Documente Academic
Documente Profesional
Documente Cultură
Carl-Axel Engdahl
Semester 2006/2007
Period 3
Patrick Wild
Person-Nr.: 811226-A758
Vasagatan 9 - 233, 17267 Sundbyberg
Delivery: 27.02.2007
Executive Summary
The video game console market is a fast growing market. Sony’s PlayStation
3 competes together with Nintendo’s Wii and Microsoft’s Xbox 360 for the
market leader position. Compared with these competitors, Sony’s PS3
includes the newest technologies and provides the highest variety of
functionalities. Therefore, Sony’s strategy is to target customers who focus
on high technologies and multimedia-entertainment. However, this involves
that the PS3 competes not only with console manufacturers, but also with
other multimedia producers such as PC manufacturers. Due to the fact, that
the Sony’s PS3 will be quite expensive, the console will be available in a
premium edition and in a cheaper basic edition.
Considering the distribution of its PS3 games, Sony tries to change its
traditional supply chain by providing an Internet platform, where users can
download games. This results in saving costs and a faster distribution.
Furthermore, the most important marketing tool is the Internet for promoting
the PlayStation 3. Blogs, MySpace, YouTube and other kind of websites
enable an area-wide promotion of the game console and especially, it is done
by consumers. Another important tool is the official website, which offers
among others information about the console and about available games.
Additionally, Sony promotes its PlayStation 3 together with a meaningful
slogan, which differs between Europe (This is living) and U.S. (Play Beyond).
Finally, Sony’s financing objectives are to sell 15 million exemplars in the
first-year and to achieve total sales revenue of $8.25 billion. Its marketing
goals are to sell more than 100 million exemplars in the long-run and to
become the market leader.
Table of Contents
Executive Summary..................................................................1
1 Situation Analysis...................................................................2
2.1 Current marketing environment..............................................................2
2.2 Current Product Line...............................................................................2
2.3 Product Analysis......................................................................................3
2.4 Target Markets........................................................................................3
2.5 Competitive Analysis...............................................................................5
2.6 Product/Market Analysis Tools.................................................................5
2.7 SWOT Analysis.........................................................................................7
3 Objectives..............................................................................8
4 Competition...........................................................................8
4.1 Game console industry............................................................................8
4.2 Direct competitors...................................................................................9
4.3 Market concept of competition..............................................................10
5 Product - Unique selling proposition......................................11
6 Distribution..........................................................................12
6.1 Supply chain..........................................................................................12
6.2 Next generation supply chain................................................................13
6.3 Business Models....................................................................................14
7 Marketing Strategy...............................................................14
1
7.1 AIDA......................................................................................................16
8 Marketing Mix – Strategy of 4 Ps............................................17
8.1 Product..................................................................................................17
8.2 Price......................................................................................................17
8.3 Place......................................................................................................18
8.4 Promotion..............................................................................................18
9 Financial projections.............................................................18
10 Implementation controls......................................................19
1 Situation Analysis
2.1 Current marketing environment
The video game console market is highly influenced from its demographic
and technological environment. The worldwide population is growing and
more and more people have a strong need for entertainment. Many people
require something against boredom in their free time. Furthermore, the
technology environment creates a variety of new functionalities which are
almost unlimited. According to Moore’s Law, processor speed and memory
capability reduplicate almost every 18 months by constant prices.
Additionally, technologies such as High Definition TV provide a new way of
entertainment consumption. Finally, another important influence in people’s
behavior is enabled by the Internet. Its introduction was a milestone of the
new economy. It allows finding almost any required information and enables
worldwide communication as well as interaction and it simplifies doing
business.
2
viewing pictures and using Internet applications. Nowadays, the PSP is
the main competitor of Nintendo’s Game Boy and Nintendo DS.
3
According to Sony, the main geographic segments of the PlayStation 3
consist of the Northern America market, the Japanese market and the
European market.
When Sony released his first video game console PlayStation in 1994, the
company’s main focus was on the marketplace from 12- to 17-year-old boys.
But nowadays, Sony’s demographic segmentation divides the market of the
PS3 in male and female, old and young players and expands its business
vastly to a mainstream entertainment.5 The PS3 offers a multifaceted
repertoire of video games which includes something for everybody. There’s
not merely one game to ultimately define the PS3 platform, but rather
different must-have games for different segments of consumers. Additionally,
an important and profitable demographic segment could be the college
market because according to a study by Anderson Analytic’s GenX2Z only 26
percent of students report not playing video games.6
Furthermore, Sony concentrates on a strong customer loyalty status in the
behavioural segment. Besides its popular brand and the high reputation of its
products, the company tries to win over its former consumers by the
implementation of a backward compatibility which enables to play video
games from its previous video game consoles (PlayStation 1, PlayStation 2).
Finally, one of the important target segments of the PS3 involves consumers
who require high technology. The company is convinced that its consumers
desire and want to get the best out of the best.
4
information about the games which will be available for its game console.
The primary channel for providing such information would be the official
webpage.
Furthermore, the final end-user of the game console is not always
responsible for the purchasing process. For instance, sometimes parents
purchase the game console for their children, and therewith another party is
involved in the purchasing process.
- Introduction: At this stage, the sales growth increase slowly when the
product is introduced to the market.
In Europe, the PS 3 is already located in the middle of this stage,
because many game-console lovers and fans have ordered the PS 3 in
advance to become one of the first consumers after its release in March
2007. For instance, a new PS 3 is pre-ordered almost each 20 seconds
in Great Britain.10
5
- Growth: At this period, a market acceptance of the product is
recognizable and the number of sales units increases. First-users report
about the product positively and other consumers are becoming
curious.
- Maturity: A slowdown in sales growth will be at this stage because the
product has achieved acceptance by most of the buyers.
- Decline: Most of the potential buyers have already the product and
therewith the number of sales declines.
Different marketing strategies are necessary for each stage of the product
life-cycle. We will discuss our recommended strategies in”7 Marketing
Strategy”.
Due to the fact, that the PlayStation 3 was already released in Japan and U.S.,
Figure 2 shows that the PlayStation 3 is located in a higher position compared
with Europe.
After shortness of supplies and an enormous rush demand in Japan and in the
United States after the release in November 2006, a kind of stagnation is
visible in these both markets today. Vendors report that a large contingent of
the PlayStation 3 is still available in their shops.11 Although Sony sees the
reason for that in its optimized supply chain, the company has to consider
new marketing strategies to increase its sales.
6
2.6.2 The Boston Consulting Group’s Growth-Share Matrix
In the following section, we would like to analyse and classify Sony’s game
console product portfolio by profit potentials. Therefore, we used the Boston
Consulting Group approach presented by Kotler.12
Due to the fact, that the PlayStation 1 is not be sold anymore, we didn’t
regard it in our analysis.
7
Figure 4: SWOT analysis for Sony’s PlayStation 3
3 Objectives
Sony’s financial objectives are to:
- Achieve first-year total sales revenue of $8.25 billion, based on an average
price of $550 per unit.
8
Furthermore, the console industry is characterized by large cost of barriers to
entry according to Porter’s model of five competitive forces. It may cost up to
$2 billion to develop a competitive console platform and returns on
investment may take several years.16
Furthermore, these three console manufacturer’s have a similar business
model consisting of the following three income flows:
• Hardware sales
• Sales of own software/games
• Licences fees from other software/game developers that use the
console platform
Finally, Nintendo, Microsoft, and Sony compete on a global basis with core
markets in Japan, Europe and in the United States.
9
• Nintendo: WiiConnect24
It allows distributing content such as software patches and updated
game contents while the Wii is on stand-bye.18
Whereas Nintendo’s Wii was the market leader during the Christmas time in
Japan, Microsoft’s Xbox 360 could sell the most units in the United States.
4.2.4 Games
An important criterion for buyers is the volume of games which are available
for each game console. At the moment, Microsoft’s Xbox 360 consists of 82
exclusive games and 132 cross-platform games. In contrary, Nintendo offers
55 exclusive and 96 cross-platform games for its Wii. For Sony’s PlayStation
3, 43 exclusive and 77 cross-platform games are planned.
10
the product.23 The following figure shows the PS3’s direct and indirect
competitors:
Summarized, Sony’s PlayStation 3 competes not only with other video game
console companies, but also with PC manufactures and other high technology
producers.
Sony’s PS3 offers besides a Linux operating system a plenty of functionalities
such as Internet to attract previous PC users and to expand its market. This
approach is comparable with Coca-Cola which identifies milk, coffee, tea, and
water products as its main competitors.24
Finally, Figure 7 shows Sony’s market position with regard to technology and
price compared with its video game console competitors:
6 Distribution
6.1 Supply chain
With the video game industry being the fastest growing sector of the growing
entertainment industry, the industry’s revenue has now reached $26 billion in
annual revenue and there is currently no indication of decline in the industry.
So, in order to identify how the revenue is distributed, it's essential to look at
the supply chain of the entire PS3 business. As seen in the supply chain,
there are opportunities in many aspects of the console business, coming from
the actual console sales as well as extras such as games.
12
The customers, as identified by our segmentation analysis table, are at the
end of the supply chain, and their consuming of video games are distributes
across several actors.
Additionally, the most known among the actors are of course the hardware
manufacturers, which include Sony, Nintendo and Microsoft. Except for the
revenue coming from the console sales, they also get about 20% of the
market price for the games, which are mostly sold in the growth level of the
product life-cycle. The additional revenue in the supply chain is split among
the other actors.
Looking more closely at the publishers and developers, we realize that the
publishers are likely to take a large portion of the revenue. Those are the
large international companies that have sufficient funds to build a distribution
network and employ developers to pull off new best-selling games for the
consoles. Hardware manufacturers usually try to pull off deals with these
companies when they identify potential best-selling games because the top
3.3% of the games bring in 55% of the sales revenue. For this reason, some
hardware manufacturers, most notable Microsoft, tend to buy top-creative
publishers to secure exclusive rights of new games for their console.
Because of the complexity with world-wide game launches, there are almost
always distribution partners in the chain, those accounts for an estimate of
10% of the shelf price.
Next are the retail channels, which include online stores as well as retail
stores. However, they are becoming increasingly bypassed in the supply
chain, as discussed in the next generation supply chain (described in detail
below). When they do exist in the supply chain though, they take an estimate
of 30% of the shelf price.
Developers are a mix of artists and engineers that create the actual games
played on the console. Typically, they are funded by the publishers and
together they take between 40 to 60% of the shelf price.
Notably, in recent years another actor have also entered the supply chain as
the industry have grown. Those are the middleware actors. Those create
reusable software that is used by developers to increase their productivity in
creating games. The reason for the shift towards middleware providers has to
do with shifting the focus away from technology, and re-using the technology
that is already out there.
13
Figure 9: Next generation supply chain with Internet as a distributing channel
However, comparing the business models for the PS3 tells us that there are
several possible models for generating revenue and profit for the console.
Most notably, the Internet Gaming via the PlayStation network and the
developer licenses are possible sources of potential profit.
7 Marketing Strategy
The Playstation 3 has a broad marketing strategy set by Sony. Launched with
slogans such as “This is living” and “Play beyond”, Playstation 3 is aiming for
a large audience.
14
Thereby, Sony will have to apply a different marketing strategy depending on
which level of the product-life-cycle the product currently placed in. For
example, at this initial state of introduction the most evident need is to
market the console itself, to make sure that it reaches as many customers as
possible. A suitable strategy for the first year is to get the message out about
the capabilities with the console, and a suitable channel for this message is
the kind of Internet forums and channels that teenagers and game-players
regularly visit, including MySpace, YouTube and Gaming magazine websites.
The greatest benefit from using MySpace as a communication channel is that
they reach potentially millions of interested customers and can thus get the
message out about the console and its possibilities in gaming and
entertainment.
15
Figure 11: Official PS3 Website
7.1 AIDA
By looking at the AIDA model that is suitable for the PS3, we’d expect it to
look like this:
A – Attention: Presentation of PS3 at exhibitions etc. Also activity on the
Internet attracts attention to gamers.
I – Interest: Demonstration of features and games on videos in blogs, on the
Internet etc.
D – Desire: People are impressed by the games and have a desire to own
the console to play the games.
A – Action: To lead customers toward taking action and buying the console
is an essential part, but in this case Sony may lag somehow because there is
a lack of consoles on the market right now. However, the possibility to pre-
order the console makes it possible for customers to take action without the
console being available yet.
16
8 Marketing Mix – Strategy of 4 Ps
The marketing mix is a set of marketing tools a company uses to pursue its
marketing objectives in the target markets. According to McCarthy, these
tools are classified in four groups called the 4 Ps of marketing: product, price,
place, and promotion.
The following chapter shows, what different marketing tools Sony uses in
each group to influence its buyers.
8.1 Product
Sony’s product strategy is to deliver the best quality and technology.
Therefore, the Sony PlayStation 3 supports features such as Blu-Ray Disc for
High Definition movies or HDMI connection for optimum output on HDTV.
Sony has to spend a lot of money in innovation and R&D to use all resources
which are included in its game console. For instance, the company has to
focus on the development of High Definition games to take advantage of the
fact that this new technology is possible with a PS3. Moreover, Sony’s
multimedia functionality is another characteristic to meet the needs of its
customers.
Furthermore, Sony holds on to its brand name PlayStation. The name stands
for Sony’s quality, technology, and market leadership which could be
achieved with its previous game consoles. Moreover, the name has a good
reputation and is associated with a high customer loyalty.
Additionally, the design of the Playstation 3 is modern and is available in
three neutral colours black, white, and silver. The size is like a common
entertainment device such as a DVD Player or Video recorder that
emphasizes the console’s variety of application possibilities. It can also be
placed horizontal or upright.
Finally, Sony offers a one year long warranty for its PS3.27
8.2 Price
Sony’s price strategy is adapted to its product. Due to the fact, that the PS3
offers the best technology and a plenty of functionalities, the price for it is
more expensive as the game consoles of its competitors. Nevertheless,
Sony’s high price is a character for its high product quality and the company
has to proclaim its high price together with its high technology.
Furthermore, Sony tries to adapt its price to the particular environment and
region. Whereas the PS3 premium edition costs only US$497 in Japan and
US$599 in the United States, the price for a PS3 in the Euro zone is about
US$787. Additionally, Sony adapts the PS3 price to different factors such as
income situation, taxes and currency conversions. For instance, its game
console will be more expense in Scandinavian countries and Great Britain,
and cheaper in countries such as Taiwan or Singapore.
Furthermore, Sony pursues a versioning price policy. According to Shapiro
and Varian, it involves offering a product line and let users choose the
version of the product most appropriate them.28 Consumers can decide if
they want to pay a higher price for the premium edition with some extra
features, or prefer a lower price with fewer extra features.
Additionally, Sony has to allow credits to its major retailers and to offer
discounts according to the quantity of sales.
17
8.3 Place
One part of Sony’s place strategy is to be the last one to release its game
console on the market. Sony has pursued this strategy already with its
previous consoles and it ensures that the product will be the product with the
newest technology on the market. Furthermore, Sony offers only a limited
quantity of products at the beginning of its rollout. This is a really powerful
marketing tool, because it ensures that early adopters really want to have
the product. Following such an approach, such people stand in lines for hours
in front of shops just to get one exemplar of the new PS3. It is important to
convince and get early adopters, because the long-term success of a new
product can be based on how those feel about it. A limited of products
creates a passion to get one and it results in communication about the
product. Early adopters speak about the product and promote it. They write
about the product in blogs, create web-sites and connect the product to
others in a way that other people will follow.
In contrary to its previous game consoles, Sony also provides the opportunity
to download games directly from an Internet-based platform accessible via its
PS3. Therewith, distribution costs can be reduced and Sony can offer a
customized variety of games. By using data mining, Sony also can collect
user data about downloaded games, create rankings and establish a market
research about players’ wishes.
More information about the distribution of the PS3 can be found in chapter “6
Distribution”.
8.4 Promotion
Sony’s most important promotion tool for its PlayStation 3 is the Internet. The
company offers a customized Webpage for each country. Furthermore, it
uses an approach to create social networks such as MySpace and blogs to
promote its product.
Additionally, Sony’s promotion strategy includes sponsoring. For instance, the
PlayStation 3 is an official sponsor of the UEFA Champions League. Thereby,
Sony’s PS3 is promoted by perimeter advertising boards and TV spots.
Finally, another important marketing tool is to present its product by
computer and video games trade shows. Chapter “Marketing Strategy”
includes more information about Sony’s promotion strategy.
9 Financial projections
Based on the cost of manufacturing the PS3 as well as figures reported by
news agencies, combined with our own estimations, we believe the financial
projections of the PS3 to be within the range of this data. Because a
prediction beyond the first year is difficult because of external attributes, we
have compiled the financial projections for the first year, which is usually the
year that defines the success or failure of a console.
Expenses Amount Volume Total For Sony
Research & $8bn $8bn $7bn
Development
Cost of Producing a ~$800 2mn $1.6bn $1.6bn
Unit
Marketing Expenses ~$90mn $90mn $80mn
Total: $8.68bn
18
Income
Console Sales ~$550 15mn $8.25bn $4.95bn
Playstation Network ~$199 0.5mn $100mn $50mn
Developer licenses $90,000 8,000 $720mn $720mn
Sales of games $399 30mn $11.9bn $2.3bn
Total: $8.47bn
As we can see from the table, Sony makes a loss of at least $200 per sold
unit. However, because of big incomes in sales of games most notable, it’s
possible to catch up on that loss. On the other hand, the research and
development cost expenses that Sony have had to invest to actually make
the console a reality are big, and the income need to cover for that as well,
but one need to keep in mind that this cost will be covered be several years
of sales, so the relatively small loss for the first year of $200 million will
easily get covered the next year when there are only small research and
development costs.
10 Implementation controls
IT systems, most importantly SCM and ERP systems can play an essential role
in ensuring that the sales and distribution channels of the PS3 are on track.
This way, managers at Sony will be able to monitor the sales on a day-to-day
basis, making sure that it meets expectations.
19
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Appendix
PS3 - specification
The following table provides an overview of the PlayStation 3 specifications
considering the two different editions: