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MBA299: Strategy

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Value of video games has to be less than value of cars or TVs ... ( Super Mario was a mega-hit) Security chip allowed them to determine who was in ... – PowerPoint PPT presentation

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Title: MBA299: Strategy


1
MBA299 Strategy
  • Nintendo in 8-bit Video Games
  • Take-aways
  • April 11, 2006

2
Value 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

3
Value 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

4
A Framework for Value Add The Value
Net(Introduced in Brandenburger and Nalebuff
Customers
Firm
Complementors
Substitutors
Suppliers
Source Brandenburger and Nalebuff, Co-opetition
5
Keys 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
6
Keys 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

7
Keys 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
8
Keys 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?

9
Summary
  • 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!
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