growing video game industry (4%) Substitutes for console gaming are growing rapidly (such as massive multiplayer online games) Consumer market is segmented mainly by age : - Casual gamers (36%): between the age of 18 and 24 and white Nintento is aggressively courting non-traditional games in order to increase the market Sony and Microsoft target the “hardcore group” (11%) that views gaming as their primary source of entertainment (because play more and buy more games) Video game industry is sufficiently saturated => no realistic entrants except in related markets such a portable gaming Barriers to entry: intense price competition, large economies of scale => potential entrants would need: experience in consumer electronics, access to capital, significant name recognition Sega dropped out when Microsoft entered => only 3 firms possible but current players have a lot of cash and could afford losses during years Potential entrants: Blizzard Entertainment, Apple Inc. Video game consoles are sold at loss, then consumers are locked in Methods of Sony to compete for customers: - provide a console-specific gaming experience (ex: Final Fantasy only on PS) - Backwards-compatibility that reduces secondary game market and increases the cost of switching to non-Sony consoles. About the PS- BluRay strategy: - Price is a significant barrier to PS3 console adoption: 60% of Sony’s target demographic think that the price of a PS3 is too high - Sony needs to increase production capabilities to meet market demand: the limiting factor has been the supply of blue laser diodes used in the Blu-Ray drive. Sony has slightly more purchasing power than Microsoft because of the sheer purchasing volume across its entire consumer electronics division. Nintendo does not have as much purchasing power, but this factor does not matter as much because they use lower cost components. - Adoption rates of the PS3 are not fast enough to establish Blu-Ray as the dominant format Sony needs partnerships for hardware and software: - Hardware: accelerate the life cycle of its PS3 (more Blu-Ray drives and more PS3 units) (a danger would be then a reduction of entry barriers for partners) - Software: align their interests with that of game developers Sony - PS2: dominance in the last generation of gaming console PS3: fight against ToshibaMicrosoft for standard in new generation of disc player (HD-DVD against Blu-Ray) Microsoft - In 2001: sold at a $100 loss/unit Xbox 360: use the internet> social networks on game consoles Xbox Live: required broadband connectivity => part of Microsoft LT Nintendo - Nintendo was thought to be dead after the Gamecube Buzz around Wii Wii targeting more of a mainstream audience Wii is a threat for PS3 because released at the - - Launch of the first PS in 94 with 3D and CD (production cost of 1,5$ compared to the 14$ of Nintendo’s catridge game) In 1999: 60% of the US market PS2: read DVD at a price on par with DVD players PS3: about 250$ loss per unit Actually losing significant ground strategy to gain significant knowledge about the game industry - - same time but at half the price Nintendo was a monopoly until the arrival of the first PS In 1990: 90% of the US market In 1999: 30% of the US market Wii integrates online functionality (weather, mails,…) Possible to buy online old games (bring older gamers back to Nintendo) Focussed on fun games to people of all ages and gender and let Sony and Microsoft battle it out for the cor gamer demographic Has the expertise and reputation (regain its superior position)
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