Video Gaming Industry Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng Agenda 1. History of Video Gaming 2. Sources of Innovation 3. Types and Patterns of Innovation 4. Timing of Entry Patterns 5. Porter’s 5 Forces Framework 6. Standard War Dynamics 7. Lessons from the Past History of Video Gaming 1 1951 Idea by Ralph Baer 2001 Microsoft enter the industry with Xbox 1994 Sony enter the industry Early 1960s Willy Higinbotham & Steve Russell 1983 Sega enter the industry with SG1000 1966 Ralph Baer begins researching interactive TV games and was supported by Defense contractor 1978 Nintendo enter the industry 1968 Ralph Baer patented the first interactive game 1971 First arcade game was released 1972 Magnavox Odyssey console available to the public 1977 Atari released the video computer system 2600 Sources of Innovation 2 WORLD FIRST VIDEO GAMING CONSOLE In 1972, this was available to the public Evolve a lot Exponentially faster Wireless controllers or even no controllers Online capabilities Multiples players 3D Games Colour output and surround sound …… INDIVIDUAL AS INNOVATORS Ralph H. Baer Tasked to develop the best Television in the world Idea is to include some interactive game But the management did not pursue Developed the first console, Magnavox Odyssey in 1968 INNOVATION VALUE CHAIN Technology push, Initially Creativity Invention Market pull, Now Innovation Diffusion INNOVATION VALUE CHAIN Technology push Creativity The creativity of Ralph H. Baer to have games played on television When the initial purpose is to develop the best television INNOVATION VALUE CHAIN Technology push Creativity Invention After beginning with the supportresearching interactive television games of defence contractor, Sanders Associates Lead to the invention of gaming console “Brown Box” in 1968 INNOVATION VALUE CHAIN Technology push Creativity Invention Innovation The invention is then licensed to Magnavox The video gaming console was in production and sold to the public as Magnavox Odyssey INNOVATION VALUE CHAIN Technology push Creativity Invention Innovation Diffusion Technology push because the creativity led to new products which the market has yet to demand for it New knowledge was transform into new product INNOVATION VALUE CHAIN Market pull With 3D television gaining popularity, video gaming console need to have 3D capabilities. Controller-less demands from the market has push Sony and Microsoft Xbox to come out with video gaming console that support gaming without a controller. Higher video games requirements push for newer gaming consoles with more powerful hardware. Online technology PORTER’S DIAMOND Magnavox (U.S Co) Atari, Inc. (U.S Co) Sony Playstation (U.S Co) Microsoft Xbox (U.S Co) Sega (Japan Co) Nitendo (Japan Co) Why are U.S so innovative in the video gaming industry ??? PORTER’S DIAMOND Firm Strategy, Structure and Rivalry Factor Conditions Video Gaming Related and Supporting Industries Demand Conditions PORTER’S DIAMOND Factor Conditions During 1980s, US has a large amount of computer science graduates Excellent telecommunication infrastructures PORTER’S DIAMOND Related and Supporting Industries Triumph of the Arcade Computer hardware getting cheaper and at the same time improving PORTER’S DIAMOND Related and Supporting Industries Developers and publishers coming out with greater varieties and newer games Television technology is advancing with better video and audio outputs Newly available video-gaming magazines in the early 1980s PORTER’S DIAMOND Firm Strategy, Structure and Rivalry Game cartridges or disks can only be used by the gaming console of the respective company The gaming console is also backward compatible with games, meaning that old game cartridges or disks can be used on the newer version of the gaming console PORTER’S DIAMOND Demand Conditions The home markets demand for gaming console after the triumph of the arcade in early 1980s. Demand for faster gaming consoles from 8-bit, 16-bit, 32-bit to 128-bit so that greater processing power is available for performance-intensive games. Demand to play games online with the rapid growth of faster broadband. Types and Patterns of Innovation 3 DIFFERENT DIMENSIONS OF INNOVATIONS Product Innovation Incremental Innovation New consoles are more powerful, better graphics, closer to reality than their previous versions PS2 is a PS1 with some adjustments (DVD player) Rumble not in PS3 Radical Innovation CD-ROM Wii’s move remote DIFFERENT DIMENSIONS OF INNOVATIONS Competence enhancing innovation Xbox 360 build on technology of Xbox PS2 still in use, games are compatible! Wii’s move remote radical but competence enhancing! Competence destroying innovation CD-ROM replaced the cartridge: cheaper to manufacture and had a larger capacity than the existing cartridge technology More Component innovation TECHNOLOGY TRAJECTORY Disruptive tech is Wii (less advanced performance, simpler system) But cheaper than PS3 and Xbox 360 thanks to lower development costs Consumers switch to Wii Both Sony and Microsoft had to create a new controller, to compete with the Wii SONY’S AND MICROSOFT’S REACTION The PlayStation®Move for Playstation 3 Kinect for Xbox 360 yourself are the controller Timing of Entry Patterns 4 VIDEO GAMING CONSOLES ENTRY TIMING Generation (Time Period) Rival Platforms (Manufacturers) st 1 (1976-1982) Channel F DD VCS** DD (Fairchild)* (Atari) RCA (Studio) 2 3 (1986-1990) th 4 (1989-1996) th 5 (1999-2000) 6 (1999-2007) th 7 (2005present) Bit 2 MHz 8 1977 1,19 MHz 8 4K 2K 1,19 MHz 8 1978 1,78 MHz 8 Gamevision (Texas Instrument) 1978 1,78 MHz Home Arcade (Bally) 1978 3,58 MHz 8 ROM 1,980 0,5 MHz 16 Atari 5200 (Atari) 1,982 1,79 MHz 8 Colecovision** (Coleco) 1,982 3,58 MHz 8 8-32K Arcadia 2001 (Emerson) 1,982 3,58 MHz 8 8K NES** (Nintendo)* 1985 1,79 MHz 8 24-32K Master System (Sega) 1986 3,6 MHz 8 32-131K Atari 7800 (Atari) 1986 1,79 MHz 8 52K Sega Genesis** (Sega)* 1989 7,6 MHz 16 64K Turbo Grafix16 (NEC) 1991 3,6 MHz 8 250K Super NES (Nintendo) 1991 3,58 MHz 16 Interactive Multiplayer (3DO)* 1993 12,5 MHz 32 660Mb Jaguar (Atari) 1993 26,6 MHz 32 660Mb Saturn (Sega) 1995 28 MHz 32 660Mb 1995 33,9 MHz 32 660Mb Nintendo 64 (Nintendo) 1996 93,75 MHz 64 100Mb Dreamcast (Sega)* 1999 200 MHz 128 1,1Gb Playstation 2** (Sony) 2000 294 MHz 128 5,6Gb GameCube (Nintendo) 2001 485 MHz 128 1,5Gb Xbox (Microsoft) 2001 733 MHz 128 5,6Gb Xbox 360 (Microsoft)* 2005 3,2 GHz 256 20Gb 2006 729 MHz 64 512Mb 2006 3,2GHz 256 60Gb Playstation** th CPU 1976 1977 (1980-1984) Intellivision (Mattel)* rd Operating Performance Odyssey (Magnavox) 2 nd Introduction Date DD Wii** DD (Sony) (Nintendo) Playstation 3 (Sony) 16K Source: ° Innovation and Competition in Standard-Based Industries: A Historical Analysis of the U.S. Home Video Game Market, Scott Gallagher and Seung Ho Park, IEEE TRANSACTIONS ON ENGINEERING MANAGEMENT, VOL. 49, NO. 1, FEBRUARY 2002 ° Wikipedia.com *indicates the first mover ** indicates the most popular platforms DD indicates early adaptor and dominant design WHAT CAN WE SAY FROM THE CHART ? Out of the 7 Generations of Video Gaming Consoles 2 out of 7 first movers managed to become the most popular Most of the cases, early followers became the most popular video gaming platform Why is early followers more successful? Able to determine the market responses to the products sold by the first movers Waiting for enabling technologies to be more established Able to learn from the mistakes from first movers before launching the new products IN THE CASE FOR SONY PLAYSTATION Was never a first mover In the 5th Generation, Sony was the 4th company to launch Playstation In the 6th Generation, Sony was the 2nd company to launch Playstation 2 But it became the most popular platform and set the dominant design for that generation It became the most popular platform the for that generation In the 7th Generation, Sony was so far the last company to launch Playstation 3 Porter’s 5 Forces Framework 5 PORTER’S 5 FORCES FRAMEWORK To evaluate the attractiveness of the Video Gaming Industry. COMPETITIVE RIVALRY 3 big players with changes in leadership through time Decrease in sales of consoles (-8% in 2010) Competition on differentiation and prices Moderate barrier to exit => Overall strong competition THREAT OF SUBSTITUTES New platforms and new business models High threat of substitutes THREAT OF SUBSTITUTES THREAT OF ENTRY Space for only 3 players (ex: Sega) Importance of « killer apps » and network of developers Backwards-compatibility High developing costs Entry of Apple? => Threat quite low POWER OF BUYERS Software market dominated by large developers (ex: Electronic Arts) Locked-in customers in a console type with specific games High price sensitivity But standardized consoles and price sensitivity => Moderate threat POWER OF SUPPLIERS Sony, Microsoft produce other types of electronics Nintendo mainly develops its own games Nintendo (>< Sony, Microsoft) outsources the manufacturing of hardware => dependent of certain suppliers Some limited components in consoles (ex: blue laser diodes in PS3) => Moderate threat PORTER’S 5 FORCES FRAMEWORK Unattractive Industry to Enter Apple is the most likely candidates to enter Standard War Dynamics 6 3 DOMINANT DESIGNS Cartridges: CDs: « Move remote »: - Start: PS - Start: Wii - Start: Atari - Supremacy: PS - Supremacy: Wii - Supremacy: NES - Parallel DD: cartridges - Parallel DD: Classical remotes Lessons from the Past 7 MOST IMPORTANT LESSONS OF THE PAST FOR THE PRESENT STRATEGIC POSITION History of Video gaming seems to be following the evolution of the vehicle where games appear most — Television and ……….. Black/White to Colour Colour to Flat Screen Flat Screen to LCD/Plasma LCD/Plasma to HDTV Next Step: 3D TV and Virtual Retina Display for greater realism and details MOST IMPORTANT LESSONS OF THE PAST FOR THE PRESENT STRATEGIC POSITION and also Enabling Technologies From 8-bit, 16-bit, 32-bit to 128-bit Cartridges to CD to DVD to Blue-Ray Disk From multiplayer to online gaming From Wired controller, to wireless controller to action sensor controller … Next Step: 4G gives 100mb/sec connection anywhere No hand gaming, brains will do it Q&A The End