Title: MBA299: Strategy
1MBA299 Strategy
- Nintendo in 8-bit Video Games
- Take-aways
- April 11, 2006
2Value vs Value-add
- Key puzzle in case
- Value of video games has to be less than value of
cars or TVs - Yet, Nintendo is worth much more than Nissan or
Sony in the early 1990s - Why?
- Answer difference between value and value-add
- More than no competition monopoly over nothing
is not valuable - Requires strategizing around all players in value
delivery
3Value vs Value-add (Contd)Some examples
- Adam Smith and the water-diamond paradox
- The word VALUE, it is to be observed, has two
different meanings, and sometimes expresses the
utility of some particular object, and sometimes
the power of purchasing other goods which the
possession of that object conveys. He one may be
called value in use the other value in
exchange. The things which have the greatest
value in use have frequently little or no value
in exchange and, on the contrary, those which
have the greatest value in exchange have
frequently little or no value in use. Nothing is
more useful than water but it is will purchase
scarce anything scarce anything can be had in
exchange for it. A diamond, on the contrary, has
scarce any value in use but a very great
quantity of other goods may frequently be had in
exchange for it. - - Wealth of Nations, 1776
- Creation of value vs capturing value
- The dot com phenomenon
- Video games
- Cars, TVs water
- Video games diamonds
4A Framework for Value Add The Value
Net(Introduced in Brandenburger and Nalebuff
Customers
Firm
Complementors
Substitutors
Suppliers
Source Brandenburger and Nalebuff, Co-opetition
5Keys to Nintendos Success Creating Value
- Hardware
- Highly dedicated
- Cheap, needs to be for a number of reasons
- Razor-razor blade business
- Hold-up problems buyers know will be gouged
later, so ex ante need to have low hardware
prices - Overcomes barriers to uncertainty will I like
it? - Creates installed base of dedicated, standard
machines - Signals to both buyers and developers confident
that software will sell - Software creates hit games
- Creating shortages also may create value in
certain product classes - When WTP is a function of demand
- Note different from network externalities
(slightly) one based on demand (desire) other
based on use (possession) - Stimulates demand of 2nd best titles
- Free publicity demand was met does not garner
headlines!
Value creation is necessary but not sufficient
for Nintendos success
6Keys to Nintendos Success Capturing Value
- Customers
- Consumers nonentities
- Big-box retailers (TRUS, WAL-MART) potentially
huge threat - Initial frosty reception from electronics
retailers - Restricting supply limited power of retailers
- Treat all symmetrically (resale price
maintenance) ? limits ability of any retailer to
gain advantage against competitors - Key point undersupply reduced the added value of
any single retailer?limiting their ability to
capture significant value - Very similar to Intel in Matching Dell case
- Suppliers (3 major categories)
- Commodities
- Chips
- Use 2nd generation shifts power relationship
with Intel, AMD, etc. - Characters
- Create bargaining power by in-house production
7Keys to Nintendos Success Capturing Value
- Complementors
- Software business is where money was made
- Consoles sold near cost cartridges 6-8 for
mfg, 40-45 retail - Nintendo extracted value from software two ways
- In the business itself! (Super Mario was a
mega-hit) - Security chip allowed them to determine who was
in - Limited licenses ? creates developer excess and
competition - Limited of titles ? kept developers symmetric
and fragmented ? meant no single powerful one
emerges - Punishes out-of-line developers (even seemingly
powerful ones) Namco forced to accept Nintendo
terms in 1989
In-house software development licensing
restrictions limited value-added of an one
developer
8Keys to Nintendos Success Capturing Value
- Substitutors
- Can come from unauthorized Nintendo system
developers (eg Atari) or other systems - Hardware competition
- Takes place on 2 dimensions
- Cost
- Game availability
- Nintendo establishes positive feedback to shut
out substitutes - In-house hits get consoles in houses
- Nintendo lowers costs through scale and
experience - 3rd party developers invited in and accept
because of installed base - More hits come outmore consoles boughtlower
costs, etc. - Some herding also reinforces (I want one
because my friend has one) - Software
- Could prevent defection and replication because
they had control over demand - Want your quota? Want customers to buy your
title? Want advertising in Nintendo Power? Want
Seal of Approval?
9Summary
- Nintendos success illustrates the importance of
added value as opposed to value - Typically rationing and high prices invite entry
- In this case, Nintendo avoided that situation by
limiting the value-added of every other player in
the game
The name of its monthly magazine, Nintendo Power,
sums it up nicely!