lorenzo pellizzari | ludovic beauvois | soong kah weng
DESCRIPTION
Video Gaming Industry . Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng. Agenda 1. History of Video Gaming 2. Sources of Innovation 3. Types and Patterns of Innovation 4. Timing of Entry Patterns 5. Porter’s 5 Forces Framework 6. Standard War Dynamics - PowerPoint PPT PresentationTRANSCRIPT
Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng
Video Gaming Industry
Agenda 1. History of Video Gaming 2. Sources of Innovation 3. Types and Patterns of Innovation 4. Timing of Entry Patterns 5. Porter’s 5 Forces Framework 6. Standard War Dynamics 7. Lessons from the Past
History of Video Gaming 1
1951Idea by
Ralph Baer
Early 1960sWilly Higinbotham
& Steve Russell
1966Ralph Baer begins
researching interactive TV
games and was supported by
Defense contractor
1968Ralph Baer
patented the first interactive
game
1971First arcade game was released
1972Magnavox Odyssey console
available to the public
1977Atari released
the video computer
system 2600
1978Nintendo enter
the industry
1983 Sega enter the
industry with SG-1000
1994Sony enter
the industry
2001Microsoft enter the industry
with Xbox
Sources of Innovation 2
WORLD FIRST VIDEO GAMING CONSOLE
In 1972, this was available to the public Evolve a lot Exponentially faster Wireless controllers or even no controllers Online capabilities Multiples players 3D Games Colour output and surround sound ……
INDIVIDUAL AS INNOVATORS
Ralph H. Baer Tasked to develop the best Television in the world Idea is to include some interactive game But the management did not pursue Developed the first console, Magnavox Odyssey in 1968
INNOVATION VALUE CHAIN
Technology push, Initially
Market pull, Now
Creativity Invention Innovation Diffusion
INNOVATION VALUE CHAIN
Technology push
The creativity of Ralph H. Baer to have games played on television
When the initial purpose is to develop the best television
Creativity
INNOVATION VALUE CHAIN
Technology push
After beginning with the supportresearching interactive television games of defence contractor, Sanders Associates
Lead to the invention of gaming console “Brown Box” in 1968
Creativity Invention
INNOVATION VALUE CHAIN Technology push
The invention is then licensed to Magnavox
The video gaming console was in production and sold to the public as Magnavox Odyssey
Creativity Invention Innovation
INNOVATION VALUE CHAIN
Technology push
Technology push because the creativity led to new products which the market has yet to demand for it
New knowledge was transform into new product
Creativity Invention Innovation Diffusion
INNOVATION VALUE CHAIN
Market pull With 3D television gaining popularity, video gaming
console need to have 3D capabilities.
Controller-less demands from the market has push Sony and Microsoft Xbox to come out with video gaming console that support gaming without a controller.
Higher video games requirements push for newer gaming consoles with more powerful hardware.
Online technology
PORTER’S DIAMOND
Magnavox (U.S Co) Atari, Inc. (U.S Co) Sony Playstation (U.S Co) Microsoft Xbox (U.S Co) Sega (Japan Co) Nitendo (Japan Co)
Why are U.S so innovative in the video gaming industry ???
Video Gamin
g
Firm Strategy, Structure
and Rivalry
Demand Conditions
Related and
Supporting Industries
Factor Conditions
PORTER’S DIAMOND
PORTER’S DIAMOND
Factor Conditions
During 1980s, US has a large amount of computer science graduates
Excellent telecommunication infrastructures
PORTER’S DIAMOND Related and Supporting Industries
Triumph of the Arcade
Computer hardware getting cheaper and at the same time improving
Related and Supporting Industries Developers and publishers coming out with greater
varieties and newer games
Television technology is advancing with better video and audio outputs
Newly available video-gaming magazines in the early 1980s
PORTER’S DIAMOND
PORTER’S DIAMOND
Firm Strategy, Structure and Rivalry Game cartridges or disks can only be used by
the gaming console of the respective company
The gaming console is also backward compatible with games, meaning that old game cartridges or disks can be used on the newer version of the gaming console
PORTER’S DIAMOND
Demand Conditions The home markets demand for gaming console
after the triumph of the arcade in early 1980s.
Demand for faster gaming consoles from 8-bit, 16-bit, 32-bit to 128-bit so that greater processing power is available for performance-intensive games.
Demand to play games online with the rapid growth of faster broadband.
Types and Patterns of Innovation 3
Product Innovation New consoles are more powerful, better
graphics, closer to reality than their previous versions
Incremental Innovation PS2 is a PS1 with some adjustments (DVD player) Rumble not in PS3
Radical Innovation CD-ROM Wii’s move remote
DIFFERENT DIMENSIONS OF INNOVATIONS
DIFFERENT DIMENSIONS OF INNOVATIONS Competence enhancing innovation
Xbox 360 build on technology of Xbox PS2 still in use, games are compatible! Wii’s move remote radical but competence
enhancing!
Competence destroying innovation CD-ROM replaced the cartridge: cheaper to
manufacture and had a larger capacity than the existing cartridge technology
More Component innovation
TECHNOLOGY TRAJECTORY
Disruptive tech is Wii (less advanced performance, simpler system)
But cheaper than PS3 and Xbox 360 thanks to lower development costs Consumers switch to Wii Both Sony and Microsoft had to create a new controller, to
compete with the Wii
SONY’S AND MICROSOFT’S REACTION
The PlayStation®Move for Playstation 3
Kinect for Xbox 360yourself are the controller
Timing of Entry Patterns 4
VIDEO GAMING CONSOLES ENTRY TIMING
*indicates the first mover** indicates the most popular platformsDD indicates early adaptor and dominant design
Source:° Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market, Scott Gallagher and Seung Ho Park, IEEE TRANSACTIONS ON ENGINEERING MANAGEMENT, VOL. 49, NO. 1, FEBRUARY 2002° Wikipedia.com
Generation (Time Period)
Rival Platforms (Manufacturers)
Introduction Date
Operating PerformanceCPU Bit ROM
1st (1976-1982)
Channel FDD (Fairchild)* 1976 2 MHz 8 VCS**DD (Atari) 1977 1,19 MHz 8 4KRCA (Studio) 1977 1,19 MHz 8 2KOdyssey2 (Magnavox) 1978 1,78 MHz 8 Gamevision (Texas Instrument)
1978 1,78 MHz
Home Arcade (Bally) 1978 3,58 MHz 8 2nd (1980-1984)
Intellivision (Mattel)* 1,980 0,5 MHz 16 16KAtari 5200 (Atari) 1,982 1,79 MHz 8 Colecovision** (Coleco) 1,982 3,58 MHz 8 8-32KArcadia 2001 (Emerson) 1,982 3,58 MHz 8 8K
3rd (1986-1990)
NES** (Nintendo)* 1985 1,79 MHz 8 24-32KMaster System (Sega) 1986 3,6 MHz 8 32-131KAtari 7800 (Atari) 1986 1,79 MHz 8 52K
4th (1989-1996)
Sega Genesis** (Sega)* 1989 7,6 MHz 16 64KTurbo Grafix16 (NEC) 1991 3,6 MHz 8 250KSuper NES (Nintendo) 1991 3,58 MHz 16
5th (1999-2000)
Interactive Multiplayer (3DO)*
1993 12,5 MHz 32 660Mb
Jaguar (Atari) 1993 26,6 MHz 32 660MbSaturn (Sega) 1995 28 MHz 32 660MbPlaystation**DD (Sony) 1995 33,9 MHz 32 660MbNintendo 64 (Nintendo) 1996 93,75 MHz 64 100Mb
6th (1999-2007)
Dreamcast (Sega)* 1999 200 MHz 128 1,1GbPlaystation 2** (Sony) 2000 294 MHz 128 5,6GbGameCube (Nintendo) 2001 485 MHz 128 1,5GbXbox (Microsoft) 2001 733 MHz 128 5,6Gb
7th (2005-present)
Xbox 360 (Microsoft)* 2005 3,2 GHz 256 20GbWii**DD (Nintendo) 2006 729 MHz 64 512MbPlaystation 3 (Sony) 2006 3,2GHz 256 60Gb
WHAT CAN WE SAY FROM THE CHART ? Out of the 7 Generations of Video Gaming
Consoles 2 out of 7 first movers managed to become the
most popular Most of the cases, early followers became the
most popular video gaming platform
Why is early followers more successful? Able to determine the market responses to
the products sold by the first movers Waiting for enabling technologies to be more
established Able to learn from the mistakes from first
movers before launching the new products
IN THE CASE FOR SONY PLAYSTATION Was never a first mover
In the 5th Generation, Sony was the 4th company to launch Playstation But it became the most popular platform and set the
dominant design for that generation
In the 6th Generation, Sony was the 2nd company to launch Playstation 2 It became the most popular platform the for that
generation
In the 7th Generation, Sony was so far the last company to launch Playstation 3
Porter’s 5 Forces Framework 5
Competition Rivalry
Power of Suppliers
Substitutes
Power of Buyers
Entrants
PORTER’S 5 FORCES FRAMEWORK
To evaluate the attractiveness of the Video Gaming Industry.
COMPETITIVE RIVALRY
3 big players with changes in leadership through time
Decrease in sales of consoles (-8% in 2010) Competition on differentiation and prices Moderate barrier to exit
=> Overall strong competition
THREAT OF SUBSTITUTES
New platforms and new business models
High threat of substitutes
THREAT OF SUBSTITUTES
THREAT OF ENTRY
Space for only 3 players (ex: Sega) Importance of « killer apps » and network
of developers Backwards-compatibility High developing costs Entry of Apple?
=> Threat quite low
POWER OF BUYERS
Software market dominated by large developers (ex: Electronic Arts)
Locked-in customers in a console type with specific games
High price sensitivity But standardized consoles and price
sensitivity
=> Moderate threat
POWER OF SUPPLIERS
Sony, Microsoft produce other types of electronics
Nintendo mainly develops its own games Nintendo (>< Sony, Microsoft) outsources the
manufacturing of hardware => dependent of certain suppliers
Some limited components in consoles (ex: blue laser diodes in PS3)
=> Moderate threat
Strong Competition Rivalry
Moderate Power of Suppliers
Lot of Substitute
s
Moderate Power of Buyers
Low Risk of
Entrants
PORTER’S 5 FORCES FRAMEWORK
Unattractive Industry to Enter Apple is the most likely candidates to enter
Standard War Dynamics 6
3 DOMINANT DESIGNS
Cartridges:- Start: Atari- Supremacy: NES
CDs:- Start: PS- Supremacy: PS- Parallel DD: cartridges
« Move remote »:
- Start: Wii- Supremacy: Wii- Parallel DD: Classical remotes
Lessons from the Past 7
MOST IMPORTANT LESSONS OF THE PAST FOR THE PRESENT STRATEGIC POSITION
History of Video gaming seems to be following the evolution of the vehicle where games appear most — Television and ………..
Black/White to Colour Colour to Flat Screen Flat Screen to LCD/Plasma LCD/Plasma to HDTV
Next Step: 3D TV and Virtual Retina Display for greater realism and details
MOST IMPORTANT LESSONS OF THE PAST FOR THE PRESENT STRATEGIC POSITIONand also Enabling Technologies From 8-bit, 16-bit, 32-bit to 128-bit Cartridges to CD to DVD to Blue-Ray Disk From multiplayer to online gaming From Wired controller, to wireless controller to
action sensor controller …
Next Step: 4G gives 100mb/sec connection anywhere
No hand gaming, brains will do it
The EndQ&A