Erosion of industry leadership in the face of seemingly innocuous technological changes: a study of the video game console industry Allan Afuah University of Michigan Business School University of Michigan Business School, 701 Tappan Ann Arbor, Michigan 48109-1234, USA Tel.: (734) 763 3740; Fax: (734) 936 0282 [email protected] Rosa Grimaldi University of Bologna CIEG, Via Saragozza, 8, 40124, Bologna, Italy Tel.: 0039 (0) 51 2093953; Fax: 0039 (0) 51 2093949 [email protected] Abstract We present a framework for exploring why industry incumbents lose their leadership positions to attackers in the face of seemingly innocuous technological changes. We use the framework to explain why in the video game industry, market leaders have been toppled each time a new generation of microprocessors has been introduced. Our framework has implications for research in dynamic capabilities. SPRU Conference, Falmer, Brighton, UK, 13-15 November, 2003 Erosion of industry leadership and innocuous technological changes INTRODUCTION Although the impact of technological change on the competitive advantage of incumbents has intrigued scholars of technological change since at least Schumpeter (1934), most of the leading research in the area has focused on radical or competence-destroying technological changes (e.g., Abernathy and Clark, 1985; Tushman and Anderson, 1986; Anderson and Tushman, 1990; Tripsas, 1997). One finding of this research stream is that incumbents are relatively safe in the face of non-radical technological changes (Hill and Rothaermel, 2003). However, it is not unusual to see incumbents lose their leadership positions in the face of what appears to be relatively harmless technological changes—non-radical technological changes that build on existing core scientific and engineering concepts. This leads to a rather interesting question: Why is it that seemingly innocuous technological changes sometimes result in the loss of competitive advantage by industry leaders? Henderson and Clark (1990) were the first to explicitly tackle this question. Their paper, and the others that followed, took an information processing perspective while assuming that firms have the resources that they need or can easily acquire them. That is, they argued that incumbents who lost their leadership positions in the face of apparently harmless technological changes did so because they did not understand the architectural changes—they failed to search, find, import and process the information that they needed to successfully reconfigure their systems (Henderson and Clark, 1990; Henderson and Cockburn, 1994; Afuah and Bahram, 1995). An underlying assumption in this information processing perspective is that these firms have the resources that they need and if they do not, they can easily find and acquire them whenever they want to. However, the resource-based view of the firm argues that 2 Erosion of industry leadership and innocuous technological changes valuable resources can sometimes be scarce, difficult to duplicate or acquire (e.g., Peteraf, 1993; Helfat and Peteraf, 2003). Thus we can expect that incumbents’ information processing problems can be exacerbated by the lack of resources, or even when incumbents have no information processing problems, they may still not successfully exploit a new technology simply because the resources which they need are scarce or they have to pay too much for the resources. We build on the architectural innovation theory and draw on the resource-based view of the firm and related research streams (e.g. Henderson and Cockburn, 1994; Brusoni, Prencipe and Pavitt, 2001, Granstram, Patel and Pavitt, 1997) to further explore why seemingly innocuous technological changes can result in the overthrow of incumbent leaders. We argue that architectural technological changes that require reconfiguration of systems and trigger the need for scarce resources, offer attackers an opportunity to topple incumbent leaders. We apply our theory to the video game industry to explain why the market leader has been toppled by an attacker each time a new generation of microprocessors has been introduced. We find that attackers pushed out incumbent leaders because changes in microprocessor generations triggered changes in the video game systems such that, building an optimal system required not only new knowledge of system reconfiguration (changes in linkages and components) but also new scarce resources which leader did not have and attackers had. Handicapped by their routines and other commitments to the established design, leaders experienced difficulties in building the new and scarce resources needed to profit from the change and were displaced by attackers. 3 Erosion of industry leadership and innocuous technological changes BACKGROUND LITERATURE Architectural innovation Henderson and Clark (1990) were the first to explore the question of why seemingly innocuous technological changes can erode the competitive advantage of leading incumbents. They argued that since a product is made up of components and linkages between them, developing and producing a product must require knowledge of the core concepts that underpin the components, and knowledge of the linkages between the components or architectural knowledge. Since organizations are boundedly rational, the departments within such organizations develop routines to interact with each other and with external organizations to build and market products (Allen, 1984; Clark and Fujimoto, 1991; Nelson and Winter, 1982; Henderson and Cockburn, 1994). A radical technological change overturns the core concepts that underpin components and linkages between them, thereby rendering the knowledge accumulated by the organization’s departments obsolete and increasing the chances that incumbents will lose their competitive advantages (Hill and Rothaermel, 2003; Leonard-Barton, 1992; Tushman and Anderson, 1986;). For example, an electric car would be a radical technological change to makers of the internal combustion engine automobile since the knowledge that underpins its components (electric motor, electronic driver control, electrical flow, and battery) rests on electrical engineering rather than mechanical engineering. In an architectural change, knowledge of linkages between components is changed while the core concepts that underpin components are not overturned. For example, the change from mainframe computers to personal computers was an architectural change since 4 Erosion of industry leadership and innocuous technological changes the core concepts that underpin the components of a computer (a central processing unit, semiconductor memory, input/output and software) did not change but the linkages between the components changed. For an incumbent, effectively developing a new product in the face of an architectural innovation requires reconfiguring the established system in ways that may be different from what the incumbent is used to (Henderson and Clark, 1990). This means that the incumbent's departments may have to interact with each other or with external organizations in ways that are different from what their established routines and procedures were designed for (Henderson and Cockburn, 1994). In particular, the following two factors can pose problems for an incumbent that faces an architectural innovation. First, since the core concepts that underpin components have not changed, incumbents may not see the need to change and are therefore not likely to make an effort to look for subtle architectural changes (Cyert and March, 1963; Henderson and Clark, 1990). They may be so blinded by their existing dominant managerial logic that they miss out on key signals to recognize the potential of the change (Bettis and Prahalad, 1995; Tripsas and Gavetti, 2000). For example, Ken Olsen, former CEO of minicomputer maker, Digital Equipment Corporation, is often quoted as asking back when PCs first surfaced, "Why would anyone want a home computer?" If and when incumbents see the need to change, they may not know exactly what it is that must be changed, a problem synonymous with the casual ambiguity of the resource-based view of the firm. Effectively, because firms are boundedly rational, incumbents pursue the same routines and procedures that they have used to exploit the existing technology. It is business as usual for the incumbent, even though architectural change may require otherwise. For example, since some of a firm’s knowledge of linkages between components is rendered obsolete, the firm 5 Erosion of industry leadership and innocuous technological changes is likely to lose some of its absorptive capacity (Cohen and Levinthal, 1990; Zahra and George, 2002). However, because the firm does not realize that it needs new related knowledge, it is going to be less effective. Second, routines, especially those that have been used successfully in the past, can be difficult to change. Anyone who has tried to break an old habit knows how difficult this can be. Also, even if an organization can successfully unlearn old ways of doing things and wants to move on to newer routines, prior commitments (Gemawat, 1991) or governance inseparability (Argyres and Liebeskind, 1999) can also prevent the organization from pursuing new routines. Thus, in the face of an architectural innovation, some of what a firm knows (e.g., the core concepts that underpin components) is useful in exploiting the new technology but some of what it knows (some of the architectural knowledge) is not useful; in fact, it may handicap the firm's efforts to exploit the new technology. In organizations where departments have come to mirror product components and developed routines, procedures and problem-solving strategies accordingly, these departments may see the change as innocuous and not pay enough attention to the new interactions that they need to exploit the architectural change. It would be business as usual at such organizations as they continue to use the same routines, procedures and problem-solving strategies that they developed and used to attain this existing leadership positions. Attackers who do not see it as business as usual and have no legacy of established routines are likely to exploit the architectural change and displace leading incumbents (Leonard-Barton, 1992; Nelson and Winter, 1982). Effectively the architectural innovation framework takes an information processing perspective and therefore assumes that firms which perform well in the face of a technological change are firms which are able to search, find and process the relevant 6 Erosion of industry leadership and innocuous technological changes information well in the problem-solving that takes place during innovation (Henderson and Clark, 1990; Henderson and Cockburn, 1994). Role of resources An underlying assumption in the information processing view is that incumbents and attackers can acquire the resources that they need if they want to and do not already have them. However, the resource-based view of the firm suggests that some of the important resources which a firm needs to exploit a technological change can be scarce, difficult-toimitate and costly to acquire (e.g., Wernerfeldt, 1984; Peteraf, 1993). This view is echoed by Teece (1986) who argued that in the face of a new technology that is easy to imitate, firms with tightly held but important complementary assets, not the inventors, stand to profit from the technological change. In the face of an architectural change, a firm needs resources for the systems reconfiguration that must take place (reconfiguration assets). It also needs (Abernathy and Clark, 1985) resources for interacting with the market for the resulting product and other relevant external parties (commercialization assets). The type of resources that a firm needs are a function of the technology that underpins its activities and of the industry in which it competes. For example, in industries with technologies that exhibit network externalities, a firm’s installed base, availability of complementary goods and ability to learn are important resources (Shilling 1998, 2002). Thus, in exploring why leading incumbents loose their leadership to attackers in the face of seemingly innocuous technological changes, it is also important to incorporate the role of the new resources that a firm may need. 7 Erosion of industry leadership and innocuous technological changes FRAMEWORK AND THEORY Consider an incumbent that has an established design of a product with components A, B, C, D and E as well as an established base of complementors and customers. Performing the activities that allow the firm to design the product and position it so as to appropriate the value from it requires both knowledge of the core concepts that underpin each component and knowledge of how to configure the system (link the components) (Henderson and Clark, 1990; Iansiti, 1993). It also requires knowledge of linkages with complementors and customers as well as non-knowledge resources. For example, designing and building computers, requires not only knowledge of the core concepts that underpin the microprocessor, main memory, input/output devices, software and secondary memory, but also knowledge of the interaction between these components. It also requires resources such as skilled engineers, relationships with suppliers, software developers, equipment and knowledge of the markets that serves. Since the design in question is an established one, the firm's different departments have developed the routines, skills and other capabilities that are rooted in the existing configuration of the system (Nelson and Winter, 1982). Now, suppose there is a change in one of the components, say A, that triggers changes in the linkages between components B, C, D and E, as well as in the linkages between the firm and its complementors and customers. The extent to which these changes impact an incumbent's competitive advantage is a function of (1) the amount of systems reconfiguration required as a result of the changes in A, and (2) the extent to which the changes triggered by A require scarce and difficult-to-imitate resources (that the incumbent does not have) so as to offer superior customer value and appropriate the value. We have shown these variables in Figure 1 with “the amount of systems reconfiguration required by 8 Erosion of industry leadership and innocuous technological changes the change” as the vertical axis and “the degree to which systems reconfiguration requires resources” as the horizontal axis. Systems reconfiguration The amount of systems reconfiguration required to design an optimal system, following the changes triggered by a component, depends on the breadth and depth of the changes so generated in the system. Breadth here is defined as the number of linkages that experience changes triggered by the component in question. For example, if A causes changes in B, C, D and E while B causes changes only in A and C, the changes caused by A are said to have more breadth than those caused by B. Depth is defined as the extent to which the changes triggered in linkages force changes in components. For example, a change in one component that leaves all components relatively intact has less depth than one which forces some of the components to change as well. High breadth means more linkages are impacted by the changes triggered by a component. The more linkages that are impacted, the greater the chances that an incumbent will miss an important subtle change in a linkage or not know what it is that has to be changed about the linkage to get things right during reconfiguration. The more linkages, the greater the chances that an incumbent's routines may have to be changed for more effective interaction during reconfiguration. For example, if replacing a plane's engine with a new one only impacts the linkages between the engine and the avionics (electronics)—and not the linkages between the engine and the fuselage—the designer of the plane need worry only about how the engine group would interact with the electronics group. It need not worry about its routines for dealing with the fuselage group. The more linkages that are impacted, 9 Erosion of industry leadership and innocuous technological changes the more an incumbent may also need new resources that it does not already have. Getting all these things right or acquiring the necessary scarce resources takes time. Thus we can expect that the higher the breadth, the longer it will take an incumbent to exploit a highbreadth change. This increases the chances that an attacker with the key scarce resources may have at eroding an incumbent's competitive advantage. High depth means that the changes triggered by a component have a large impact on each of the other components of the system. If the impact is high enough, the component may need to be changed considerably or completely replaced. For example, the change from propeller engine to jet engine required considerable changes to be made to the fuselage of airplanes to get the reconfiguration of the airplane right. If changes have to made to other components, an incumbent must first figure out exactly what the changes should be. Doing so may not always be easy since the incumbent may be handicapped by its established routines (Leonard-Barton, 1992; Afuah, 2000). Once an incumbent determines what needs to be changed in these other components, it also has to deal with the process of making the changes. At the extreme, these other components may have to be replaced with new ones. Doing so may mean that an incumbent has to modify its relationships with its suppliers or find new suppliers. Either way, the firm may need new routines and resources that are specific to these other component, both of which can be scarce, difficult to imitate and take time. Resources Reconfiguring a system requires resources. Let us call such resources, reconfiguration resources. These include equipment, people, intellectual property, and relationships with 10 Erosion of industry leadership and innocuous technological changes suppliers, customers and complementors. In many cases, incumbent leaders already have these reconfiguration resources (Mitchell, 1989; Tripsas, 1997; Roetharmel, 2001). In other cases, incumbents do not have some of the critical new resources that are needed for optimal reconfiguration of the system. For the following reasons, if both incumbents and attackers do not have the new reconfiguration resources and the level of reconfiguration required is high, attackers still have an advantage in securing and using these resources. First, incumbents may be handicapped by their existing routines, information filters, and problem-solving strategies in identifying whether they need new resources or not and which resources they need (Bettis and Prahalad, 1996; Henderson and Clark, 1990). For example, prior commitments (e.g., contracts) made in exploiting the existing technology may prevent incumbents from making new investments or new important contracts (Argyres and Liebeskind, 1999). They are also likely to be handicapped in acquiring the resources and using them during the reconfiguration process (Leonard-Barton, 1992; Hamel and Prahalad, 1994). Attackers do not have such handicaps. Second, attackers may already have these new resources. Thus, where high depth and high breadth changes trigger the need for scarce resources that incumbents do not have, the chances that attackers will erode incumbent advantages are even better. In addition to reconfiguration resources, firms usually need commercialization resources such as brand name reputation, distribution channels, installed base and complementary products to position themselves vis-à-vis their competitors and appropriate the value from reconfiguration (Afuah, 2003). If the reconfigured product requires new ‘commercialization’ resources that incumbents do not have, the same arguments detailed above for why attackers have an advantage over incumbents building 11 Erosion of industry leadership and innocuous technological changes and exploiting reconfiguration resources hold for commercialization resources. Additionally, since it takes incumbents longer than attackers to reconfigure and launch a system, attackers have a chance to build commercialization resources and take an early lead. If the technology exhibits network externalities, for example, attackers can parlay their initial lead into an advantage that can last until the next major technological change (Schilling, 1998, 2002; Arthur, 1989). Since the performance of a system depends on its components and the linkages between them, the reconfiguration that usually follows high depth and breadth changes is likely to result in a system whose performance is different from the original system. The key word here is ‘different’ since reconfiguration can result in a system whose performance falls above as well as below the performance requirements of existing customers. For example, the PC’s performance fell below that of mainframe and minicomputers. Where the reconfigured system’s performance is very different, the new product may open up a new market which might require different commercialization resources (distribution channels, etc.). Leadership changes In summary, the systems reconfiguration that often follows a technological innovation also requires resources in addition to the body of knowledge that underpins the innovation. Therefore, the ability of industry leaders to maintain their leadership positions or lose to attackers in the face of a technological innovation is a function of both the amount of systems reconfiguration that is needed and the resources that are needed to reconfigure the system and appropriate the value from it. Figure 1 captures the likely outcomes of the 12 Erosion of industry leadership and innocuous technological changes competition between industry leaders and attackers. In Quadrant 1, incumbents not only may have problems with reconfiguration, they do not have the scarce and difficult-toimitate resources. Attackers are therefore more likely than current leaders to be the first to successfully reconfigure systems and build relevant commercialization assets in the face of high-depth and high-breadth architectural changes that require scarce resources that incumbents do not have. Therefore, we can expect attackers to be most likely, on average, to take over the leadership positions from incumbents in the face of such technological changes, especially in industries where first-mover advantages or lockout are possible (Arthur, 1989; Schilling, 1998, 2002). In Quadrant II, the amount of systems reconfiguration required is low (as a result of the low-depth and low-breadth changes) and the resources required for optimal reconfiguration and appropriation of value are scarce and incumbents do not have them. Thus, those attackers who happen to have these resources are more likely to successfully reconfigure the system and put themselves in a position to perform better than incumbents in exploiting the technological change. Quadrant III shows the case where the systems reconfiguration required is low and the no new scarce resources are needed that incumbents do not already have. (That is, if any resources are needed, incumbents already have them.) Clearly, incumbents are likely to maintain any competitive advantages that they had prior to the technological change. In Quadrant IV, the amount of systems reconfiguration required is high but the reconfiguration does not require scarce resources that incumbents do not already have. (If any scarce resources are need, incumbents already have them.) In such a case, one of two things is likely to happen. Attackers are more likely to successfully reconfigure the system and put themselves in a position to perform better than incumbents 13 Erosion of industry leadership and innocuous technological changes in exploiting the technological change, unless incumbents have the important resources. If incumbents have the relevant resources, they are more likely to reinforce their existing competitive advantages. (Insert Figure 1 here) RESEARCH METHOD We constructed a technical history of the video game console industry and built a database using data from different websites on the Internet, personal interviews with industry officials, and company publications. The history and data covered the years 1977 to 2003. Our dataset includes entries on 42 companies, game console technical attributes [CPU characteristics, clock speed, RAM, ROM, resolution], and cumulative number of games and of game developers for each system. VIDEO GAME CONSOLE INDUSTRY Historical leadership changes in the Video Game industry We chose the video game industry to explore our theoretical framework for two reasons. First, the introduction of each generation of microprocessors has resulted in the overthrow of the incumbent leader in the industry. Following the introduction of each generation of microprocessors since 1977, a different firm has used the more advanced processor to develop a new video game console to topple the incumbent industry leader. Nintendo took over the leadership position from Atari with the introduction of the 8-bit microprocessor; 14 Erosion of industry leadership and innocuous technological changes Sega took over the leadership position from Nintendo with the introduction of the 16-bit microprocessor, only to see its own leadership position eroded by Sony with the introduction of the 32-bit microprocessor. Second, the introduction of a new generation of microprocessors is not a radical technological innovation to video game console makers; it does not change their methods and materials in novel ways. History The home video game industry traces its origins to the early 1970s, when the first dedicated video game machines appeared, first for the arcade and subsequently for the home market. The very first home video game system was introduced in 1972 by a company called Magnavox (a U.S. subsidiary of Philips). Many other firms entered the market so that by 1973, there were more than 25 companies in the market. Because of the limitations of the technology, the game was “hardwired” into the console so that each console could only play one game. Effectively, the game console (hardware) and games (software) were one and the same thing. The functionality of these very first systems was rudimentary—supporting no sound, had no counter—so that players had to keep their own scores. (Some later versions of this first generation of video games added sound and counters.) The video game console The major components of a video game console are: the CPU (central processing unit), main memory or RAM (random access memory), Input/Output (I/O) devices, and software (games played on the console). Usually, the parts of a game needed are brought in from 15 Erosion of industry leadership and innocuous technological changes secondary storage such as a cartridge or compact disc (CD). The CPU is usually made up of a microprocessor and a co-processor. The RAM provides temporary storage for a game when it is being played. I/O devices are the components that enable the interaction between the console and external environment. Building a video game console requires knowledge of these components and knowledge of how to configure them to produce a video game system. It also requires the resources to acquire the components, configure the system and make money from it. These include relationships with video game makers and customers. Reconfiguration introduced by new generations of microprocessors The introduction of each generation of microprocessors usually results in two major improvements that have had a major impact on the quality of video games. First, the instruction and data widths, a measure of the size of the individual instructions that the CPU could process (per cycle) in executing instructions, has increased from one generation to the next—from 4-bit to 8-bit to 16-bit to 32-bit to 64-bit to 128-bit. The higher the number of bits, the larger the amount of addressable memory that the microprocessor can work with.1 And the larger the addressable memory that a processor can handle, the larger the datasets that the processor can manipulate. As illustrated in Table 1, moving from an 8bit processor to a 32-bit processor increases the addressable memory from 512 bytes to 4,294,967,296 bytes, a huge improvement. Being able to manipulate larger datasets facilitates the development of games that are more life-like. After all, digital images are a manipulation of ones and zeros—of data. Second, the clock speed, or MHZ as popularly known, usually increases drastically with the introduction of each generation of 16 Erosion of industry leadership and innocuous technological changes microprocessors (see Table 1).2 This increase in clock speed means an increase in the rate at which data can be manipulated. The increase in clock speed, in and of itself, generates enough improvements in data manipulation to make games more life-like from one generation of microprocessors to the other. When combined with larger word lengths, the resulting images are even more life-like. Effectively, the combined effect of both factors on the ability to create games with more like quality is dramatic, giving game developers a chance to develop games that bring more life to the screen. (Insert TABLE 1 Here) Impact on other components of the video game console system The dramatic impact on word length and clock speed that each generation of microprocessors introduced, triggered changes in the linkages between the microprocessor and the other components of the video game console. In particular, a lot more bits of information could now flow between the microprocessor, and the memory or input/output units. This in turn, required faster memory and input/output units for optimal system performance. In the transition from discrete transistor game consoles to 8-bit consoles, memory cartridges were available to serve as secondary memory and part input/output unit (see below). In the transition from 16-bit consoles to 32-bit consoles, the CD was also available for use as secondary memory (see below). Effectively, the memory cartridge was a brand new component for 8-bit consoles while the CD was a brand new component for 1There are computer tricks for addressing more memory than a processor's bid width would suggest. But they have high costs, including speed. 17 Erosion of industry leadership and innocuous technological changes 32-bit consoles. (The 16-bit console used cartridges but it was no longer a brand new component since it had been introduced a generation earlier with the 8-bit console.) Therefore, the amount of reconfiguration that was required for 8-bit and 32-bit consoles, was greater than that for the 16-bit generation. Thus, according to Henderson and Clark (1990), we can expect incumbents to experience more architectural innovation problems with the 8-bit and 32-bit than with the 16-bit, thereby opening up more chances for attackers in the former than the latter. ATTACKERS, NEW RESOURCES AND INCUMBENT RECONFIGURATION HANDICAPS Attackers Nintendo and the 8-bit era. 8-bit processors, made from integrated circuits, introduced two major changes in video game consoles. First, having 8-bit data and instruction widths meant game console makers could now address up to 28 or 512 bytes of memory, compared to zero in the pre-8-bit era. Effectively, programmability had been introduced into video games. That is, instead of hardwiring a game into the console so that only one game could be played on a console, many games could be loaded into the programmable memory of the console, giving the console the flexibility of playing many games, each one at a time. Each game had to reside somewhere—in secondary memory—and get loaded into the console only when a player wanted to play. This secondary memory turned out to be the memory cartridge. Games could be stored in cartridges and loaded into the game console through an 2This increase in clock speed is but a result of the fact that many architectural improvements have been made to the processor. 18 Erosion of industry leadership and innocuous technological changes input/output slot. Separation of hardware from software also meant that independent game developers could now develop games for each console. The second major change was in the speed of the processor. Because 8-bit processors were made from integrated circuits, they were much faster than their discrete logic predecessors and could also be used to perform more tasks since many more transistors had been etched into a smaller amount of space. With the flexibility from a larger addressable memory and faster processor, game developers could develop games that were more realistic than those that ran on the discrete logic systems of the previous generation. Game developers could also take advantage of the possibilities of producing more realistic games and more importantly, of the fact that more than one game could be played on the same game console. Consumers, many of whom were arcade game players, now had the choice of many games per console that they could play at home. The number of 8-bit console units sold grew from approximately 4 millions (pre-8-birts) to more than 10 millions (Game investor, 2003). The primary targets were still kids (Harrington, 1988). Nintendo, a new entrant, had several things (resources) in its favor. First, as the largest toy company in Japan, it had developed distribution channels to children—the primary target for the 8-bit consoles. From an earlier relationship with Disney, Nintendo had also established some distribution channels to the 8-15 year olds in the US (Yoder, 1986). Second, in 1981, Nintendo had had a video game hit called Donkey Kong in the arcade market. The characters for this game had become very popular among children. Nintendo’s first home game, ‘Mario super brothers’ (bundled with the 8-bit system) was designed by the designers of ‘Donkey Kong’. It built on the already popular arcade game. Mario super brothers’ turned out to be even more 19 Erosion of industry leadership and innocuous technological changes popular than Mickey Mouse among US children at the time and it was licensed for use on everything from food to linen. The games, relationships with developers from the arcade era and distribution channels to children served Nintendo well. Sega and the 16-bit era. Using 16-bit processors meant a lot more addressable memory and faster processing speed than 8-bit. Game developers could develop even more realistic games than they could with 8-bit processors. The main target for video game consoles was still children. No new secondary memory was available at the time; cartridges could still be used. Thus, as pointed out earlier, the amount of systems reconfiguration needed with 16bit consoles was not as high as with the 8-bit where the cartridge had been a brand new component. Sega entered the market in 1986 with an 8-bit machine. In 1989 it launched a 16-bit machine (Sega Dreamcast). When it introduced the 16-bit machine, Sega made sure that it was compatible with its 8-bit machine. This backward compatibility meant that owners of Sega’s 8-bit games could play them on its new 16-bit machines. This made many games immediately available for the new system. Its competitors’ machines were not. At that time, Sega was also the world’s largest arcade video-game maker. Sony and 32-bit era. As with other generations, the introduction of the 32-bit microprocessor offered even more addressable memory. Now, 4 Gigabytes of memory could be addressed. The chip was also faster. The CD, a faster device with 20 times the memory capacity of cartridges, had evolved to a point where it could replace the cartridge as the secondary memory in consoles (Coughlan, 2001). Sony, a new entrant, had several things (resources) in its favor. Sony’s previous experience with the CD came handy when 20 Erosion of industry leadership and innocuous technological changes the company decided to enter the video game console business. Sony had teamed up back in 1982 with Philips to lay the foundation for CDs and Sony used CDs in many of its consumer products. For even more sophisticated games, Sony used memory cards which it had also developed in earlier ventures. The memory cards worked in conjunction with CDs. The much more sophisticated games that could be played with 32-bit machines and CDs opened up a new market for adults. The ability to incorporate dialogue and film clips into games was new and very successful among adults. Hit movies could be translated into hit games. Sony, with its history of successful consumer products, already had distribution channels to adults. In fact, Sony’s Playstation was initially successfully sold in music stores, electronics stores and only marginally in videogames stores. Software as key resource Competition in the video game industry, especially in the later generations, was largely on software (Pereira, 1990). As Table 2 shows, each attacker had more software titles than the leading incumbent that it displaced. In all three cases, there is a significant difference between the average number of game titles developed for the attacker’s console and those developed for the incumbent leader’s console. In the 8-bit era, Nintendo (the attacker) had an average of 27.9 game titles a year compared to incumbent Atari’s 7 game titles a year. In the 16-bit era, Nintendo, now the leading incumbent, had an average of 33 game titles while Sega had 45. Sega was also an incumbent, having offered 8-bit consoles earlier. As stated earlier, Sega’s 16-bit machines were backward compatible and therefore games developed for Sega 8-bits system could also be played on the new 16-bits console. In the 32-bit era, 21 Erosion of industry leadership and innocuous technological changes Sony the attacker had an average of 107.2 game titles compared to Sega’s 22.5. These data suggest that the winner had more game titles. (Insert Table 2 here) Incumbents and reconfiguration handicaps As we have argued above, each new generation of microprocessors triggered changes in the linkages between the processor and other components of the video game console as well as in the other components themselves. In two of those generations, a brand new component was introduced—the memory cartridge in the 8-bit generation and the CD in the 32-bit generation. According to Henderson and Clark (1990), we can expect incumbents in these two markets to experience more reconfiguration problems than those in the 16-bit era where no brand new component was required. This is partly because of the fact that each of these new components is actually a system in its own and designing it into a new video console requires linkages with the new system that are new to the incumbent and its established routines for searching, filtering and assimilating knowledge. Linkages between the new component and console are also more likely to require different problem-solving routines than incumbents’ existing ones. Thus, according to the theory which we detailed earlier, we can expect new entrant attackers to be more likely to displace incumbents in the 8-bit and 32-bit eras whereas in the 16-bit era, we can expect an incumbent with the new resources to win. As shown in Figure 2, that was indeed the case. Nintendo, a new entrant attacker, displaced the incumbent Atari in 8-bit. Sega, an incumbent, displaced Nintendo, 22 Erosion of industry leadership and innocuous technological changes another incumbent in the 16-bit era and Sony, a new entrant attacker, displaced the incumbent Sega. (Insert Figure 2 here) SUMMARY, DISCUSSIONS AND CONCLUSIONS We have offered a framework for why seemingly innocuous technological changes can erode the competitive advantage of leading firms. We have argued that what appears to be a minor change in a “component” can trigger changes not only in the linkages between components but also in other components. During the reconfiguration that follows, these changes in linkages and components can be deep and widespread enough to cause architectural innovation problems (and more) for incumbents. More importantly, the changes can trigger the need for valuable, scarce and difficult-to-imitate resources that incumbents do not have. If attackers have the scarce and difficult-to-imitate resources and leading incumbents do not have them, incumbents are faced with both the reconfiguration problems associated with architectural innovation (Henderson and Clark, 1990) and the need to acquire scarce difficult-to-imitate resources and integrate them into their existing systems and routines. Attackers therefore can replace incumbent leaders in the face of a seemingly innocuous technological change. We applied our framework to the video game industry where each introduction of a new generation of microprocessors has resulted in a change in leadership in the video game console industry. We argued that a new microprocessor triggers changes in other components of the video game console and the linkages between them. In all the cases, a 23 Erosion of industry leadership and innocuous technological changes new microprocessor opened up the possibilities for more lifelike games and new markets, establishing the need for new games and, sometimes, new distribution channels to the new markets opened up by the newer games. In two of the three transitions that we studied, the introduction of a new processor resulted in the introduction of a new component into the video game system. In the discrete transistor to 8-bit transition, the memory cartridge was introduced and in the 16-bit to 32-bit transition, the compact disc (CD) memory was introduced. We argued that in these cases, the amount of reconfiguration required was more than that required during the transition from 8-bit to 16-bit. Thus the winning attackers were likely to be new entrants in the first case and incumbents in the second case. Indeed, Nintendo, the winner in the 8-bit market, and Sony, the winner in the 32-bit market, were both new entrant attackers while Sega, the winner in the 16-bit era, was an incumbent attacker. The past research that has explored the impact of technological change on incumbent leaders has focused on the role that incumbent existing resources or dominant logic play in the face of a technological change. It is true that in the face of certain types of technological changes, an incumbent’s existing resources and dominant managerial logic can become a handicap in exploiting the new technology. But it is also true that new technologies often require new resources. Thus our paper adds to and extends this body of research by exploring the role of the new resources that firms need to successfully exploit new technologies. Brusoni, Prencipe and Pavitt (2001) have argued that firms need to have more knowledge than they need for what they make. Our research suggests that, on the one hand, such excess knowledge and associated physical assets can help a firm in the face of certain 24 Erosion of industry leadership and innocuous technological changes technological changes since such excess knowledge and associated physical assets can serve as the new assets needed or as the absorptive capacity to acquire them. On the other hand, the excess knowledge and associated assets can also become a handicap. Future research could explore when excess knowledge can hurt or help. Dynamic capabilities have been described as capabilities that allow a firm to quickly build the capabilities that it needs to exploit a technological change. Our research only points out that incumbent leaders that do not have the new resources required are likely to lose their leadership competitive positions. Future research could explore why some firms had the scarce resources and others did not. This would add to the little that we know about dynamic capabilities. In the theory part of the paper, we hinted at the fact that “component” can refer to the physical component of a system as well as to the different departments, functions, and groups within a firm or the different organizations in a network. However, in exploring the video game console industry, we concentrated on the physical component aspects of the theory. We assumed, as had Henderson and Clark (1990), that incumbent departments had come to mirror the components of their system while the interactions between departments had come to mirror the linkages between components. Future research could explore “components” where they mean functional or other organizational departments. EMBED REFERENCES 3There computer tricks for addressable more memory than a processor's bid width would suggest. 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Isn’t just playing games; it takes on Japan’s computer giants’, The Wall Street Journal, Jun., New York. 30 Erosion of industry leadership and innocuous technological changes TABLE 1 Improvements in microprocessor speed and addressable memory MHZ Microprocesso range r 4-bit Addressable memory 24 = 16 bytes 8-bit 1.02-4.00 28 = 512 bytes 16-bit 2.8-16 216 = 65,536 = 64Kbytes 32-bit 12.5-200 232 = 4,294,967,296 = 4 Gbytes 64-bit 26.29-162 264 = 18,446,744,073,709,600,000 = 16,000,000,000 Gbytes = 4 billion times more addressable memory space 128-bit 104-733 2128=340,282,366,920,938,000,000,000,000,000,000,000,000 =256,000,000,000,000,000,000,000,000,000 Gbytes TABLE 2 A Comparison of number of games for each console Number of games 8-bits 16-bits 32-bits Leading incumbent Atari Mean: 7 SD: 2,77 Nintendo Mean: 33 SD: 22,17 Sega Mean: 22,5 SD: 11,38 Attacker Nintendo Mean: 27,9 SD: 20,8 Sega Mean: 45 SD: 19,7 Sony Mean: 107,2 SD: 68,28 31 Stat. Significance t-value: 3,283 p < 0,01 t-value: 1,840 p < 0,05 t-value: p < 0,005 Erosion of industry leadership and innocuous technological changes FIGURE 1 System reconfiguration required by the change in component IV High Attackers more likely to win unless incumbents have the important resources I Attackers with the resources most likely to win III Low II Attacker with scarce resources like to win Incumbents win Low High The degree to which systems reconfiguration requires scarce and difficult-to-imitate resources that incumbents do not have 32 Erosion of industry leadership and innocuous technological changes FIGURE 2 System reconfiguration required by the change in component IV Nintendo takes over from Atari in 8-bit High Low I Sony takes over from Sega in 32-bit Sega takes over from Nintendo with the introduction of 16-bit III II Low High The degree to which systems reconfiguration requires scarce and difficult-to-imitate resources that incumbents do not have 33
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