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Joseph Chang, Anthony Griffin,

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Background Video game console industry $10 Billion per year Nintendo First console: 1985 First-mover Current market Sony (Playstation: 1st), Microsoft (XBOX: 2nd), ... – PowerPoint PPT presentation

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Title: Joseph Chang, Anthony Griffin,


1
MGT 235 Strategic Analysis
  • Joseph Chang, Anthony Griffin,
  • Israel Gonzales, Anna Olivier,
  • and Scott Vanderpool

2
Background
  • 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)

3
Typical Life Cycle
Introduction
Growth
Maturity
Decline
Current Console Market
X
4
Individual 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)
5
Game Console Life Cycle Trend
5-year Cycle
20 year Period
6
Game Console Environment
Introduction
Growth
Maturity
Decline
Game Cube
N64
SNES
NES
85-89
89-95
95-98
98-05
7
1985 1989 The Beginning
  • Players Nintendo (NES), Sega (MS)
  • First mover Nintendo
  • Nintendo market share 90

8
1989 1995 The 16-bit Generation
  • Players Nintendo (SNES), Sega (Genesis),
  • First mover Sega
  • Nintendo market share 60

9
1995 1998 Dawn of the PlayStation
  • Players Nintendo (N64), Sony (PS), Sega (Saturn)
  • First mover Sega
  • Nintendo market share 23

Nintendo
Sony
10
1998 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

11
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12
Strong Industry Profits
  • High

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
13
Competitive 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)

14
Strategic Issue
  • How can Nintendo regain lost market share in the
    home console market?

15
Exit 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

16
Expand 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

17
Upgrade 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

18
Focus 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

19
Rationale 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

20
Final 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
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