Gredler / Moravska / Wegendt. Case 17. Microsoft X-Box Live!



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Gredler / Moravska / Wegendt Case 17 Microsoft X-Box Live! 1

A. Basic facts Table of Content 1. Microsoft 2. Video Gaming Indurstry 3. Competitors + 5 year life cycle 4. Xbox (Xbox 360 + Xbox Live!) B. Case Study Questions: 1. What Stage of the product life cycle is Microsoft s Xbox currently experiencing in comparison to other game console market products? 2. Discuss how Microsoft is trying to implement a groth strategy in the games console arena. (using the Ansoff Matrix) 3. What are the key sucess factors of launching the Microsoft Xbox Live! Plattform? (using the marketing mix 4-Ps framework) 4. What are the key weaknesses of Microsoft Xbox Live! Business model? 2

Basic Facts Microsoft Dominates in its core markets of operating systems (PC) and desktop application software almost has monopoly power High revenues and profits have been healthy and steady Sales of PC software will not last forever! One day growth will stop That s why Microsoft now has to look for new ways of future growth. It has decided to enter the video-gaming industry + + 3

Basic Facts Video-gaming industry: 2002 Console and hardware sales nearly 33% of the market The video-gaming industry is characterized by a 5-year cycle: the games console has roughly a 5-year life cycle before being replaced with new, improved technological hardware Very competitive area: many industry giants have come and gone: Sega has retrenched from games console market due to Sega Dreamcast flopp in 1999. Now they are only games developer The console industry sells its products at prices that are below costs and makes only money through the sales of games in the form of licensing fees 2 veterans are the Strongest competitors: 4 1995 2000 2006 2002 2006

Basic Facts History of popular games consoles (roughly 5-year life cycle) 1/3 1989 Sega MegaDrive 6 YEARS 1995 Sega Saturn 4 YEARS 1999 Sega Dreamcast 5

Basic Facts History of popular games consoles (roughly 5-year life cycle) 2/3 1985 Nintendo Entertainment System (NES) 4 YEARS 1989 Nintendo Game Boy 7 YEARS 1996 Nintendo 64 6 YEARS 2002 Nintendo GameCube 4 YEARS 2006 Nintendo w ii 6

Basic Facts History of popular games consoles (roughly 5-year life cycle) 3/3 1995 Sony PlayStation 5 years 2000 Sony PlayStation 2 6 years 2002 Microsoft Xbox 2006 Sony PlayStation 3 4 years 2006 Microsoft XBox 360 7

Basic Facts 2003 Time spent on playing video games? Which of the following game consoles do you own? Console Hardware Sales in Amerika: (mio) Time spent on playing video games online PS PS2 Xbox Gamecube Gamboy Advanced US 29,1 39,2 8,6 7,5 23,8 Japan 15,9 20,5 1,4 3,4 12,7 Europe 24,5 39,6 3,7 3,11 13 Worldwide 69,5 99,3 13,7 14 49,5 8

Basic Facts Xbox Launch: Launched in 2002 (slow sales due to Nintendo s Game Cube launch in 2002) The most sophisticated and powerful games console ever bulit and released due to their highest technological specifications: Play DVDs, broadband gaming capability that allows real-time Internet gaming and downloading of software, games and films. Real reason why Microsoft has entered the games console industry. Use of Xbox and its future followers as a platform for distribution of other Microsoft products and gaining subscription fees from subscribers to the broadband gaming network. The marketing campaign: global estimated $ 500 mio. Microsoft has poured millions into development, and sells the Xbox at a loss by hoping to build a large customer base of future potential subscribers and make money from licensing arrangements with games developers. 9

Basic Facts Xbox Launch: Making the money not through the hardware but the number of games sold, Microsoft receives a licensing fee from the games developer for every Xbox game developed. 3 months after launch: bitter price war with Sony & Nintendo -> Sony & Nintendo reduced price of its games consoles -> Microsoft also reduced price of Xbox. Microsoft Xbox captured # 2 position (10 mio units sold), way behind Sony s PS2 (50 mio). 3 rd place Nintendo s GameCube (9 mio). In 1999 market analysis: Xbox could lose $ 900 mio to $ 3,3 billion depending on Sony undertaking price war. Microsoft is pinning its hopes on Xbox Live! by investing $ 2 billion into online gaming. (Microsoft has nearly $ 42 billion cash reserves) Microsoft did not expect to make profit with its Xbox until 2005. And yet is not making profit in 2006. 10

Basic Facts Xbox Live! Microsoft hopes to boost profit with Xbox Live!, that is a special service of Xbox Launched 2003. Login and a password is needed for access to Xbox Live! plattform With Xbox Live! Microsoft wants to seduce customers to buy Xbox Users can play games online vs. people from around the world; it allows gamers to talk, banter, chat, taunt and trade while competing online Sony responded and launched its own online gaming service (Alliance with AOL and broadband access) Microsoft has launched 12 new online games exclusively for Xbox Live! Difference of Xbox Live! to Sony PS2 Online: By online gaming is a central server involved. 11

Case questions 1. What stage of the product life cycle is Microsoft s Xbox currently experiencing in comparison to other games console market products? 2002: Lauching Xbox is still in the introduction phase, due to slow sales, no profit and dragging grow. Sony s PS2 is two years in sale ahead and located at growth phase due to fast sales Nintendo s GameCube behind PS2 but close to Xbox sales rate in introduction phase 2006: Launching Xbox360, is selling faster but still making no profit. Currently refered to introduction phase Sony s PS2 is located at maturity phase due to tremendous sales Nintendo s GameCube way behind Xbox and Xbox 360 sales rate but in growth phase Xbox in declining phase, few sales, no profit. Xbox Live! In growth phase is gaining more user and profit. 2002 2006 12

Case questions 2. Using the Ansoff Matrix, how is Microsoft trying to implement a growth strategy in the games console arena? 2002: Diversification strategy by offering a new product (Xbox) for a new market. 2006: Xbox became obsolete and replaced by Xbox360 that is extreme upgrading of Xbox. It can be seen as product replacement at Product development strategy. -> New technology, new features (Xbox Live!) 2002 2006 Products Existing New Existing Products New Market expansion Product development Existing Existing Market expansion Product development Markets Market development Entry into new markets (Diversification) New New Market development Entry into new markets (Diversification) 13

Case questions 3. What are the key sucess factors of launching the Microsoft Xbox Live! Plattform? (using the marketing mix 4-Ps framework) Product: Superior technology (broadband-ready) Hard disk for data safe Exclusive games from developers, Variability community character (subscribers find friends at online chat, download games, additional levels, weapons and characters,...) Safesty aspect (disable downloading content) With special emulator programs Xbox enables to play Playstation games. Enable DVD and all other video and audio files as well as web live streaming. With Linux software, mouse, keyboard and USB ports it s like a computer. Price: gamers only pay costs of starter kit for the Xbox Live! Service ( 52 in UK) Price covers 1 year online subscription, Headset, and Xbox communicator. After 1 year automatic renewing subscribtion with credit card. (quick and easy) 14

Case questions 3. What are the key sucess factors of launching the Microsoft Xbox Live! Plattform? (using the marketing mix 4-Ps framework) Promotion: First broadband-ready games console. the Xbox Live! service provides a powerful word-of-mouth marketing device for Microsoft because players interact with one another and recommend games to play. Distribution: Microsoft distributs its software products over the Xbox Live! platform exclusively for gamers to download fast, easy and safe. 15

Case questions 4. What are the key weaknesses of Microsoft Xbox Live! Business model? the Xbox Live! service requires broadband-access, but majority of European households are not yet broadband-ready. this lack of broadband-access will not enable future revenues streams as Microsoft expects for the subscription to the Xbox Live! service gamers need credit card,only adults can afford. Some (children, ) can not afford a credit card. 60 p.a. or 6 p.m. only for use of Xbox Live! Plattform. after 1 year, subscription is automatically renewed and credit user card automatically charged without previously user permission. 16

Sources: http://www.video-games-survey.com/ http://forum.pcvsconsole.com/ http://www.xbox.com http://www.wikipedia.com Principles & Practice of Marketing by David Jobber Thanks for your Attention 17