Case 14 Video Game Console Industry in 2015 The latest round of competition in the market for video game consoles kicked off in November 2012 when Nintendo launched its Wii U. A year later, Sony launched its PlayStation 4 and Microsoft its Xbox One. The new generation of video game consoles—the eighth since the beginnings of the industry in 1972—presented considerable uncertainty for all three companies. The first six generations of consoles had established a clear consensus as to key success factors in this industry. The strategies of all the leading players were focused upon establishing market leadership that would then generate network effects in gaining support both from users and game developers. To establish early market leadership the key was to target early adopters—the “hardcore gamers,” who were primarily males aged between 13 and 30. However, the conventional wisdom had been upset by the outcome of the last round of competition. Among seventh-generation consoles the winner had been Nintendo. Its Wii was a technologically unsophisticated, easy-to-use console targeted at the casual user. It had outsold the more technologically advanced machines from Sony and Microsoft. Moreover, while Sony and Microsoft had focused upon turning their consoles into multifunctional home entertainment devices, the Wii was a dedicated games console. At the same time the home video game console was under threat. Increasingly game playing was shifting to mobile, multifunctional devices, such as smartphones and tablet computers. Increasing competition between different types of hardware—home video game consoles, PCs, portable game consoles (such as the Nintendo 3DS and the PlayStation Vita), mobile phones, and tablet computers—had implications for the console makers’ market positioning. The success of the Wii was built upon its appeal to causal game players. However, these casual players were migrating to playing games on mobile devices such as smartphones, and tablet computers.1 If consoles were to lose casual game players to other hardware devices, the console makers might be inclined to return to their traditional focus: the hard core gamer for whom the video game console offered unparalleled speed and graphical realism. History of the Video Game Industry, 1972–2015 The history of the video game console comprised a series of product generations, each lasting about five years and each defined primarily by the power of the microprocessors used by the consoles (Figure 1). This case was prepared by Robert M. Grant. ©2015 Robert M. Grant. 588 CASES TO ACCOMPANY CONTEMPORARY STRATEGY ANALYSIS FIGURE 1 Global sales of video game consoles by product generation (millions of units) 300 Nintendo Sony Microsoft Atari Sega Other 250 Xbox 360 Dreamcast 200 Xbox 150 PS3 Saturn 100 Master Sys. Genesis Play Station PS2 Wii 50 NES Atari 2600 Super NES 2G (1978–85) 3G (1985–90) 4G (1991–95) PS4 N64 GameCube 5G (1995–98) 6G (1999–05) 0 Xbox One Wii U 7G (2006–13) 8G (2013–) The First and Second Generations, 1972–1985: The Atari Era The home video game market emerged during the 1970s as an extension of arcade video games. The first generation of home video consoles were dedicated machines that embodied a single game. The second generation of players featured interchangeable cartridges. Industry pioneer Atari with its Atari 2600 unleashed a craze for video games driven by Space Invaders (released in 1979) and Pac-Man (1981). Atari failed to protect its proprietary technology and was overwhelmed by competition from suppliers of Atari-compatible consoles and a flood of unauthorized games from independent software developers. The Third Generation, 1985–1990: The Nintendo Era Nintendo, the leading Japanese supplier of arcade video games, released its Nintendo Entertainment System (NES) home video console system in Japan in 1983 and two years later in the US. By 1988, Nintendo held 80% the US market, due to hugely popular games such as Donkey Kong, Legend of Zelda, and Super Mario Brothers created by its legendary games developer, Shigeru Miyamota. Nintendo’s market dominance and huge profits rested upon its careful management of the relationship between hardware and software. Nintendo kept a tight control of the supply of games, managing their quality and releases. Developers were required to follow strict rules for the creation and release of games for the NES console. Cartridges incorporated a security chip that ensured that only cartridges manufactured by Nintendo could run on the NES. Nintendo charged game publishers a 20% royalty and a manufacturing fee of $14 per cartridge. The minimum order—10,000 cartridges for the Japanese market and 50,000 for the US market—had to be paid in advance. Any game developed for the NES could not be released on a competing system for two years. By 1991, Nintendo’s sales exceeded $4.4 billion, its stock market value exceeded that of Sony, and about one-third of US and Japanese households owned an NES. CASE 14 VIDEO GAME CONSOLE INDUSTRY IN 2015 The Fourth Generation, 1991–1995: Sega vs. Nintendo Sega, like Atari and Nintendo, began in arcade games. In October 1988, it launched its 16-bit Genesis home video system in Japan, and next year in the US. With the introduction of Sonic the Hedgehog in 1991 and, with strong support from independent games developers, sales of Genesis took off. Nintendo countered with its 16-bit Super-NES, in September 1991. But despite maintaining market leadership in Japan, Sega’s bigger library of 16-bit titles (by January 1993 it offered 320 games, compared to 130 for Nintendo) allowed it to take a small lead in Europe and the US. The Fifth Generation, 1995–1998: Sony PlayStation With the launch of its 32-bit Saturn console in November 1994, Sega sought to extend the success of its Genesis console. However, a month later, Sony introduced its PlayStation console, the result of a six-year development effort led by Ken Kutaragi, Sony’s video game guru. Like Saturn, PlayStation used CD-ROMs rather than cartridges. However, PlayStation possessed some key advantages: by courting top games developers, providing them with comprehensive software development tools and financing game development, PlayStation entered with a range of high-quality games. Moreover, Sony possessed a strong brand, global distribution capability, and content from its movie division. Sega’s ill-coordinated Saturn introduction paled beside PlayStation’s well-orchestrated, big budget launch, which was preceded by cryptic prelaunch advertisements that fueled a buzz of anticipation within the gamer community. Meanwhile, Nintendo attempted to recapture market leadership by leapfrogging Sony in technology. Its 64-bit N-64 console was released in June 1996 at a low price ($199 compared to $299 for a PlayStation), but it retained its cartridge system, which involved higher manufacturing costs and less flexibility in meeting unexpected demand for hit games. The lower costs of producing and distributing CDs allowed Sony to offer a much bigger library of games than Nintendo could, many of which targeted niche markets and minority interests.2 By 1998, PlayStation was the leader in most of the world’s major markets. The Sixth Generation, 1999–2005: Sony vs. Microsoft With the sixth generation of consoles, the global market was transformed. Although Sega led with its Dreamcast console in November 1998, the company was unable to establish market leadership and in 2001 exited hardware to focus on games development. Its nemesis was Sony, which launched its PlayStation 2 (PS2) early in 2000. Kutaragi’s brief had been to design a games machine with performance that exceeded any PC and with graphics processing power ten times that of the original PlayStation. With cinematic-style graphics, a DVD player, and the potential for internet connectivity, the PS2 aspired to be a multifunctional entertainment device. However, the technical complexity of the PS2 created problems both for the supply of key components and the development of new games. As a result, the launch of the PS2 was marred by a shortage of consoles and a lack of new games. In 2001, Microsoft joined the fray. Despite having just 19 games and a poor reception in Japan, Xbox combined three key strengths: its technological advances 589 590 CASES TO ACCOMPANY CONTEMPORARY STRATEGY ANALYSIS (an internal hard disk, a 733 MHz processor, 64 MB of memory, a DVD player, and an ethernet port), the hit game Halo, and Microsoft’s online capabilities. In 2002, Microsoft launched Xbox Live, which allowed online interactive gaming and the direct downloading of games. Nintendo, with its GameCube console, was the last to join the new generation of consoles. By 2004, Sony was the clear market leader, with Microsoft a strong second in the US and Europe, and Nintendo a strong second in Japan. The Seventh Generation, 2006–2012: Nintendo’s Renaissance Microsoft led the new generation of consoles with its Xbox 360 released on November 25, 2005: the first ever console with a simultaneous global launch as opposed to a phased rollout. Xbox 360 involved a shift in market positioning by Microsoft: while the original Xbox emphasized processing power and focused on hardcore gamers, Xbox 360 emphasized versatility, design, and its multiplicity of entertainment and online capabilities. Sony’s PS3 was launched on November 11, 2006 after a long delay, caused by Sony’s technological ambitiousness—notably its decision to make the PS3 the flagship for the Blu-ray DVD drive and its adoption of an advanced multicore-cell microprocessor developed jointly with IBM and Toshiba. The losses incurred by the PS3 were the result not only of huge development and launch costs but also of the component cost of each unit sold (estimated at over $800) exceeding the retail price ($499).3 In addition, the complexity and high cost of developing games for the PS3 meant that there were few games that fully exploited its technical capabilities. Nintendo’s launch of its Wii console coincided with that of the PS3. Despite its technological modesty—it lacked the speed and graphical capabilities of the PS3 and Xbox 360 as well as a hard drive, DVD player, and ethernet port—it was a sensation. Its innovative feature was its remote wand-like controller that was sensitive to a range of hand movements. This allowed Wii to be used for a variety of new sport and exercise applications—Wii Fit was one of the biggest-selling titles of 2008–2010. The accessibility and ease of use of the Wii allowed it to target a very broad demographic, including older people. But although Wii established a clear market lead over the PS3 and Xbox 360 in terms of unit sales, in terms of revenue it was overtaken by both Sony and Microsoft. The Video Game Industry in 2015 The Market for Video Games At the beginning of 2015, video games continued to be a growth industry (Figure 2). Worldwide sales of video game software and dedicated hardware (both consoles and handheld game players) were about $70 billion in 2014 and PwC expected them to grow to $93 billion by 2019.4 Most of this growth would be in emerging markets. China offered particularly interesting prospects. The prohibition of video game consoles was lifted in 2014 and Microsoft’s Xbox One and Sony’s PS4 were being distributed by the state-controlled Shanghai Media Group whose primary interest was in encouraging home-developed games for these platforms.5 CASE 14 VIDEO GAME CONSOLE INDUSTRY IN 2015 FIGURE 2 Projected worldwide sales of video game hardware and software to 2017 90,000 80,000 70,000 60,000 50,000 40,000 30,000 20,000 10,000 0 2013 2014 2015 2016 2017 Home Console Hardware Market Offline Computer Software Market Handheld Software Market Handheld Hardware Market Mobile Software Market Online Computer Software Market Home Console Software Market However, video games were played on an increasingly wide variety of hardware: home video consoles, personal computers, and various mobile devices—smartphones in particular. All the recent growth had been in gaming on mobile devices. In mature markets, notably in the US, sales of video game consoles had been in decline for several years (Figure 3). Nevertheless, video game consoles faced little prospect of total displacement. User experience had been continually enhanced by graphical realism, multiplayer online gaming, and the personalization of games, 3-D visual displays, and virtual reality. The shift in the distribution of games from boxed DVDs to downloads, subscriptions, and cloud access fostered the emergence of new business models. The online distribution of video games through console makers’ websites had facilitated the sale of add-ons and accessories. In-game advertising also offered additional sources of revenue. Most video games for mobile devices were offered free and supported by advertising. Increasingly, the developers of mobile games adopted “freemium” models: the games could be downloaded for free, but additional features and enhancements had to be purchased. In terms of demographics, a major development of the past decade had been the broadening user base of video game players. Once the preserve of teenage boys and young adult men, by 2014 the majority of the US population aged 18–49 played video games, and even among 55- to 65-year-olds 30% played video games. Female participation had also increased strongly—especially in mobile gaming. However, gaming on dedicated consoles remained primarily the pursuit of teenage boys and young men aged between 20 and 35. The broadening of the market had also led to its segmentation—both demographically and in terms of game genres.6 Software Each video game console supplier (“platform provider”) licensed third-party software companies to develop and distribute games for its system. Two types of 591 592 CASES TO ACCOMPANY CONTEMPORARY STRATEGY ANALYSIS FIGURE 3 US sales of home video game consoles and associated software ($billion) 20 18 16 14 12 10 8 6 4 2 19 90 19 92 19 94 19 96 19 98 20 00 20 02 20 04 20 06 20 08 20 10 20 12 20 14 0 Hardware and software Hardware Source: Author’s estimates based upon multiple sources. company were involved in video game software: video game publishers, which were responsible for financing, manufacturing, marketing, and distributing video games; and video game developers, which developed the software. Publishing was increasingly dominated by a few large companies (Table 1). Typically, the software publisher submitted a proposal or a prototype to the console maker for evaluation and approval. The licensing agreement between the software company and the hardware provider gave the console maker the right to approve game content and control of the release date, and provided for a royalty payment from the software company. Game developers were paid a royalty, typically between 5 and 15%, based on the publisher’s revenues from the game. The console makers were also the major developers and publishers responsible for some of the most popular video games (Table 2). Escalating game development costs were a result of the demand for multi-featured, 3-D, cinematic-quality games that could utilize the potential of increasingly powerful consoles. Atari’s Pac-Man released in 1982 was created by a single developer and cost about $100,000. Activision’s Destiny released in September 2014 involved a budget of over $500 million—though this included marketing costs as well as development costs. Grand Theft Auto V cost an estimated $265 million. In terms of cost and revenue patterns, video games increasingly resembled movies: they incurred substantial upfront costs and a mere few became money-spinning blockbusters. Their production processes were increasingly similar—even to the point of using Hollywood actors not just to voice characters but also to make appearances: Kevin Spacey played a character in Call of Duty: Advanced Warfare. Like movies, too, many of the most successful new releases were sequels to earlier games—this CASE 14 VIDEO GAME CONSOLE INDUSTRY IN 2015 TABLE 1 Top-20 suppliers of video games ranked by sales of game software Rank Company 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Tencent Sony* Microsoft* Electronic Arts Activision Blizzard Apple* Google* King.com Nintendo Ubisoft NetEase GungHo Entertainment Nexon Disney DeNA TakeTwo Interactive Facebook* Square Enix GREE Konami 2014 ($million) Change over 2013 7,211 6,040 5,023 4,453 4,409 3,199 2,623 2,260 2,092 1,806 1,586 1,447 1,446 1,280 998 978 974 949 883 841 +37% +27% +3% +22% –4% +35% +89% +20% –13% +33% +11% –7% –2% +9% –38% –60% +10% +13% –34% –18% Note: *Estimated. Estimates include all non-hardware, game-related revenues. Source: Newzoo. created valuable brand franchises such as Super Mario Brothers, Grand Theft Auto, Call of Duty, and Halo). Recent generations of consoles had seen a major shift in the balance of power between console makers and game publishers. In earlier generations, the console TABLE 2 Top-ten console games in the US, 2014 (units sold) Rank Title/platform Publisher 1 2 3 4 5 6 7 8 9 10 Call of Duty: Advanced Warfare (PS3, PS4, X360, Xbox1) Madden NFL 15 (PS3, PS4, X360, Xbox1) Destiny (PS3, PS4, X360, Xbox1) Grand Theft Auto V (PS3, PS4, X360, Xbox1) Minecraft (PS3, PS4, X360, Xbox1) Super Smash Bros. (WiiU) NBA 2K15 (PS3, PS4, X360, Xbox1) Watch Dogs (PS3, PS4, X360, Xbox1) FIFA 15 (PS3, PS4, X360, Xbox1, Wii) Call of Duty: Ghosts (PS3, PS4, X360, Xbox1, WiiU) Activision Blizzard Electronic Arts Activision Blizzard Take 2 Interactive Mojang Nintendo Take 2 Interactive Ubisoft Electronic Arts Activision Blizzard Source: NPD. 593 594 CASES TO ACCOMPANY CONTEMPORARY STRATEGY ANALYSIS makers were dominant, enforcing exclusivity and imposing heavy royalty payments on the publishers. Consolidation among publishers (caused by rising development costs) and more intense competition among the different hardware platforms had changed all that. Exclusivity ties had disappeared from most licensing contracts— most leading games titles were cross-platform—and were often launched simultaneously on both PlayStation and Xbox. The only popular games exclusive to a single platform were typically those developed in-house by the console makers (e.g., Microsoft’s Halo). At the same time, game publishers were also facing new pressures. The licensing fees paid by software publishers for exclusive rights to the intellectual property of media companies and sports organizations grew substantially between 1998 and 2002. The rights to a game based on a hit movie (e.g., Harry Potter) could cost several million dollars. For sports games, the major leagues (NFL, NHL, MLB, NBA, and FIFA) required an upfront payment, plus a royalty of 5–15% of the publisher’s revenue from the game. Not only did software sales exceed hardware sales; software was responsible for virtually all of the industry’s profit. The console makers followed a “razors and blades” business model: the consoles were sold at a loss; profits were recouped on software sales (both games developed internally and royalties received from thirdparty game publishers). The result was strongly cyclical earnings for the platform providers: the launch of a new console would result in massive cash outflows; only with a substantial installed base would the platform provider begin to recoup the investment made. The Console Makers For the console suppliers, the period 2006–2014 had been a difficult one. The razorsand-blades model worked less well when the games were no longer exclusive to specific platforms. The loss of software exclusivity also undermined network effects: the tendency for consumers and software developers to gravitate toward the marketleading platform. The new dynamics of the market were evident from the financial performance of the companies (see the Appendix). Despite Nintendo’s success with its Wii, only during 2007–2010 did the company earn high profits; by 2012, it had fallen back into losses. For Sony, its technological ambition for its PS3 bestowed high costs which ate up potential margins. Sony’s games division incurred substantial losses during 2007–2015. While Microsoft had the satisfaction of achieving its goal of establishing itself as a major force within the video game business, the costs were high: although the financial results for the Xbox were buried in the aggregated financial data it published, it believed that Microsoft’s video game business had accumulated billions of dollars of losses between 2001 and 2015. One consequence of deteriorating profitability was the desire to extend product cycles. Reluctance to incur the costs of developing new models was the major motivation behind Sony and Microsoft’s desire to extend the lives of their current models. Eight years had elapsed between the launch of Microsoft’s Xbox 360 and its replacement by Xbox One—previous cycles tended to have a duration of five or six years. When the companies did launch their eighth-generation models, they each pursued a differentiated strategy. CASE 14 VIDEO GAME CONSOLE INDUSTRY IN 2015 Nintendo’s Wii U was essentially an upgraded Wii. It had limited computing power and its innovatory features were focused upon its controllers—notably an embedded touchscreen. ● With the PS4, Sony returned to the industry’s traditional focus on hardcore gamers—its tagline “4 the players” was designed to emphasize this focus. However, Sony also envisaged a ten-year life cycle for the PS4 and over that lifetime it would broaden its market appeal and expand its functionality. The appeal to core gamers was primarily through technical capabilities—notably in graphics, its second screen and remote playing capability, and upgraded online services through the PlayStation network. Sony also committed to a continuous upgrading of the game playing experience—notably through its Morpheus project to deliver virtual reality. ● Microsoft’s Xbox One shared many of the same technical features of the PS4—many of the core components including the AMD CPU were identical. However, its initial market position was different from that of Sony. Xbox One’s design and launch were influenced by Microsoft’s “One Microsoft” strategy, which sought greater integration across the company’s products and divisions. According to Microsoft’s VP for hardware: “It’s more than a gaming platform. We’re thinking about our devices as a stage for all of Microsoft.”7 In particular, the Xbox One was seen as a platform for a broad array of Microsoft’s streaming and cloud services. ● During 2014, it was apparent that Sony’s PS4 had established a clear market lead. The Xbox One had been launched at $499 in the US, compared to $399 for the PS4, which put Microsoft at an immediate disadvantage. It was also clear that Microsoft’s emphasis on home entertainment and online capabilities had alienated many gamers—especially in relation to always-on internet connectivity and restrictive digital rights on boxed games. During 2015, Microsoft was busily back-pedaling and reformulating its Xbox One strategy. By the end of June 2015, lifetime sales of the PS4 were 25.3 million, Xbox One 14.3 million, and Wii U 10 million. Looking to the Future The evolution of the video game industry had greatly impacted both the profit potential of the industry and the sources of competitive advantage within it. The rise of mobile platforms and the shift in power from the suppliers of hardware to the suppliers of software had greatly undermined the industry’s capacity to generate profits for the console makers. The weakening of network effects had meant that video games were no longer a winner-takes-all industry with a dominant strategy for the competitors within the industry. Moreover, the expanding number and variety of video game players suggested that the market was segmenting, for example the Wii appealed to different users than the Xbox and PlayStation. For Sony and Microsoft, their game consoles were part of their broader corporate strategies. Both companies envisaged their video game consoles as multifunctional home entertainment devices, but where Sony was primarily a consumer electronics company with a strong emphasis on hardware and entertainment—and movies 595 596 CASES TO ACCOMPANY CONTEMPORARY STRATEGY ANALYSIS in particular—Microsoft’s Xbox was an integral part of a home-based digital strategy based upon the online provision of software and services. The willingness of Sony and Microsoft to devote so many resources to a business that yielded them such low returns on their investments could only be justified by broader strategic considerations. Nintendo was the closest to a “pure play” in video games—its business comprised hardware and software both for home and mobile game playing. Its portable game players (the Nintendo 3DS) comprised a much larger proportion of its revenues and profit than its home consoles (Wii). However, as a specialist, it lacked the financial and technological resources of Sony and Microsoft and was most threatened by the trend to multifunctional hardware—especially in mobile devices. Appendix: Financial Data for the Leading Console Makers TABLE A1 Nintendo (year ending March 31; ¥billion) Sales Operating income Net income Operating income/ Average total assets (%) Return on equity (%) 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 514 110 33 10.5 515 113 87 9.7 509 91 98 7.9 966 226 174 19.5 1,672 487 257 27.0 1,838 555 279 31.7 1,434 357 229 21.0 1,014 171 78 10.1 648 (37) (43) (2.4) 635 (36) 7 (2.2) 572 (46) (23) (3.1) 550 25 42 1.8 3.7 9.6 10.4 16.8 11.0 19.9 16.8 5.7 (4.2) 0.6 (2.0) 3.7 Source: The financial data in Tables A1, A2, and A3 is derived from the companies’ annual reports. TABLE A2 Sony Corporation (year ended March 31; ¥billion) Sales of which –Games Operating income of which –Games Net income Operating income/ Average total assets (%) Return on equity (%) 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 7,496 7,160 7,475 8,296 8,871 7,729 7,214 7,181 6,403 5,691 6,682 7,036 754 99 703 114 918 191 974 150 1,219 475 1,685a (227) 1,512a 32 1,493a 200 3,137b (67) 750c 227 1,044c 26 1,388c 40 68 89 1.1 43 164 1.2 9 124 1.9 (232) 126 0.6 (124) 369 2.9 (87)a (98) (1.8) (83)a (41) 0.3 36a (259) 1.6 (230)b (457) (0.5) (4) 42 1.6 (19) (128) 0.0 48 (126) 0.3 3.6 6.3 4.1 3.9 10.8 (3.1) (1.4) (9.4) (15.6) 0.3 (4.6) (4.1) Notes: a For 2009–2011, the segment data for Sony are for “Networked Products and Services.” This includes both game consoles and PCs. b For 2012, the segment data are for “Consumer Products and Services.” c For 2013–2015, the segment data are for “Game and Network Services.” CASE 14 VIDEO GAME CONSOLE INDUSTRY IN 2015 TABLE A3 Microsoft (year ending June 30; $billion) Sales of which —Entertainment and devices Operating income of which —Entertainment and devices Net income Operating income/ Average total assets (%) Return on equity (%) 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 32.2 36.8 39.8 44.3 51.1 60.4 58.4 62.5 69.9 73.7 77.8 86.8 2.75 2.73 3.11 4.29 6.07 8.14 6.42 6.22 8.16 32.44a 32.10a 37.67a 13.2 9.0 14.6 16.5 18.5 22.5 20.4 24.1 27.2 21.8 21.9 22.1 (0.92) (1.01) (0.45) (1.28) 0.43 (1.97) 0.29 0.57 1.14 6.05a 9.42a 8.71a 10.0 17.9 8.2 10.3 12.3 17.6 12.6 23.6 14.1 29.3 17.7 30.9 14.6 27.2 18.8 27.8 23.2 27.9 17.0 18.0 21.9 18.8 22.1 16.0 17.6 11.7 19.9 28.6 16.45 42.47 38.5 43.7 44.8 25.6 27.8 24.7 Note: a The segment data for 2012–2014 relate to “Devices and Consumer,” of which “Computing and Gaming Hardware” comprises less than 25%. Notes 1. The rise of smartphones for playing video games was revealed by the success of Angry Birds. Launched in 2009 for the Apple iPhone, 300 million copies of Angry Birds had been downloaded by the end of 2011. 2. In 1997, the average PlayStation game sold 69,000 copies; the average N-64 title sold over 400,000 copies. 3. “Delays Likely for Sony’s PlayStation 3,” Financial Times (February 20, 2006). 4. PwC, Global Entertainment and Media Outlook, 2015–2019, http://www.pwc.com/gx/en/global- entertainment-media-outlook/global-data-insights.jhtml, accessed July 20, 2015. 5. “The End of Console Competition and the New Game Development Era in China,” Forbes Asia (January 30, 2015). 6. Genres included: action games, shooter games, adventure games, role-playing games, simulation games, strategy games, and sports games. 7. “Xbox is a Test for the One Microsoft Strategy,” Bloomberg Business Week (November 21, 2013). 597