Documente Academic
Documente Profesional
Documente Cultură
COMPETITION IN VIDEO
GAME CONSOLES: SONY,
MICROSOFT, AND NINTENDO
BATTLE FOR SUPERMACY
PRESENTED BY GROUP 3
FOR
DR SYED ZAMBERI AHMAD
UNIVERSITY OF MALAYA
KUALALUMPUR, MALAYSIA
1
Mohd Zia
Introduction
2
Video Games Industry
• Over the past 30 years, video games have become an
integral part of the lives of the people living in
developed countries particularly
3
Video Games Industry
• During the last few years, video games have been
appealing to a broader demographic base, and, for
example, average American is spending much more
time (75 hours in 2003) in playing games than the past
4
Video Games Industry
5
Video Games Industry
6
Video Games Industry
7
Video Games Industry
8
Competition for the
Opportunity
• Makers of video game consoles
(Sony, Microsoft and
Nintendo) are the major
competitors in this fast growing
industry
• PC manufacturers
9
Fierce Battle for Console
Market
• Prior to the launch of
Microsoft’s Xbox360, Sony
was enjoying market
leadership with its PS2 100
million units sold
• Wi-Fi
12
Sony:
• World’s leading manufacturer and marketer of audio , video,
communications, and information technology products
15
Nintendo:
• The playing card manufacturer founded in 1889 in Koyoto, Japan, became known as
the Nintendo Company Ltd. in 1963
• Its 1981 introduction of a coin-operated video game, Donkey Kong, was an instant
success
• By 2007, Nintendo had sold more than 387 million game consoles and 2.2 billion
video games worldwide
• Business is limited to the sale of game consoles, handheld game systems, and
game software
• Company focuses on earning profits from the sale of game consoles as well as from
game software sales
• Mainly targeting the interests of children and casual gamers as Satoru Iwata,
president, explained “our goal is to expand the gaming population”
16
Nintendo:
• NES October 1985
• Nintendo 64 September
1996
17
Nintendo’s GameCube & DS
• GameCube (with
twice processing
capability than PS2)
November 2001, but
was the least
successful console
18
Nintendo’s Wii:
• Launched November 19, 2006 with company’s
biggest innovation of a wireless motion sensing
controller
• Wi-Fi
19
Ungku Alhady
Analysis of Industry
20
Analysis of Industry/Market
Type of Industry Turbulent and 7th generation
/ Market High Velocity of console
within 30 years
Technology Fast changing From simple
/rapid graphic to
photo-realism
Customer Fast evolving Hard core
requirement & gamers love
expectation new challenges
23
Porter’s Five Forces Model
24
25
Porter’s Five Forces Model
Threats of Bargaining Bargaining Threats of Competitive
New Power of Power of Substitute Rivalry
Entrants Customers Suppliers Product
26
Khairul Anuar
• PlayStation
3
• Xbox360
• Wii
27
Porter’s Generic Strategies
28
Product Differentiation
Wii PS3 Xbox 360
•3.2 GHz power processor • its 3.2-GHz Cell processor • features a powerful 3.2-
makes it technically the GHz processor.
Xbox live online gaming highest-end game console on • revamped Xbox Live
service
the market online gaming service
12x DVD, optional HD-DVD 256 MB dedicated system 729 MHz processor
at $199 memory
DVD available on late 2007
64 MB memory card with Wi-Fi available with 60-GB models
core system version
512 MB embedded flash
Wired controller with core Bluetooth wireless controller memory
system, wireless with w/limited motion sensing
premium Wi-Fi
Free PlayStation online
Wi-Fi gaming network service for Online services like
demos and add-ons shopping, weather, news,
Game Prices $40 to $60 browsing & messaging
Game prices from $50 to $60
Compatible with Game Prices from $30 to
approximately 300 Xbox Compatible with most PS 2 & $50
titles PS One titles
Compatible with almost all
Nintendo game titles
29
Product Differentiation
• Access to leading scientific
research
• Corporate reputation
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1. Access to leading scientific research
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2. Highly skilled and creative product
development team
Wii PS3 Xbox 360
•praised for doing •Sony Way •Collaboration &
something different •Latest tech of hard Integration
from everyone else drive and a Blu-ray disk •A cross-functional team
•10 – 20 group of 3 drive for reading high- of consultants was
people capacity game disks and assembled, including two
•given free rein to playing Blu-ray movies lead industrial design
couple (I.D.)
•Simple” and
“Comfortable”.
•a wireless motion-
sensing controller,
makes the most drastic
change in user input
since the Nintendo
Entertainment System
33
3. Well integrated Supply Chain and Strong
sales team
34
Wii PS3 Xbox 360
-Viral marketing -Turnaround strategy -Highly innovative viral
(ambassadors in cities) -Networking marketing marketing $150m ad
•Choose one hardcore campaign in 2007
•Digital networking
gamer, one tech savvy (blogs, virtual forum) -agreement with
mom(alpha mom), one BurgerKing in promotion
-Partnership with fashion
family with spanned and style
from grandparents to publisher(Marmalade),
kids) MySpace
35
4. Corporate Reputation
36
Deborah
Conclusion
37
Conclusion
• Nothing is certain in the video games fast morphing
business
• With both opportunities and risks increasing each
day, and new players vying for power, it will require
all of the wiles and muscle of the company to win.
• The goal: making gamers feel like they’re living the
games, not just playing them.
• “the advent of new technology… always
invigorates everyone in the industry,” says EA Chief
Executive Lawrence F. Probst III
Conclusion
In this sprawling video games industry, nobody positioned better
than Sony.
Because,
- PlayStation is the Champion product of Sony, according to the
2005 Turnaround Strategy of Sony
- unlike any other players it already assembled all the pieces of
video game empire.
- It makes games such as the popular Gran Turismo racing and
Everquest online.
- Its own Sony Pictures and MGM movie studios, whose Spider-
Man and James Bond franchises have been megahit games for
Activision and EA. The combination has helped Sony sell 80
million PS2 consoles worldwide.
• Sony’s next-generation technology (Blu-Ray) is expected to
out-dazzle its competitors
• PS2 has had more than 2,000 software titles, with more than
775 million total game copies sold.
Consoles Comparison:
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Consoles Comparison:
41
Our choice…
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REFERENCES:
• Wikinvest, “Game Consoles Wars: Xbox360 Vs
PS3 Vs Wii”
• ESA (entertainment software association)
“Essential facts about the computer and video
games industry, 2008”
• Competitive forces in the video game industry,
Dietl & Royer, 2003: 416.
• VG Chartz
• Collaboration and the creation of the Xbox 360
By David Kemp
43
REFERENCES:
• INNOVATION: management, policy & practice; HELMUT M.
DIETL and SUSANNE ROYER
• Pearce ii, J. And A., Robinson Jr., R.B. (2007). Strategic
management: Formulation, Implementation and control.
McgrawHill: North America
44