How and ultimately why did Microsoft enter the games console market?
A video game console is an electronic device designed to play video games. It is primarily a home entertainment device and an extension of games to the electronic platform. The output is usually a TV or a Monitor. The game console market came into existence about 6 decades ago and it is a multi billion dollar market today.
The game console market has been growing rapidly since the
1990’s and today has major world corporations competing for market
share. The major competitors in the game console market in the 90’s
were Sega Dreamcast, Playstation2 and Nintendo’s 64. These players
competed in the market by creating technology that was better than the
other to increase their market share. During the 90’s Sony was the
dominant player in this market with very successful game consoles and
new games. In 1999, Sega launched the Dream Cast the most advanced game
console in its time, many critics felt it had arrived ahead of its time
and subsequently with launch of other game consoles its popularity has
been limited to Japan only.
As video games became a larger part of the home entertainment foray DVD
format has played a big role with larger memory capacity to store games
in turn the gamer enjoying 3D graphics, better sound and a enhanced
gaming experience. It also lent an additional feature to the game
console being used as a DVD player for home use.
The paper also tries to access different markets and the reasons for
the success of certain game consoles. The gaming industry is poised for
rapid growth with a convergence of technologies viz. internet, mobile
technology, real time graphics, etc.
The subsequent part of the paper is organised as follows
Section 2 describes the research carried on for this project. It
includes the aims and objectives of the research and why this
particular topic was selected. It gives us what the paper is trying to
achieve and the areas it would cover.
Section 3 discuses the relevant literature that has been reviewed in
the preparation of this paper and includes a brief discussion of
management theories that describe Microsoft’s
strategy in entering the game console. It starts by telling us the
history of the game console market, how globalization and technology
has changed the way business is operated and the new up coming trends
changing in the market place, the competition in the market and their
products, the different models that can be applied to this research.
Therefore this section sets up a scenario and theories that need to be
understood about this proposed research.
Section 4 outlines the methods adopted and the spirit of the
methodology underlying the analysis of the findings. The methodology
describes about three basic research done for this project that is the
home based library research, model for analysis and the choice of
research methods used and why is it important.
Section 5 presents the findings including analysis of the data
collected and answers questions like why did it enter the game console
market and what strategies did it apply during the entry, also how did
it market itself in a saturates market and the future of this industry.
Section 6 constitutes the conclusions giving a brief over view of the
entire proposed research. Section 7 is a brief recapitulation of
critical reflections and personal insights acquired on account of the
writing of this paper. Section 8 list all the references and
bibliography used for the proposed research.
3.0 – Research
The proposed research question is: Why did Microsoft ultimately enter
the game console market and the strategies used during entry and the
game console market in the future. A qualitative study was done to
answer this question.
3.1 – Aims
This paper aims to describe the history and the present situation of
the game console market. It gives analysis on the various factors that
encouraged Microsoft to enter the game console market and what
strategies did they apply for their entry. It describes the Microsoft
game console and how is it different from the competition.
It gives us a synopsis of whether the decision made by Microsoft proved
them to be successful or no. Furthermore, it tells us where the future
of the game console market is and how Microsoft will adapt to the
changing trends in the market.
3.2 – Objectives
The objectives of the research is to answer the above stated proposed
question and with the help of different business models apply
Microsoft’s strategy of entry into the saturated game console market.
3.3 – Selection process
The reason why this topic is selected is because it is very interesting
to find out how Microsoft would enter in the game console market trying
to capture market share from the already established players. Microsoft
is known for its innovative and qualitative product and is fascinating
to know what product would they launch that would further satisfy the
demand for video game console.
Now that we have described the aims and objectives, we will further
illustrate the literature review which will give us a background of the
game console market.
4.0 – Literature Review
The literature review explains to us the history and emergence of the
game console market and how is it operating today. It also tells us how
Globalization and Technology has changed the trends in the market and
how it is changing the need for video games. Further it describes the
competition and the products sold by these competitors. It then
portrays about the situation of the market before the entry of
Microsoft and Microsoft’s decision to enter with a new product. Lastly
it tells us about how different models can be applied to the strategy
used by Microsoft to enter the game console market. We will now start
with giving a background of the game console market which is as
follows:
4.1 – History of Game Console
The craze of the Video Games started only in the 1970’s despite it
being in the market for over 50 years. In the late 1970’s as the
standard of living of the people improved and children being fond of
more graphics the popularity of video games increased.
1950’s
Video game was first introduced by Engineer Ralph Baer, who presented
to his boss of Loral Electronics in 1951 in New York. The head of Loral
Electronics rejected the idea as he was not convinced with the concept
of interactive television.
OXO, the first graphical game that could be played on the computer was
developed by A. S. Douglas. He was from the University of Cambridge and
in 1952 while working on his thesis on the interaction between the
human and computer developed this game. The OXO which is also none as
tic- tac- toe or noughts and crosses could be played on an EDSAC
computer.
William Higinbotham, in 1958 started a game called Tennis for Two which
represented tennis court from the side. The control used to play this
game was bulky and had a knob to shoot ball from either side.
1960’s
An MIT student designed a game called the Space war in 1961 that could
be played on a DEC computer. Then in the mid 60’s another video game
named Chase was introduced that could be played on TV.
1970’s
Bushnell introduced the Atari in 1972. The game was sold like wild fire
and the Atari’s Pong was a huge success and sold 19,000 units.
The very first game console entered the market in 1972. It was
connected to a TV and was built using analog electronics. Then in the
late 70’s Atari came with a cartridge – based console called the Atari
2600.
The golden age of video game console market started in 1978 when Taito
launched the release of Space Invaders. This game was a big blockbuster
and created a market for video games. After this big blockbuster was
launched a number of manufacturers saw this as a new business and
through out the 80’s and 90’s came out with colour arcade games.
Also during the same time Atari released its new game called the Asteroids which was replaced by Lunar Lander.
As technology advanced and computer became popular the distribution of
these games in the form of floppy disks, cassettes etc, became a big
hit.
1980’s
During the 80’s video games became very popular and games like Pac-Man,
Radar Scope, Donkey Kong, ruled the market. 1985 was the start of the
Nintendo Era whereby under the name of Nintendo Entertainment the
company came out with a number of new games like the Mario Bros, The
Legend of the Zelda and Metroid. Nintendo dominated the market in the
80’s and during the late 80’s introduced a monochrome handheld console
called Game Boy. At this time Sega had introduced the Sega Genesis that
was a 16 bit console.
1990’s
During the 90’s as the video game console market increased
tremendously, Nintendo launched the Super Mario Bros version 3 along
with a 16 bit super console. At the same time Sega launched Sonic.
Nintendo and Sega were the two dominant players in the market.
In the mid 90’s console games with 32 bit technology came into
existence. Sega released Saturn, Sony released PlayStation and both
these consoles used 32 bit technology and 3D settings. Also, Nintendo
released its Nintendo 64 in 1996, it was a huge success selling more
than 1.5 million units in a short span of 3 months. By 1996 the demand
for video games had increased so tremendously that more and more
players wanted to enter this lucrative market.
Nintendo and Sony competed for the market in the late 90’s. Nintendo
had come out with use of cartridge instead of CD ROM’s and was one of
the biggest blunders made. This blunder increased the demand for Sony
PlayStation and therefore it ruled the market.
The competition during 97-98 was among 3 players, Nintendo, Sony and
Sega of which Sony had won the market as Nintendo and Sega failed to
sell their product to the market.
2000’s
It was in the early 2000 that Sega released Dreamcast, Sony released
the PlayStation 2, Nintendo released the GameCube and the successor to
the Game Boy Colour, the Game Boy Advance. Studying the game console
market, Microsoft entered the market to compete with the three big
players that are Nintendo, Sony and Sega. It launched its new home
console called the Xbox. It was during this time that Sega stopped the
manufacturing of Dreamcast. Soon even Nokia entered the market with its
multimedia handheld console called the N-Gage and so on.
Now that we have learnt about the history of the game console market we
will further explain as to how globalization has affected the changing
trends in the market place.
4.2 – Globalization and Technology
Globalization and advances in technology are the key factors for the
changing trends in the game console market. Globalization is the key to
multinational businesses today. Because of globalization companies save
on the cost of production as they will have the ability to manufacture
different parts of the game console in different cheaper markets. This
reduces their production cost drastically and they can produce better
and more efficient products to satisfy the needs of the consumer. From
example China is very cheap and many companies can import products from
there which will yet be half of their manufacturing cost as compared to
more developed nations.
According to Cogburn (www.unesco.org) “globalization is about the
monumental structural changes occurring in the process of production
and distribution in the global economy”. According to him “global
companies can break apart business functions and spread them across the
globe”. As a result of these processes “developing countries are facing
tidal wave of changes, opportunity and challenges”.
Also globalization has opened the doors for labor that is cheaper in
other countries. Therefore many companies today outsource their labor
to the other foreign markets for better results, higher profit margin
by lower administrative cost. For example, India has a lot of cheap
knowledge workers that many companies can take advantage of to make
their software.
Globalization has also made the world a smaller place to live in.
therefore competition in every field has increased drastically. There
are certain advantages and disadvantages to this factor. The positive
side is that newer markets open for many multinational companies as the
trade barriers is minimal making it easy for a foreign company’s to
compete with the local company.
For example, Sony Corporation being a Japanese company can sell its
game consoles in Japan, because of Globalization it gives a chance to
Microsoft which is an American company to sell its products in Japan.
In the above case globalization has bought a new market for Microsoft
and therefore it can sell globally.
But there can be a disadvantage to globalization as there will be no
barriers for competition therefore there will be many companies making
similar products to see itself in the market. This can be explained
with an example of the game console market. The market first was
dominated by a few players but as globalization increased more and
more companies started selling game consoles. Therefore the only way
possible for a company to survive in this competitive globalize world
is to sell unique products that can differentiate themselves from the
competition.
A brand name is therefore very important for a company to sell its product as the brand is the image and value of the company.
As in the case of Microsoft it has a good brand image and value for the
PC market. It will have to develop the same brand name in the game
console market. This will help Microsoft to create a perception in the
mind of the consumer of good quality and high technology oriented
product.
Advances in technology have also changed the way business are operated.
“The internet will change how people live, play and learn. The
industrial revolution brought together people with machines in
factories, and the internet revolution will bring together people with
knowledge and information in virtual companies...it will promote
globalisation at an incredible pace. But instead of happening over 100
years like the industrial revolution, it will happen over seven years”.
[Micklethwait John and Wooldridge Adrian (2000), p 36]
Moreover, technology advancement has created a need for higher end
technical products which provide better speed and quality. As in the
case the game console market technology has changed the trend and
demand of products as the customer wants more speed, quality, graphics
and functionality of the game console than that was provided in the
market earlier.
Therefore it can be seen from above that globalization and technology
have also been a key factor to the changing trends and competition in
the game console market.
4.3 – Products Specifications and Competition in the market
Sony Corporation
Sony Corporation has years of experience in electronics and became the
market leader after it introduced the PlayStation. Sony has always been
known for its sleek designs and therefore wins the heart of the
customers for its ease of use and classy looking consoles. By
Understanding the competition it came out with a newer version of
PlayStation that was called PlayStation2 and which had added features
for the customer as compared to the earlier model. The PlayStation2 had
an integrated DVD player, a feature that was not provided by the
competition at that time.
Sony also sold its PlayStation2 not calling it a video game system but
a computer entertainment system which is a complete package. The best
selling software for a long time was the ‘Matrix’. But it is also
important to understand that there was a lot of hidden cost to Sony
Corporation. They were making a loss with every console that was sold
in the market. The first year their profits dipped by almost 50% and
the profit forecast was literally half. The production cost of making a
PlayStation 2 software is very high and therefore the developers had a
very difficult time creating the console of the game. Just recently
Sony admitted to the rough times by "slashing its full-year profit
forecast in half, citing widening losses at its game division," says
Bloomberg, a news and information source for investors.
Nintendo Corporation
Nintendo was the first company who entered the game console market with
the launch of Atari. The company is now over three decades in the
console market and is trying to capture its market. Nintendo is one of
the only companies who make huge profits from the console market. But
Sony Corporation and Microsoft have been threatening them to leave the
market.
Nintendo developed the next generation machine keeping in mind the
balance of power, usability and how they could make profits. It did
not give features such as a DVD player and therefore the company had no
hidden cost attached to it. This can be clearly made out with the cost
and design of the system. They also teamed up with NEC and IBM to
produce cheap micro processors and one of the only companies that make
profit on its consoles.
Nintendo applied a completely different strategy as compared to Sony
and Microsoft who were ready to sell their console for a loss just to
establish their name in the market. As on the development side it is
quoted as one of the post powerful and friendly 3D consoles ever
created. Nintendo 64 was its biggest success because it sold good
quality products at a reasonable cost. But with the problems faced by
Game Cube it has always been difficult for Nintendo to supply
consistent and good quality products to the market. As the company is
not getting into DVD and internet, it is only concentrating on the
video game market differentiating themselves from the rest of the
competition.
Nintendo's President, Hiroshi Yamauchi says, "A new product has to be
accepted by the market as being valuable. [The Xbox] won't necessarily
galvanize the market unless it proves to be a valuable product."
He goes on to say, "There's no doubt worldwide Mr. Gates is a great
entrepreneur, but there are a lot of things he doesn't know because he
is a human being, and gaming is one of them”. The President of Nintendo
was trying to say that Bill Gates might have the money to invest in the
game console market, but it is for him to realise that money is not
going to teach him to operate in this market. Due to all these
expenses, he feels that "Sega is not the only one. Other game makers
can't afford to introduce new game consoles. I think [Microsoft's] Xbox
will be the last one."
"I think Microsoft is going to have a tough entry to an already
established market," said Billy Pidgeon, a computer games analyst for
Jupiter Communications.
Microsoft was depending on developers to produce new games that would be accustomed to the Xbox.
"Eighteen months out we have to go to developers and talk to them about
the platform, talk to them about the tools and the architecture so that
when the product ships, there are amazing games available," said Robbie
Bach, a vice-president of Microsoft.
Pidgeon said. "I'm wondering how different X-box will be from current PC games," he said.
“Microsoft intends to muscle its way into a market dominated by Sony
and Sega, which seem unfazed by the challenge.” said Peter Moore of
Sega America.
Microsoft Corporation
Microsoft entered the game console market only in 2000 with Xbox. The
Microsoft Company is one of the most successful software companies
today. Microsoft came out with the Xbox which had a few more added
features as compared to Sony Corporations PlayStation 2.
The Xbox included DVD function with remote for an extra cost. Moreover,
it also had a 8GB Hard Drive and a Ethernet Port from the box itself.
These features were much more added benefit as none of the other
competitors offered. As the competition that is Sony and Nintendo were
already ready with their generation next video game consoles, Xbox had
to be developed fast if they needed to get a market share from the
already established giants in this industry. If it was not launched
ASAP then Microsoft could face severe marketing problems by the
competition. So if they would release Xbox in 2002 it would be very
late for them.
Microsoft was completely new in this market and therefore it had to
launch the Xbox by creating a positive perception in the mind of the
consumer to switch its loyalty from other established competitors. The
Xbox needed to be of a good quality if not it would be overlooked. Also
it was important for Microsoft to understand that Sony and Nintendo had
well established names under its back like Final fantasy and Mario
respectively. Microsoft had a long way to go as it did not have any
experience dealing with the console market. What Microsoft needed to do
is have a huge marketing campaign with enough promotions and incentives
to convince buyers to switch their brand.
4.5 – Models
4.5.1 – Porters Five forces model
Porter’s Five Forces model can serve as a useful paradigm to design a
strategy for a new firm entering a market with established players. We
will discuss the five forces below that are barriers to entry, power of
suppliers, power of buyers, threat of substitutes and rivalry among the
existing firms. This is very important because it gives us the entire
market condition that Microsoft will be in if it enters the game
console market.
Barriers to Entry
Microsoft is a new entry into this market itself. But as Sony entered
the market earlier and is at number one position ahead of Nintendo,
Microsoft is applying the same strategy to become number one in the
business. As we know that investing into the game console market is a
lot of investment which can be handled only by big corporations.
Therefore the risks of small contenders are minimal in manufacturing
the game console. As we know that manufacturing of the game console is
a loss for Microsoft as it makes its money from the software that is
the games it sells. As a person may by one console but buys multiple
number of games with it. These games are easy to duplicate once they
are hacked. Hackers break into the system and try some method of
duplicating it by which it becomes cheaper. This price is accepted by
the consumer who does not mind buying a product for a cheaper price
even though the quality must have not been the best. Therefore there
may be barriers to entry in manufacturing of the game console but not
in the manufacturing of software as it can be duplicated.
Power of Suppliers
The main input for Microsoft’s products remains human capital.
Innovation is the key to success for new products but the supply or raw
material is equally important. As mentioned above in the Literature
review that globalisation had made is possible for companies to
outsource their human capital and supplies from different areas of the
world. Therefore new sources of human capital can be obtained from
other nations that maintain a lower standard of living and cost of
labour. Also because of globalization it can now sell its product
globally giving them a much bigger and better market to target.
Power of Buyers
Nearly 80% of Microsoft’s revenue comes from corporate purchases. As
Microsoft is a huge corporation it has the power to buy its raw
materials at a cheaper cost. This is where economies of scale and
economies of scope come into existence. Because of this Microsoft can
lower its cost and swipe out the competition.
Threat of Substitutes
Microsoft’s is a new competitor in this market. Therefore its main
threat is the competition that is already established and formed its
customer base. As Microsoft is a new entry in the market with lack of
experience the competition may make it very difficult for Microsoft to
enter. Hackers are also a problem as the console created by the company
has to be so well tested that the hackers would not be able to break
in. Therefore a lot of money has to be invested to test the product.
Besides this it also has to be taken into consideration that there are
many other players in the market and substitution to other products is
possible. Therefore the company has to develop its brand name to sell
in the market.
Rivalry among Existing Firms
As we know that the gaming market is saturated therefore it is
important to get new products to the market that has unique features to
be accepted by the customer. Firms will begin to integrate vertically
and horizontally to protect the viability of their products.
4.5.2 – SWOT
Strengths:
Brand Value – Microsoft has well established brand value in the
technology area. Its products mainly include software and computer
devices. The reputation of Microsoft gives it an edge over any other
new entrant in the field.
Cash Flow – Being one of the largest corporations in the world, it
benefits from deep financial resources and hence can invest heavily in
Research and Development, advertisement, promotional offers, etc
Software development – As MS specialises in the field of software
development and has been a pioneer and leader in the PC based gaming
market, it has resources to develop and create new games which play a
major role in determining the success of the console.
Internet Gaming – It has large gaming presence on the internet, which
can be leveraged as part of its overall online gaming experience.
Weaknesses:
Feature rich – Earlier on the X-Box made a mistake by bundling the
console with many features which were later scaled down in order to be
feasible in the market.
Market assessment – Although a large corporation, its lacks expertise
in the gaming market which leaders Sony & Nintendo enjoy. Also
Japan is the largest gaming market in the world and Microsoft rivals
enjoy home advantage there.
Miscalculation – Price is sensitive to the game console market and MS
suffered losses on terms of high input costs because of many extra
features.
Opportunities:
Overseas Market – Japan has been a market well captured by arch rivals,
MS has an opportunity to offer its advanced game console with newer and
more exciting games
PC game leadership – It can extend its user base from the PC based and
internet game following to the X-Box. This can be done by common game
initiatives and enhancing the broadband based game console connectivity.
High powered hardware – X-Box undoubtedly offers the most powerful game
console, which if marketed well can earn significant market share
China – A large market waiting to be explored as games need to be
translated into Chinese. With large development centres, MS can afford
to rapidly offer such games.
Threats:
High entry cost – Large pool of funds for advertisement and promotion
as rivals are well established and control significant market share
Japan – Failure of X-Box in Japan due to a lack of games focused on the
Japanese market. Being a large market it cannot be ignored.
5.0 – Methodology
The methodology will describe as to how research was carried on to answer the proposed research question.
5.1 – Home and library research
The method used for this research was secondary data carried on by
home and library based research. Databases such as the EBSCO,
INFOTRACK, and Business Premiere were used to make it a scholarly
research. Other than books, academic journals, business reviews,
articles on magazines, newspaper and various other sources of
information to gather secondary data was used.
5.2 – Models used for analysis
To answer the proposed question and strategies applied by Microsoft to
enter the video game console market models have been applied to better
understand its strategy. Therefore different models such as Porters
Five Forces Model and SWOT Analysis were used.
5.3 – Choice of research method
Due to the large information of data availability it was a
consideration on what data needed to be selected. it was therefore very
important to analyse and trim data to fulfil the aims and objectives of
the research proposal. Finally, the research question was shaped by the
personal experience of owning a video game console and knowledge of the
industry.
The data collection was secondary and obtained from books, journals,
etc. The inquiry process adopted in this paper is subjective. The
research approach adopted here is inductive in nature seeking not so
much to impose a pre-conceived model. Given this aspect of the paper,
the time – frame chosen is necessarily longitudinal.
6.0 - Findings and Analysis
6.1 - Reason for Microsoft’s entry
The market was completely ruled by the three players, before Microsoft
entered. Microsoft was ready to face the challenges as it would be a
new entry. The market was mature with players already have purchased
consoles and Microsoft was aware that it needed to make better console
and games at an acceptable cost for it to be successful in this mature
market.
Microsoft carried in research to design its entry strategy. The decided
to concentrate on the gamers who spent more than 25 hours a week on
playing video games. These were called as ‘core gamers’. Therefore
Microsoft held a survey for this group as their feedback would be very
important and would have a strong influence in the market. Their entry
strategy was based on this primary source of data as well as research
and analysis about their competition and their products.
Microsoft wanted to identify the needs and wants of the core gamers as
they were the influencers in the market. The primary research
recommended the products design to be more attractive to the young
people. There were also certain technical and functional requirements
that would fulfil the needs of the gamers. They wanted a console that
could play high quality graphic games that are complex with a really
good speed and good audio for them to really enjoy the game.
The other secondary research suggested the name not to be Microsoft but
completely different. The Xbox was launched in 2001 and was a very
sleek design with a huge X on the box. The console was created in such
a way that it would deliver speed with performance to create the best
experience in the mind of the customer. The games were running much
faster and had better graphics and audio something that the consumer
wanted.
“The game console market stakes are huge. U.S. consumers will spend $11
billion dollars on games this year. Revenues the retail revenues from
interactive software games will be in excess of box office receipts at
the movies," Moore said.
Features of the Xbox
The unique selling point of the product was the features it offered. It
provided three times the graphic performance as compared to all the
other available consoles. It had a CPU which was powerful for smooth
running of the game. The Xbox also had an internal hard drive which was
a new introduction in the market and it was built to provide
flexibility while playing games. The Xbox had ports that allowed more
than one player to play a game and also the internet connection was a
unique feature to play games via broadband.
Success of the Xbox
The Xbox was successful because it provided unique features that was
not provided by the other competitors at that time. After the initial
launch of the product Microsoft wanted to increase its market share and
therefore lowered the price of the Xbox by almost 50%. This helped it
to increase its market share as customers were getting a high
technology oriented game console for an almost equal price like their
competitor.
6.2 - Strategies used for entry method
“The established market players would be an obstacle to Microsoft, as
Sega’s Dreamcast, Sony’s PlayStation2 had already been successful in
the market. Another major console maker, Nintendo, will announce a new
game machine ahead of Microsoft early next year”, Pidgeon said.
Microsoft had budgeted $500 million to invest in marketing of the Xbox,
the company’s first project in the game console market. Xbox would
compete with Sega Dreamcast, Sony Playstation2 and Nintendo’s new
product Dolphin.
Microsoft provided many features over and above the competition. It
provided Intel's Pentium III processor, a custom 3D graphics processor,
64MB of memory, an 8GB hard drive, a DVD drive and a high-speed
Ethernet connection for Internet access. The box is also used as an
interactive television and it would use Microsoft's new Microsoft TV
suite of software applications, which the company markets to cable and
satellite TV providers to offer email, chat and Internet surfing to
subscribers.
Xbox major marketing strategy was also to target the online gaming.
Microsoft spent a lot of money to convince consumers about its TV and
Internet usage with the Xbox.
The $500 million would be spent on advertising campaigns in the first
one and half year to build its demand in the multi billion dollar
market. Some of the contribution made to the advertising would be used
in promoting the hardware by making the price competitive. It also made
about 30 games that could be used by Xbox. It had also give development
kits to third party game suppliers and collected royalty from Xbox.
Microsoft had also clearly studied its market before it decided to
launch Xbox. The analyst had said that Microsoft’s planned subsidy
would give Xbox a boost. Price was also an important factor because if
they could have sold it for a price equal or less to the competitors it
will attract more buyers.
The president was also going to make sure that produce 150,000 units
weekly and refill as stock is over. They also had a factory in Mexico
which would be making the Xbox and sending it across the border for
there to be full stock during the holiday times.
Microsoft's chief executive Steve Ballmer is enthusiastic about the
launch. "We see a lot of opportunity, not just in the first generation
of X-Box but in driving the range of businesses and services that will
bring us more deeply into the home market than we have ever been
before. Ten years from now you may not be able to tell the difference
between a TV set-top box and a games console. But at the moment all we
are concerned about is developing the best games console in the
business."
Microsoft would launch the first party games which would be published
in the gaming magazines. TV ads would run close to the holiday season
when sales were expected more than usual. Ads would be designed as 27
seconds of game play and rest on branding of the Xbox. Microsoft’s
awareness was 70% in the market due to the word of mouth strategy and
the brand name Microsoft itself. They had also informed the retailers
not to pre sell the products and to sell the inventory on retail price
of $299.
These were the few marketing strategies applied by Microsoft before its
entry into the market and now we will further discuss the how Microsoft
will launch Xbox in a saturated market.
6.3 - Marketing of Xbox in a saturated market
Sales for Microsoft got to a good start with products nearly sold
out in the first week. Retailers such as Electronic Boutique, Kmart,
Toys "R" Us, and Wal-Mart reported that Xbox and GameCube consoles were
completely sold out within a week. Microsoft said it immediately sold
all 300,000 available units. These numbers compared with the 500,000
PlayStation 2 units Sony sold when that machine arrived in 2000. Both
Nintendo and Microsoft noted that their sales far outpaced the
box-office receipts for the Harry Potter movie that broke sales records
that weekend.
But despite strong holiday sales by both Nintendo and Microsoft, the
suddenly venerable PlayStation 2 won the 2001 holiday season. According
to market-tracking reports, Sony's PlayStation 2 outsold Xbox and
GameCube, selling 1.4 million units through December 8, compared to
934,000 Xboxes and 615,000 GameCubes; that trend continued throughout
the holidays.
The reason why Sony benefited was because they had a wider range of
games as well as they had stocked up its supply in each store and
therefore consumers bought a playstation2 when the Xbox was sold out.
Microsoft’s Xbox was a success taking into consideration its quick
entry in the market. The strategy applied by Microsoft to already sell
Microsoft's Xbox is placed on the shelf be an unqualified success,
given the company's quick entry into the market and success in wooing
developers.
Xbox can be used for a wide area of technology and to become a major
player in the game market it follows a strategy: Enter the market with
a first-generation product and then build a bigger and better version.
6.4 - Future game console market
Microsoft launched the X-Box the most advanced gaming console at its
launch in the market in 2001. The product featured the fastest speed,
the most memory and home entertainment features like DVD playback. The
idea for Microsoft to enter the game console market goes back in 2000
when during a Microsoft Executive retreat the idea was brought up to
compliment and enhance its strong gaming website presence on the
internet.
A comparison of the strongest competitor to Microsoft’s X-Box – rival Sony’s PlayStation2 Game console is given below.
6.4 - Future game console market
Microsoft launched the X-Box the most advanced gaming console at its
launch in the market in 2001. The product featured the fastest speed,
the most memory and home entertainment features like DVD playback. The
idea for Microsoft to enter the game console market goes back in 2000
when during a Microsoft Executive retreat the idea was brought up to
compliment and enhance its strong gaming website presence on the
internet.
A comparison of the strongest competitor to Microsoft’s X-Box – rival Sony’s PlayStation2 Game console is given below.
Specifications of Xbox and PlayStation 2
Xbox
PlayStation 2
CPU
600 MHz Intel
300 MHz
Graphics Processor
300 MHz custom-designed X-Chip, developed by
Microsoft and nVidia
150 MHz Sony GS
Total Memory
64 MB
38 MB
Memory Bandwidth
6.4 GB/sec
3.2 GB/sec
Polygon Performance
300 M/sec
66 M/sec
Storage Medium
4x DVD, 8 GB hard disk, 8 MB memory card
4x DVD, 8 MB memory card
Broadband Enabled
Yes
Future upgrade
DVD Movie Playback
Built in
Utility required to be on memory card
Xbox Power Facts:
- The Xbox has 80 Gigaflops of computing power. That's equivalent to the power found in a Cray C94 supercomputer.
- It would take everyone on Earth one hour to calculate what the Xbox calculates every second.
- If the HyperTransport link in the Xbox was a pipe carrying water, and
every bit of information equalled one gallon, the pipe would fill up
the Pacific Ocean every second!
(Source: www.microsoft.com)
There are a few major factors that affect the development and changes
in the gaming industry – JAPAN and USA are the two key large markets in
the current scenario. China is fast catching up with the 1 child rule
of the land forcing parents to spend substantial sums on video games.
The Japanese market is peculiar and driven by a large following of
favorite genre games – RPG’s. Microsoft’s X-Box has virtually no market
share in Japan due to a lack of games in that genre. The Japanese
consumer is just not appealed too. On the other hand the Nintendo Game
Boy and Sony’s PlayStation2 have a large market share due to the
availability of games. We can expect Microsoft to work hard on
developing games and introducing them in the very tough and huge Japan
market.
For the Chinese market, Sony has recently launched in 5 cities.
Video game publishers for Sony have been working on translating games
into Chinese. Sony is targeting 10million house holds in the 5 cities.
Video games just like software are what keep gamers loyal to their
consoles. Microsoft realizes that with its own success in the PC gaming
market where it has over 50% market share in the US.
The internet is playing a big role in the way people play games and
online gaming is catching up very rapidly. X-Box has an advantage as
its console comes with built in broadband connectivity and large memory
for that real time experience. It also has the advantage of being very
successful in Internet based PC gaming via its website www.zone.com
Another key feature is portability and Nintendo has clearly succeeded
with its Game Boy Advance. Most people want handheld devices that offer
mobility and true gaming experience. With the advancement in technology
viz. smart LCD displays, smaller and faster processors and nano
components that can run longer without draining battery power can be
seen in the future. In Dec’ 04 Sony introduced the handheld Play
Station Portable in Japan. The launch was done particularly in time for
the Christmas and holiday shopping season. The low cost and wide range
of games offered make it an attractive buy for the consumers.
This is what Sony has to say about the technical specification of its new product: (Source: http://www.us.playstation.com/consoles.aspx?id=4)
Color
Black
Product Code
PSP-1001K
Dimensions
Approximately
6.7 in (W) x 2.9 in (H) x .9 in (D)
Weight
Approximately
280g / .62 lbs (including battery)
CPU
PSP
CPU (System clock frequency 1 - 333MHz)
Main Memory
32MB
Embeded DRAM
4MB
Display
4.3
inch, 16:9 Wide screen TFT LCD
480
x 272 pixel, 16.77 million colors
Maximum
luminance 180 / 130 / 80cd/m2 (when using battery pack)
Maximum
luminance 200 / 180 / 130 / 80cd/m2 (when using AC adaptor)
Sound
Built-in
stereo speakers
Main Input/ Output
IEEE
802.11b (Wi-Fi)
USB
2.0 (mini-B)
Memory
Stick Duo™
Infrared
Port
Disc Drive
UMD
Drive (Read only)
Main Connectors
Memory
Stick Duo™ Slot
USB
connector
DC
IN 5V connector
Headset
connector
Keys/Switches
Directional
buttons (Up/Down/Right/Left)
Analog
Stick
Enter
keys (Triangle, Circle, Cross, Square)
Left,
Right shoulder buttons x 1
START
button, SELECT button, HOME button x 1
POWER/HOLD
switch x 1
Display
button, Sound button, Volume +/- buttons x 1
Wireless
LAN switch (ON/OFF) x 1
OPEN
latch (UMD) x 1
Power
Lithium-ion
Battery
AC
Adaptor
Profile
PSP
Game
UMD
Audio (profile name TBD)
UMD
Video (profile name TBD)
Codec
[Video]:
"UMD": H.264/MPEG-4 AVC Main Profile Level3
Companies have also started looking at adults as a huge market and this
is where the game marketers feel the growth potential lies. Games
specifically designed to meet the adult audience are being developed
and the efforts to position the console as a high tech gadget are being
made.
X-Box has been specifically positioned and advertised to talk about its
huge hardware power that delivers better 3D graphics, sound and faster
response to gamers moves.
Gaming consoles have moved beyond just being in the children domain.
Adults have shown large interest in them and are especially attracted
to high tech features such as Web browsers, DVD movie playback and high
definition television support. The genre of games that are being made
for adults focus on adventure like flight / racing / sports games with
realistic graphic simulation and sound. Large screen HDTV sales have
picked up and gaming consoles are compatible with them thus attracting
adult buyers interested in what has always been a kids medium.
For the competition Nintendo’s Game Cube console is finding their
former child players are growing up to new technologies. Dreamcast
which held some promise is popular only in Japan now.
(Source: http://www.galaxine.com/Xbox-Game-Consoles.htm)
A large and potential market in the future is that of the online casino
business. As broadband connectivity increases its reach and more and
more homes are connected, game consoles that can handle large graphics
and are enabled for broadband connection will have an edge.
Apart from game consoles being sold with more built in features and
portable handheld gaming machines, the mobile phone market is a buzz
with activity. As internet connectivity is offered over mobile phones
game developers see this as a large opportunity to offer games capable
of being played on the mobile phones. The concept works where
developers offer versions of popular game console video game titles for
handhelds and these can be downloaded on mobile phones for a fee. The
games are made specially to work on mobile phones and in the future can
be an attraction for mobile phone users to buy the game consoles and
enjoy all the features of the game currently limited on a mobile phone.
The research clearly shows a large market awaiting gamers – development
to fulfil the needs with the best possible technology and medium are
underway. Microsoft has got the most powerful hardware with the X-Box
now it has to develop games / titles that can draw the crowds to buy
its console.
In recent developments Microsoft announced what people can expect in the new Xbox.
Features of the Next-Generation Xbox Guide include:
Gamer Cards: These cards will give gamers a quick look at key Xbox
Live™ information. They will help players instantly connect with people
that have similar skills, interests, and lifestyles.
Marketplace: Browse-able by game, genre, and a number of other ways,
the Marketplace will provide a one-stop shop for consumers to acquire
episodic content, new game levels, maps, weapons, vehicles, skins, and
community-created content.
Micro Transactions: Breaking down barriers of small-ticket online
commerce, micro-transactions will allow developers and the gaming
community to charge as little as they like for content they create and
publish on the Marketplace. Imagine players slapping down $.99 to buy a
one-of-a-kind, fully tricked-out racing car to be the envy of all their
buddies.
Custom Play lists: This feature eliminates the need for developers to
support custom music in games. The guide instantly connects players to
their music, so they can listen to their own tracks while playing all
their favorite next-generation Xbox games.
To support consumer demands for the HD Era, the next-generation Xbox is
designed around key principles that let developers maximize real
performance, using concepts they are already familiar with. The
next-generation Xbox hardware design principles include the following:
A well-balanced system that will deliver more than a teraflop of targeted computing performance.
A multicore processor architecture, co-developed with IBM Corp., that provides developer “headroom” and flexibility.
A custom-designed graphics processor, co-developed with ATI
Technologies Inc., designed for HD Era games and entertainment
applications.
The HD Era gaming platform will strike an elegant balance of hardware,
software, and services to power the new experiences that consumers
demand. Gaming and entertainment features, such as the Next-Generation
Xbox Guide, represent a shift toward more immersive and integrated
consumer experiences. This shift will be further illustrated by:
A significant leap to high-definition graphics, in which character
movements and expressions are intensely vibrant and nearly
indiscernible from real life,
Multi channel, positional audio fidelity so clear and precise that
players will be able to hear the faintest enemy footsteps sneaking up
behind them,
Richer online communications, and
An abundance of on-demand game console content
The gaming business is indeed big business – Large corporations have
poured in billions of dollars to develop and market these entertainment
devices. Microsoft identified this in 2000 and has made some in roads
in the market. Its X-Box has definitely woken up with competition
because of its high powered nature.
The craze of the Video Games started only in the 1970’s despite it
being in the market for over 50 years. From the first computer game
OXO, a game that could be played on the computer to the latest
PlayStation's and Game Boys, the market has come a long way. During the
process it has seen a MIT student design a game called Space war in
1961 that could be played on a DEC computer and another game called
Chase. The 70's saw the first major game console 'Atari' being sold in
large numbers due to the growing use of television. The 80's saw two
major players emerging with Nintendo and Sega. As technology advanced
the 90's the market saw a leap and Sony and Microsoft were the latest
entrants offering their games to the people.
Being a new player, MS did not enjoy current game followers and has had
to work towards creating a cult for itself. Rival Sony with its largely
popular Play Station 1 had a well established following of loyal
customers. It has been observed that gamers are usually loyal to their
consoles. With the launch of PlayStation 2, it had an instant hit with
people wanting to upgrade along with first time buyers.
The advantage X-Box has that it enjoys a position of respect in the
market and is till date the most powerful gaming console. The future
now depends mainly on the ability to deliver games that appease to
large markets across different countries. With a marketing strategy
clearly defined and funds lined up, the response in the future to the
console needs to be seen.
As a large market, gaming has gained significant momentum in the last
few years. This can be attributed to the growing of the market segment
– Adults have become big buyers of game consoles. Online gaming is
another factor as broadband internet connectivity reaches more and more
homes. As part of the strategy of every major player it offers online
gaming via a dedicated website.
Microsoft has already announced details of what gamers can expect in
the next version of the Xbox; similar announcements can be expected to
be made by other competitors. The trend in the coming few years can be
seen as one of technological supremacy and who can market their games
better
The future can see heated competition and a convergence of technologies
like mobile phones, television, game consoles and the personal computer.
8.0 – Critical Reflections
Working on the paper proved to be enlightening in several ways as outlined below
8.1 - Data Collection and Interpretation
First, I learned that the process of data collection and interpretation
need to be defined with precision if one is not to accumulate
irrelevant data. Second, I learned much through the process of
selecting the data. Given the fragmented nature of the data, and the
difficulty involved in acquiring it, I decided used data from secondary
sources of information.
8.2 - Application of Theory
I also learned what it means to apply theory into practice. Various
theoretical models were considered to determine best – fit with the
data. Given the broad implications of the model, thus was not something
that could be done with precision. If I had to choose the model that
helped me the most, it would be the conventional SWOT (Strength,
Weakness, Opportunities and Threats) analysis and the Porters Five
Forces model.
8.3 - Management Style
As for my management style, I found that I favoured a generalist
approach rather than a focused one. A second part was that I thought
about processes and ideas in completion. As a result, I learned that I
have difficulties in setting limits to the scope of the organisation.
More personally, I found however that the act of writing out my
thoughts required me to qualify and limit my assertions.
8.4 - Future Projects
Any project successfully executed produces a change on a transformation
in a manager. This is particularly true in this case. This itself
implies that a future project would be approached differently. In
general, my approach would be first to gather data, to examine it for
emerging patterns and later to crystallize these in a structured
fashion to eliminate biases that could creep in if I were to approach
the project in a priori fashion without preliminary data to guide my
conceptual framework.
Please note: The above essays and dissertations were
written by students and then submitted to us to display and help others. Thanks
to all the students who have submitted their work to us.