SONY CORPORATION Video-Game Industry PlayStation The Right Group Ernie Thorpe Hope Fitzgerald Retania Swapsy-Hayes Traci Stallings Purpose Explore how Sony Corporation has produced creative disruption in the Video-game industry and sustained dominance. Overview Hypercompetition. Review Sony Corporate History. Introduce the Video-game industry. Corporate Analysis: Competing in 4 key arenas. Overview of Hypercompetition Is The Era of Sustained Competition Dead? The hypercompetitive environment is an environment that is destructively aggressive, undeniably intense, and ingeniously creative. Traditional players doing conventional business as usual will soon experience destructive disruption in their industries as the twentieth century players change the rules with new business practices and untapped technology. History 1st Two Pioneers 1944 Ibuka Morita Discovery Current N. Chairman and President Ohga N. Edei How To Sustain Competitive Advantage in an Hypercompetitive Environment? Continual Advantage is the Key: Created Eroded Destroyed Recreated through strategic maneuvering Twentieth Century Firms Compete in 4 Major Arenas Price/Quality. Timing and Know-how. Stronghold. Financial Resources. The Guide for Market Disruption The 7 S’s are Stakeholder satisfaction Strategic soothsaying Speed Surprise Signals Shifting the rules of the market Simultaneous or sequential thrusts Electronics Industry Focus 1972 Magnavox released the first home video game system The Odyssey Many home video game systems have come and gone while making and losing money in the process. Home video games systems have been seen as using cutting edge technology at times and at other times it has been seen as nothing more than a child’s toy Consumers spend billions of dollars on home video game systems Advertising PlayStation commercials are always fresh, quirky, weird, and different. Seem to be carefully crafted short films with true artistic value behind the commercial façade. They are often vibrant, innovative, and uplifting. Current ad campaigns Fun Anyone? (U.K) Live in your world. Play in Ours. (U.S.A) Customers Women 18 and older 26% 6 to 17 year-old boys 21% Men age 18 and over 38% 17% are players ages 50 and over Game Purchasers (by Gender) Female, 46% Male, 54% Why Play Games? Americans play video games for a variety of reasons: 87% for fun 72% for a challenge 42% for the interactive social experience 36% because games provide a lot of entertainment value for the money Market Share Nintendo GameCube Sony PlayStation 2 #1 worldwide Holds 43% of American market share Has held a strong share Holds 37% of the American market share Currently Microsoft Xbox Gaining shares Holds 20% of the American market share U.S Market Share U.S. Market Share Microsoft, 20% Nintendo, 37% Sony, 43% Statement Hyper-Competition Sony Corporation SWOT Analysis Isolate the key issues that will be important to the future of Sony Should be addressed by subsequent marketing strategy. There are four possible approaches Internal Factors Strengths Weaknesses Nintendo Gamecube External Factors Threats Maximize Strengths and Maximize Opportunities Minimize Weaknesses and Maximize Opportunities Opportunities Maximize Strengths and Minimize Threats Minimize Weaknesses and Minimize Threats. Potential Resource Potential Resource Potential Company Potential External Strengths •Strong financial Weaknesses Opportunities Threats •2-player games condition •Strong brand name image/reputation •Widely recognized market leader •Technology •Parts bought separately •Serving •Entry of additional customer groups potential new competitors •Expanding •Loss of sales to product line •Transferring skills to new products •Take market share from rivals •Strong •Acquisition of advertising/Mark eting rivals •Game Variety •Brand Equity •Strong Buying Power •Alliances or JVs to expand coverage •Exploit new technologies •Openings to substitutes •Slowing market growth •Growing leverage of customers or suppliers •Reduced buyer needs for product •Technological advances from competitors new products Maximize Strengths and Opportunities Strengths Opportunities Strong financial condition Expand their product line Brand name image/reputation Become more internet based Advertising/Marketing Take market share from rivals. Brand Equity Buying Power Serve additional Groups, make more “kiddie Games” Minimize Weaknesses and Threats Weaknesses Threats Competitor, Microsoft, innovations of high-tech internet capabilities Take advantage of maximizing every opportunity available in the video game industry Microsoft and first-mover position. Sony is the leader and is favorable in the eyes of most game-playing consumers 2-playered games Sony must minimize the threat of technological advances Lack extensive internet capabilities Create more internet capabilities Does not have many weaknesses Cost and Quality Nintendo’s Gamecube The Product Cost and Quality: Low Product Advantages: Playful Appealing design and small size. Concerns: Nintendo is a game-only machine Bright, fast graphics and great sound “Kiddie machines”. “Younger-aged” titles Price Nintendo’s Gamecube Advantage is price. Price: $99.00 (From original $149.00 in 2002) Less features- Lower prices. The Product Cost and Quality Microsoft’s Xbox Cost and Quality: High The Product Product Advantages: Xbox is a PC without the monitor. Includes an 8-gigabyte hard disk. Only Game system with a built-in modem Powerful processor, graphic card and perfect DVD playing, Most advanced technology for the most advanced in games. Concerns: Fewest games available Price Microsoft’s Xbox Price: $179.00 (From original $299.00) High-quality and High-cost product Prices matches Sony’s PlayStation. The Product Cost and Quality Sony’s PlayStation The Product Cost and Quality: High Product Advantages: CD based, so that means it can hold tons and tons of information. It is a 128-bit computer more powerful than a Pentium III. It can play DVD movies, decode digital TV, and surf the Internet for less than $400; offers a wide variety of games, great accessories and peripherals. Only the PlayStation offers something for everyone, mom and dad too. Price Sony’s PlayStation Incredible lineup of Greatest Hits Delivers the best games for the best prices. Price: $179.00 (From original $299.00) CDs are cheap to make. Consumers pay less... PlayStation and the Xbox are priced the same. The Product Cost and Quality HIGH Sony PlayStation Microsoft Xbox P r i c e Nintendo Gamecub e LOW LOW Cost and Quality HIGH Timing and Know-How Speed Surprise Marketing Know-How Strongholds PlayStation released in more than 100 countries worldwide. The Sony PlayStation 2 sales have been strongest in America, Europe, and Japan. Sony’s 70 million unit sales in their strongholds: 16.18 million units in Japan (including Asia) 29.26 million units in North America 24.56 million units in Europe Position Based mostly on product features and value added attachments Created the best game system at the time Added value with network adapter Bundled products to add value Created value added attachment – EyeToy Interacts with PlayStation without controllers Sold 400,000 units in 2003 Worldwide Position Sony's Worldwide Position (Units in Millions) Japan, 16.18 Europe, 24.56 America, 29.26 Financial Resources Resources are used to make or purchase the latest technological advances or to monitor its competitors anywhere they compete, eliminating surprises Sony able to increase their branding in the market with introduction of Playstation Sony derives 20% of corporate revenues with Playstation console and games Innovations Sony uses it core competencies to gain significant market share in video game industry Sony consolidated sales for the year ended March 31, 2003 were $62.3 billion dollars Sales such as these creates barrier to new entrants Deep Pockets Sony able to secure and maintain place as leader in video game market while experiencing decrease in sales Able to divert money to R&D for semiconductors for use in future gaming business Deep pockets allows Sony to outmaneuver opponents while maintaining place in the market Strategic Intent Sony able to signal strategic intent by utilizing vast financial resources. These areas would include: Brand name that means quality and innovation Excellent marketing Wide Distribution Conclusion “The leader faces the challenge of knowing when and how to respond to the next revolution” Sloan Management Review, 1999 Questions?