Overview Infogrames Entertainment SA (IESA) has acquired Hasbro Entertainment to obtain the rights to the Atari name. Infogrames wants to avoid being taken over by a larger software company and they also want to increase their market share and take over industry leadership from Electronic Arts. CEO Bruno Bonnell has decided to implement a name brand strategy whereby IESA will become Atari. Bonnell’s decision was presumably based upon the positive recognition given to the Atari name brand by teenagers, and adults in their 20’s and 30’s. The key issue facing Infogrames is whether name branding is a source of sustainable competitive advantage. Conclusion and Recommendations Infogrames’ implementation of a name branding strategy will not be successful for two reasons. First, the following analysis reveals that there are three key success factors for software companies participating in this industry. Infogrames’ acquisition of Hasbro does not help them to better meet any of these three objectives. Second, Infrogames has rationalized the acquisition of Hasbro based on the name branding strategy using the Atari moniker. The analysis, however, reveals that there is no competitive advantage gained on the software side of this industry for name branding. In short, consumers do not appear to make their game purchases with any regard whatsoever for the company that produced the game. As such, the acquisition of Hasbro, and the name branding strategy, will be a failure for ISEA because neither the acquisition nor the branding strategy contributes to the key success factors identified for this industry or to achieving a sustainable competitive advantage. Analysis External Environmental Conditions (General Industry): The gaming industry is growing, but it is consolidated, which produces a high level of competition between companies fighting for market share. Life Cycle: The gaming industry cycle is 3-5 years long and begins with the launch of a new hardware platform. Software companies increase production to meet the high level of sales typically experienced during the first two years of the cycle. During the third year of the cycle, software sales for the new platform tend to level off and profits reach a maximum. Hence, producing software titles for new hardware releases, and timing those releases to coincide with the new business cycle, are key success factors. Market Size/Growth Rate: In 2001 the video game industry had grown almost as large as the movie industry, at $10 billion in annual sales, and was still growing. In that same year, four of the top gaming software companies (EA, Take 2, Activision, and Atari) had net revenues of over $3 billion. Structure: The industry is consolidated with a few companies dominating the software side of the gaming industry. Competitors: Industry competition primarily comes from within the gaming industry itself. Electronic Arts has dominated the software gaming industry since at least 1999, with its niche in the sport motif. Activision has managed to obtain the rights to several popular movies and television shows, a strategy similar to Atari’s. Take 2 has dominated the adult or “mature” segment of the market with its Grand Theft Auto series. Beyond other strictly software publishers, the software industry faces competition from both Sony and XBOX, hardware producers who publish their own games. Finally, the entire 1 gaming industry is competing against cable, satellite, and DVD for the consumer’s entertainment dollar. Complimentors: The hardware consoles are essential to the success of the software publishers, and vice-versa; the hardware companies cannot exist without the software companies, and the software companies cannot exist without the hardware companies. Nintendo, XBOX, and Sony are the major producers of gaming consoles. Customers: The “average American gamer in 2000 was 28 years old, 58% of the consumers were over 18, and 21% were 35 or older.” Obviously, video games are no longer aimed primarily at teenagers and adolescents. Product Characteristics: The success of any single game is difficult to predict. Some top-grossing games may only maintain their performance for a short time and be off of the charts in a matter of months. Others seem to be able to hold their rankings for longer periods of time. Although not explicitly stated in the case, it appears that games tied to movies and games that satisfy a market niche – such as EA’s sports games – tend to outperform other games. Due to this volatile nature of video game performance in the market, another key success factor is producing a game that is tied to a blockbuster movie or one that satisfies a market niche so that the game has some staying power. Internal Analysis (Resource Based Model): Good tangible resources, limited intangible resources and capabilities. Tangible Resources: Atari’s strongest tangible resources are the licenses it owns to produce games based on “Looney Tunes, Mission Impossible, Mission Impossible II, Men in Black, Stuart Little 2, The Matrix, Terminator 3, Survivor, Dragon Ball Z, Monopoly, and Unreal Tournament.” Atari has also acquired a strong management 2 team with experience at some of the top entertainment corporations. The company also has an extensive network of retail outlets in the U.S. and Europe to facilitate the distribution of its games. Finally, the company has outsourced some of its programming to Vietnam, which saves on programming costs. Intangible Resources: Atari’s primary intangible resource is its name brand. Capabilities: The case does not provide any specific capabilities that Atari performs well, but one must assume that their ability to program and produce video games, and manage that process, is above the industry average given the management team they possess and their standing in the software rankings. VRIN Table Capability V R I N Conclusion Licenses Y Y Y N Temporary Competitive Advantage Management Y Y Y N Temporary Competitive Advantage Retail Outlets Y N N N No Advantage Outsourcing Y N N N No Advantage Brand Name N Y Y N No Advantage Summary The narrative provided no information about the macroenvironment at the time of the case. As such, the external environmental analysis was focused on the industry. This analysis reveals that there are three key success factors in the gaming industry. One, software companies must have their product releases timed in synch with new hardware platform releases. New platform releases mark the beginning of a new business cycle for this industry. As such, software 3 companies must increase their production during the first two years of the new platform release to meet consumer demand. Since the majority of a software companies profits are made during the first three years after the platform release, failure to adequately prepare for the new business cycle will most certainly result in decreased revenues. The next two success factors are both derived from product characteristics. Historically, games that are linked to blockbuster movies and those that satisfy a specific genre - sports, for example - tend to be the better performing games. As such, securing the rights to produce games based on blockbuster movies is an important success factor. Also, creating innovative games that satisfy specific genres is another key to success. In short, to succeed on the software production side of this industry, a company must take full advantage of the business cycle, produce games based on blockbuster movies, and create games that satisfy market niches or genres (sports, mature, etc.). From a resource perspective, Atari has five capabilities: licensing, management, retail outlets, outsourcing, and brand name. The VRIN Analysis reveals that of these five, only licensing and management provide any sort of competitive advantage, and those are only temporary. Retail outlets and outsourcing are easily copied, not rare, and there are substitutes available (big chain stores). As for brand name, its major drawback is that there is no value in a brand name in this industry. That is, there is no evidence, direct or anecdotal, that consumers make their software purchases based in any way upon which company produces the software. There may be some brand loyalty among consumers for the hardware they purchase, but there is no evidence of the same for the software. 4 Conclusion Infogrames Entertainment SA had two primary reasons for acquiring the rights to Hasbro and implementing the Atari name-branding strategy. For one, Infogrames wanted to avoid being absorbed by a bigger software company and two, they wanted to increase their market share and take over the top spot in the industry from Electronic Arts. The above analysis reveals that the keys to success in this industry are taking advantage of the business cycle, producing niche games, and producing games based on blockbuster films. The current strategy employed by IESA does not help the company meet those key factors. That is, the acquisition of Hasbro and the rights to the Atari name have not helped Infogrames in any of the three key strategic areas. Further, Infogrames was relying on Atari’s brand name recognition to increase its sales. The VRIN Analysis reveals that there is no competitive advantage associated with branding in the gaming software industry. Based on the above analysis, it is my conclusion that the acquisition of Hasbro and the name branding strategy will be a failure for IESA. 5