Title: Joseph Chang, Anthony Griffin,
1MGT 235 Strategic Analysis
- Joseph Chang, Anthony Griffin,
- Israel Gonzales, Anna Olivier,
- and Scott Vanderpool
2Background
- Video game console industry
- 10 Billion per year
- Nintendo
- First console 1985
- First-mover
- Current market
- Sony (Playstation 1st), Microsoft (XBOX 2nd),
Nintendo (Gamecube 3rd)
3Typical Life Cycle
Introduction
Growth
Maturity
Decline
Current Console Market
X
4Individual Game Console Cycle
Growth (Early market saturation)
Maturity (Full saturation, RD begins on next
generation)
Decline (Introduction of new, phase out of old)
Introduction (Innovators/Early Adopters)
5-year Period (Average)
5Game Console Life Cycle Trend
5-year Cycle
20 year Period
6Game Console Environment
Introduction
Growth
Maturity
Decline
Game Cube
N64
SNES
NES
85-89
89-95
95-98
98-05
71985 1989 The Beginning
- Players Nintendo (NES), Sega (MS)
- First mover Nintendo
- Nintendo market share 90
81989 1995 The 16-bit Generation
- Players Nintendo (SNES), Sega (Genesis),
- First mover Sega
- Nintendo market share 60
91995 1998 Dawn of the PlayStation
- Players Nintendo (N64), Sony (PS), Sega (Saturn)
- First mover Sega
- Nintendo market share 23
Nintendo
Sony
101998 2005 128-bit and Beyond
- Players Sega (DC), Sony (PS2), Nintendo (GC),
Microsoft (Xbox) - First mover Sega
- Sega exits hardware market
- Nintendo market share 14
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12Strong Industry Profits
Entry Barriers
High start-up marketing cost, brand equity
Weak
Weak
Sony Microsoft Nintendo
Buyers
Suppliers
High switching cost
Low rivalry, 3 players, 10 billion market
Substitutes
Weak
13Competitive Advantage
1985
1988
Industry Infancy
Industry Present
1st Mover Portable Advantage
1st Mover Console Advantage
- Console Market 10 billion per year industry
- Portable market 10 of home console market ( 1
billion per year)
14Strategic Issue
- How can Nintendo regain lost market share in the
home console market?
15Exit the Home Console Market
- Pros
- Eliminate expensive hardware and focus on
producing software - (e.g. Sega)
- Allocate resources to concentrate on portable
market - Cons
- Lose out on licensing revenue
- Portable market is significantly smaller than
home console market
16Expand Third Party Software Support
- Create incentives to entice game developers
- Lower licensing fees, advertising benefits, easy
platforms - Pros
- A variety of games attract larger market share
- Additional exclusive titles attract more
consumers - Cons
- Hard to motivate third party developers
- Incentives can be costly
- Exclusivity of Nintendo products
- Decrease in market share appears unprofitable
17Upgrade the Home Console
- Add new features DVD, online, HD, etc.
- Pros
- Caters to new generations needs
- Online gaming components can add extra revenue
streams - Cons
- High costs in developing new console
- Two large players dominate this part of the market
18Focus on Untargeted Market
- Low price and user friendly approach
- Pros
- Tap into the untargeted market including women
and baby boomers - Gain market share without stealing it from
competitor - Cons
- Low price limits the graphical capabilities of
Nintendos home console hardware - Too broad opinion leaders (hardcore gamers) may
be turned off by this approach
19Rationale Industry Trends
- The increasing age of the average gamer
- 2000 Average age is 28
- 2005 Average age is 33
- Broadening demographics
- 43 of all gamers are women
- Women over the age of 18 represent a greater
portion of the game playing population (28) than
boys from ages 6 to 17 (21) - 25 of all gamers are 50 and up
- In 2004, 19 of Americans over the age of 50
played video games, an increase from 9 percent in
1999
20Final Recommendation
Sony 1995
Nintendo 1985
- Focus on an Untargeted Market
- Gamers over the age of 50 are a growing market
- Female gamers are increasing in number
- Potential in untargeted gamers
- Low price and user friendly approach
Nintendo 2006
21- The optimist sees opportunity in every danger
the pessimist sees danger in every opportunity. - -Winston Churchill
- The worst thing that you can do is to compete
with your rival on the same things. - -Michael Porter