Nintendo: Horizontal Differentiation in an Oligopoly

Similar documents
Competitive Strategy in Game Consoles

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

Mayumi Sampei Beom Seok Chang Fukumi Watanabe Ashley Kim Elisa Yoshigoe Yoon Young Joo

Florida 4-H Consumer Choices Study Topics. Student Guide. Video Game Systems. Introduction and Background

Marketing Plan: Sony Playstation 3 Brian Moats

Nintendo Wii. Marketing Plan for Marketing Management. Brian Moats 2/13/2008

Evolution of Video Games

EA SPORTS Peter Moore, President

A History of Video Game Consoles

Microsoft CANADA. Marketing plan proposal for second year in Canada

Video Games. Video Games Market. Video Games Market Growth. by Component (CHF millions) CHF millions

Parental controls on Xbox 360, Xbox One, Nintendo Wii, PlayStation 3 and PlayStation 4

Two new StreetPass games and a Premium content update for StreetPass Mii Plaza releasing this week on Nintendo 3DS

GUIDE Analyze This. A Social Marketer s Guide to Competitive Intelligence

Gaming Console: Firms & Industry

BUS 478-D200. Case Synopsis: Microsoft. Prepared by Group E:

The Australian ONLINE CONSUMER LANDSCAPE

MEMORANDUM. Nicole Huber Kyle Lubbers Nanette Brames Billie Heilman

Game Console Failure Rates: Wii 9 times more reliable than Xbox 360, 4 times more than PS3

Design Analysis of Everyday Thing: Nintendo Wii Remote

Shopping in a Digital World: Thanksgiving Weekend Sales Break All Records

栄 東 中 学 校 帰 国 生 入 試 英 語 模 擬 問 題

Final Draft Version 1.0 EPA Game Console Performance Requirements and Test Method Comment Summary and Response. Page 1 of 7

Service Models Comparisons & Total Cost of Ownership by Coupa Software

CHAPTER 4. Standards Battles and Design Dominance

Video GAMERS. Game Advertising & Measurement Evaluation Research Syndication. Prepared by:

not think the same. So, the consumer, at the end, is the one that decides if a game is fun or not. Whether a game is a good game.

Determining Your MAC Address in Windows XP

Computer Game Programming Introduction

interactive leisure software...

Market Development of Video Games Video Game Markets and Marketing

Economics Chapter 7 Review

Worldwide Market Forecasts for the Video Game and Interactive Entertainment Industry:

PEW INTERNET PROJECT DATA MEMO

CONSOLIDATED FINANCIAL HIGHLIGHTS

Legal Offers for Consumers in the Video Games Industry

Christina Gawlik, Ph.D Texas Woman s University 1200 Frame Street, Denton, Texas cgawlik@twu.edu

C-SID (Games Console Switch Interface Deluxe) Instructions

Session: Business Systems Topic: E-Commerce. Daniel Chang. CGS 2100 Micro Applications for Business & Economics. Lecture

The Whole New World: Nintendo s Targeting Choice Alexander Rusetski, Ph.D. York University, Toronto, Canada

cprax Internet Marketing

Energy Consumption of New Generation Game Consoles - Key Findings

UNITED STATES OF AMERICA BEFORE THE FEDERAL TRADE COMMISSION. Julie Brill Maureen K. Ohlhausen Joshua D. Wright Terrell McSweeny COMPLAINT

CONSOLIDATED FINANCIAL STATEMENTS

Case Study: (Robert M. Grant) Client: SEGA

BA 500 STRAT: The Micro-Economics Foundations of Competition and Strategy MBA. Fall 2014

IT Quick Reference Guides How to Find Your MAC Address

Wii: Creating a Blue Ocean The Nintendo Way Patricio O Gorman 1

Chapter 7 Monopoly, Oligopoly and Strategy

Your reputation is important. ONLINE REPUTATION

Overview of Sony Corporation

Corporate Fundraising Pack

Sony s Blu-Ray Strategy Chen An Huang, Yizhou Liu, Zhizhang Xia

Digest Version (this report) Detailed Version (website) Nintendo Overview

Changing industry dynamics. Rudy Provoost Senior Vice President Royal Philips Electronics CEO Global Sales and Services Philips Consumer Electronics

The Turning Tide: Independent Game Sales in Mike Rose tinybuild

THE CPA AUSTRALIA ASIA-PACIFIC SMALL BUSINESS SURVEY 2015 HONG KONG REPORT

European Video: the industry overview

Xbox LIVE Vision. english

Cloud Computing. Opportunities for Investment Managers

The Ultimate 3D Gaming Projector

Fiscal Year 2006 Results Presentation

Game Console RGB SCART Cable Diagrams

Axis Technologies Computer Hardware and Electronics Portfolio Categories

TARGET COSTING AND THE PRODUCT DEVELOPMENT CYCLE ESTABLISH TARGET

Brought to you by. Technology changes fast. From new apps to digital marketing, it can feel impossible to keep up.

Safe Connect Game Console Detection

How To Make A Successful Online Game On Runescape

The Transformational Toy Manufacturing Industry

Sony Corporation and the Video Game Console Market: A Competitive Analysis 1

CONSOLIDATED FINANCIAL HIGHLIGHTS

How to Steer Characters in Group Games

The Economics of. Software as a Service (SaaS) VS. Software as a Product. By Scott Sehlhorst

Embracing Consumer Buzz 1. Measurement Challenges for Marketers

State of Mobile Commerce.

Computer and Video Games For Learning, Health and Social Impact

Integrating STEM Courses with Game Design. Najib Manea

Nintendo Announces Price and Launch Date of Nintendo 3DS in Japan

CONSOLIDATED FINANCIAL HIGHLIGHTS

Britepaper. How to grow your business through events 10 easy steps

Courtesy of D W A R D M A R K E T I N G. david@dwardmarketing.com (413)

Name(s) Class Date. Q1. In 2009, kids ages 11 to 14 spent the most time with this type of media:

Sample lesson from I Think: Economics What is Economics? Correlates to Common Core Standards!!

63720A IN I S N T S R T U R C U T C I T O I N B O O N B O O K O L K E L T E

International IPTV Consumer Readiness Study

In this chapter you will find information on the following subjects:

A Game Cultural Tour of Brazil

Launching New Products in Financial Markets. A William Mills Agency Whitepaper

A Brief History of Computer Games

An Insightful Analysis Report on APPLE,INC

Of Hedgehogs and Plumbers: An Investigation of Marketing Strategies in the American Home Console Industry. By: Daniel DeMaiolo

UNIFY PROFESSIONAL KARAOKE SYSTEM INTRODUCTION Your All-in-one Karaoke Solution Karaoke & Video on Demand Server

How Apple s Corporate Strategy Drives High Growth. Blue Ocean Strategic Moves from ipod to ipad

Made in Greece. Having taken the Greek market by storm with its. Folli Follie makes a global statement

LIST OF CONTENTS AND TABLES

Finding Your MAC (Ethernet) Address All Device Types

GUIDEBOOK MICROSOFT DYNAMICS SL

Basic Lesson Plans for Football

EASY $65 PAYDAY FREE REPORT

Best Practice Search Engine Optimisation

Transcription:

Gregory Passani Economics 106T Professor Board December 2, 2010 Nintendo: Horizontal Differentiation in an Oligopoly The game has changed,... and the way the game is played has to be changed. Satoru Iwata, president of Nintendo Co. Ltd (Malstrom) Nintendo has been a major player in the technology and gaming industry ever since entering into electronics in 1970. While for years it dominated the market for virtual gaming, a rise in competition within the industry presented serious challenges for the company. After struggling for the first five years of the new millennia, Nintendo made an exceptional comeback with its innovative products, the Wii and the DS, that shook the market and brought in a whole new set of customers. Their new strategy was so successful it allowed the company to be ranked the second most valuable Japanese firm after Toyota in 2007 (Farhoomand 6). Despite its recent success, Nintendo must look ahead and act strategically as its competitors begin to adapt to the new market trends. The Birth of Gaming Market Background The electronic gaming industry began with a few very basic games in the 1970s. At first, they appeared in the form of coin-operated machines in public places, with games like Pac Man and Donkey Kong before moving to home entertainment with hits like Atari s Pong (Vaughan 13). A major shift in the quality of in-home gaming came with Nintendo s release of Famicon in Japan and the Nintendo Entertainment System (NES) in the United States in 1983 and 1985 respectively. The company also led the handheld gaming industry with its release of the Gameboy in 1989. With the high quality of the NES, Nintendo held a virtual monopoly in the gaming console industry for five

Passani 2 years until the Sega Genesis was released in 1990. While the Genesis challenged Nintendo s elite status for a brief period, Nintendo successfully responded with its superior Super Nintendo Entertainment System (SNES) in 1991 and maintained it position atop the gaming industry. A New Breed In an ironic twist, Nintendo itself indirectly brought upon its next serious competitor. While developing the SNES, Nintendo was looking to implement the relatively new CD-ROM technology into the next generation system. As Nintendo views themselves as a gaming company as opposed to a technology company, they decided to outsource the project to Sony. However, after friction emerged between the two companies, Sony decided to take on the challenge of forming its own entire console, leading Nintendo to use Panasonic technology instead (Farhoomand 2). Four years later, Sony released the PlayStation with a surprising amount of success. While teenagers previously comprised nearly all of the gaming industry s customer base, Sony was able to reach out to individuals in their late 20s and early 30s with significantly larger disposable incomes (Farhoomand 2). Despite the PlayStations success, Nintendo was able to maintain its dominant position with the release of the N64, the last console to use cartridges, in 1996. However, competition continued to increase as the industry entered the sixth generation with Microsoft introducing the Xbox 1. Sega led the new cycle in 1998 with the Dreamcast but was soon eclipsed by Sony s release of the PlayStation 2 (PS2) in early 2000. This dealt a final blow to Sega, who soon after decided to exit the console market and focus on software development, leaving three main competitors in the industry. The following year, Nintendo s Gamecube and Microsoft s Xbox were released just days apart. While the Xbox fared well, the Gamecube was a disaster, allowing the 1 Microsoft was worried by the impact of the success of PlayStation on PC gaming, and decided to enter the market to hedge against its large stake in PC gaming.

Passani 3 PS2 to emerge as the clear winner of the sixth generation. Most experts attribute the PS2s backwards compatibility and its ability to play DVDs as keys to its success 2. Breaking the Cycle Resurgence by Disruption Since the release of the NES, the gaming industry had been stuck in a cyclical process every five or six years a new generation of consoles would emerge to compete with one another. Competition was largely aimed at vertical differentiation, with each company seeking to implement faster processing, better graphics, and more immersive games. In 2002, however, Nintendo appointed Satoru Iwata as the new CEO. Iwata noticed a shrinking population of gamers in Japan and blamed the high costs to consumers. While monetary price was certainly a factor, Iwata was more concerned with the homing costs associated with the newer systems. While more immersive games with a wider variety of button combinations provided substantial value to the committed gamer, the larger necessary time investment to learn the games was driving away the casual, marginal user (Farhoomand 4). Nintendo therefore sought to horizontally differentiate their next system, the Wii, from the other seventh generation consoles and reach out to non-gamers. In order to simplify the gaming experience, they completely overhauled the way players communicated with the console. Instead of pressing combinations of buttons on controller, players of the Wii communicated with the console through movements of a wireless remote 3. The company also implemented their new paradigm to the handheld market by replacing the Gameboy with Nintendo Double Screen (DS) in 2004. The DS also sought to simplify controls by having a touch screen as well as traditional button controls. These adaptations made the systems easy to use, quick to understand, and therefore appropriate for an untapped gaming market particularly families looking for an inclusive experience. 2 While Microsoft s Xbox also played DVDs, it required consumers to pay an extra fee for the software and remote. 3 The Wii was the first consol to introduce wireless remotes.

Passani 4 In addition to simplifying controls, Nintendo adjusted the nature of their gaming content by focusing more on real life scenarios, with which the average person could relate, as opposed to fantasy type games that appealed more to devoted gamers (Vaughan). The big hit games for the Wii were simple sports games like tennis, bowling, and golf. Nintendo also introduced the concept of excergaming with the Wii, with programs designed to assist, track and motivate users in physical exercises. The DS, on the other hand, had hits with games like Nintendog, where a player raised a virtual pet, and Brainage, where players completed puzzles and brainteasers (Farhoomand 5). The company also decided to pursue a different marketing approach that was less focused on traditional media. They hired well-connected mothers in several suburban neighborhoods to praise the Wii amongst their social networks in an attempt to generate a word-of-mouth buzz. They also focused on marketing through ads on social networks and YouTube as opposed to Microsoft and Sony, who focused more on traditional print and media sources. The advertising campaign proved to be quite cost effective by later estimates (Farhoomand 6). Aside from horizontally differentiating themselves, Nintendo made an effort to patch up their previous vertical deficiencies. The Wii utilized full sized discs, as opposed to the Gamecube s mini discs, and was capable of playing CDs and DVDs. They also made the Wii the first internet-capable console to be able to run off of wifi. With new internet capabilities, Nintendo was able to uploaded games from previous consoles, making the Wii backwards compatible. The Wii proved to be a huge success after its 2006 release, beating the combined worldwide sales of the PS3 and Xbox 360 between 2006 and 2008 (Farhoomand 23). The 2004 release of DS also proved strong, allowing Nintendo to control 90% of the handheld gaming market as of 2007, despite Sony launching a competing device, the PSP, in 2005 (Farhoomand 5). Sales continue to be strong with retailers selling 600,000 Wiis and 900,000 DSs in the most recent week (Ortutau). Pricing and Markups

Passani 5 In addition to regaining the dominant market share in gaming consoles, Nintendo also made significant profits. A less complex system like the Wii is significantly cheaper to produce than the more advanced PS3 and Xbox 360. This trend also holds true for the development of games. So, while Sony and Microsoft must practice price penetration, Nintendo is able to turn a profit on each console and game sold. These numbers are significant; Sony takes a loss of about $300 on each PS3 due to the expenses entailed in incorporating a Blu-ray player and advanced processing chips. Xbox, on the other hand, initially lost about $125 per Xbox sold, but was able to increase production efficiency and cut marginal losses to $75. They eventually incurred a loss of $1.1 billion, however, when they were forced to extend all one-year warranty to three-year due to a defective chip and the infamous ring of death, bringing their total losses on hardware up to $2 billion. Nintendo, on the other hand, makes just under $50 every time a Wii is sold in the United States (Farhoomand 24). Encroachment Competition Ahead While Nintendo successfully identified and exploited a new market, its competitors are eager to enter this newfound and lucrative niche. Both the PS3 and Xbox 360 have recently launched add-ons that afford users a similar experience to that of the Wii. The PS3 now has Sony Move, which features a wand that players use like the Wii remote. Microsoft, on the other hand, has come out with Kinect, which senses body movement and does not require the user to hold any sort of instrument. Both add-ons have sold well with Sony selling 4.1 million units in the first two months and Microsoft selling 2.5 million units in its first 25 days (Ortutau). Strategy Pricing remains Nintendo s largest advantage over the other two competitors. Amazon currently lists the Xbox 360 and the PS3 bundled with their respective add-ons for about $400, while a Wii lists for half that price, making the Wii the optimal choice for

Passani 6 users seeking motion-sensing controls. However, the add-ons alone cost around $200 and $100 for the Kinect and Move respectively, so it may be cheaper or of equal price for a current owner of either system to upgrade rather than buy a Wii in order to gain motionsensing capabilities. This may be less troubling than it seems on the surface though, as individuals considering such an upgrade are likely avid gamers that were already outside the targeted market for the Nintendo Wii. The consumer base that is most vulnerable to switching from purchasing a Nintendo to an upgraded rival system is the households who may have one or two avid gamers as well as more casual consumers. In order to persuade these users to buy a Wii, Nintendo must once again differentiate itself horizontally. Nintendo s largest assets are arguably its reputation and its intellectual property and these must be fully leveraged. The company is known for producing experience goods that put smiles on surrounding people s faces (Message from the President). New games based on characters from Super Mario, Pokémon, Zelda, and others are in high demand and Nintendo has exclusive rights to produce them. Nintendo has also recently made a good move of reaching out to Disney to make Th!nk Fast, a jeopardy-like game, and Epic Mickey, with Mickey mouse as the main character. This partnership makes perfect strategic sense; it adds to the kid-friendly, familyorientated reputation of Nintendo while bringing additional high-valued, exclusive characters that consumers are willing to pay for. Nintendo should capitalize on this reputation more. Having gained the trust of parents with decades of relatively nonviolent, fun games, the company now has the opportunity to move into educational games. Educational programs could be aimed at many ages, from simple spelling and math games for second graders to virtual driving lessons for sixteen year olds. By labeling itself as a tool for families, Nintendo can establish itself as a staple for every household. It would also be wise for Nintendo to further integrate the DS and the Wii. While users can currently transfer some data between the two systems, it is not explicitly advertised and not particularly easy to do. When an individual buys a Wii game, it should come with options for play on the DS. This could include a simpler version of the game with less advanced graphics, or specialized mini games, so people could take their game on the go and continue to add to their characters progress. Nintendo should also consider

Passani 7 making the DS function as a Wii remote. By creating a more cohesive set of systems, Nintendo can grow a more loyal consumer base and build a better reputation. Finally, Nintendo needs to keep pace with emerging technology and trends. While it is important to keep costs low and products simple to use, the company cannot afford to ignore changes in the market. They seem to in line with this sentiment as well; Reggie Fils-Aime, President and COO of Nintendo of America, recently said, We re going to innovate on the hand-held front [with] 3D gaming, and for us it s [about] marrying that technology with content (Lodge). Developing handheld 3D gaming would certainly boost Nintendo s standing in the industry. In addition to pursuing 3D technology, Nintendo must continue shifting towards digital distribution of material and transforming its main console into a complete home entertainment system to keep pace with Microsoft and Sony. Conclusion Amongst the big three competitors in the gaming industry, Nintendo has stood the longest. While it lost its dominance by being vertically outperformed, it regained its composure by horizontally differentiating itself and offering a different, more intuitive system at a cheaper price. As Sony and Microsoft begin to compete for Nintendo s new consumer base, the company must utilize its image and assets and continue to differentiate itself. Nintendo must also seek to undercut its competitors costs and stay abreast to emerging trends while continuing to integrate its gaming systems to create a cohesive consumer experience.

Passani 8 Works Cited Farhoomand, Ali. "Nintendo s Disruptive Strategy: Implications for the Video Game Industry." University of Hong Kong's Asia Case Research Center. (2009): 1-24. Print. Lodge, Michelle. "Nintendo Has Big Lead That Works Against Rivals: Exec." News. CNBC, 11/11/2010. Web. 30 Nov 2010. <http://www.cnbc.com/id/40136033? source=yahoo %7Cheadline%7Cquote%7Ctext%7C&par=yahoo>. Malstrom, Sean. "Four Horsemen of the Apocalypse." Malstrom 2008: n. pag. Web. 1 Dec 2010. <http://malstrom.50webs.com/revelation.htm>. "Message from the President." Nintendo. Nintendo, 3/31/2010. Web. 27 Nov 2010. <http://www.nintendo.co.jp/ir/en/ management/message.html>. Ortutau, Barbara. "Nintendo Says Wii Sales Got Boost on Black Friday." Associated Press 11/30/2010: n. pag. Web. 1 Dec 2010. Vaughan-Nichols, Steven J. "Game-Console Makers Battle over Motion-Sensitive Controllers." Technology News August 2009: 13-15. Web. 11/29/2010.