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Page 1: SONY CORPORATION Video-Game Industry PlayStation

SONY CORPORATIONVideo-Game Industry

PlayStation

The Right GroupErnie Thorpe

Hope Fitzgerald

Retania Swapsy-Hayes

Traci Stallings

Page 2: SONY CORPORATION Video-Game Industry PlayStation

PurposeExplore 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.

Page 3: SONY CORPORATION Video-Game Industry PlayStation

Overview of HypercompetitionIs 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.

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History1st Two Pioneers 1944

Ibuka Morita

DiscoveryCurrent Chairman and President

N. Ohga N. Edei

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How To Sustain Competitive Advantage in

an Hypercompetitive Environment?

Continual Advantage is the Key: Created

Eroded

Destroyed

Recreated through strategic maneuvering

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Twentieth Century Firms Compete in

4 Major Arenas

Price/Quality.

Timing and Know-how.

Stronghold.

Financial Resources.

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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

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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

Page 9: SONY CORPORATION Video-Game Industry PlayStation

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)

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CustomersWomen 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)

Male, 54%

Female, 46%

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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

Page 12: SONY CORPORATION Video-Game Industry PlayStation

Market Share Nintendo

GameCube Has held a strong

share Holds 37% of the

American market share

Microsoft Xbox Gaining shares Holds 20% of the

American market share

Sony PlayStation 2 Currently #1

worldwide Holds 43% of

American market share

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U.S Market Share

U.S. Market Share

Sony, 43%

Nintendo, 37%

Microsoft, 20%

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Statement

Hyper-Competition

Sony Corporation

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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

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Internal Factors External Factors

Strengths

Threats

Opportunities

Nintendo Gamecube

Maximize Strengths and Maximize Opportunities

Weaknesses

Maximize Strengths and Minimize Threats

Minimize Weaknesses and Maximize Opportunities

Minimize Weaknesses and Minimize Threats.

Page 17: SONY CORPORATION Video-Game Industry PlayStation

Potential Resource

Strengths Potential Resource

WeaknessesPotential Company

OpportunitiesPotential External

Threats

•Strong financial condition

•Strong brand name image/reputation

•Widely recognized market leader

•Technology

•Strong advertising/Marketing

•Game Variety

•Brand Equity

•Strong Buying Power

•2-player games

•Parts bought separately

•Serving additional customer groups

•Expanding product line

•Transferring skills to new products

•Take market share from rivals

•Acquisition of rivals

•Alliances or JVs to expand coverage

•Exploit new technologies

•Openings to extend brand name/image

•Entry of potential new competitors

•Loss of sales to substitutes

•Slowing market growth

•Growing leverage of customers or suppliers

•Reduced buyer needs for product

•Technological advances from competitors new products

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Maximize Strengths and Opportunities

Strengths Strong financial

condition

Brand name image/reputation

Advertising/Marketing

Brand Equity

Buying Power

Serve additional Groups, make more “kiddie Games”

Opportunities Expand their

product line

Become more internet based

Take market share from rivals.

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Minimize Weaknesses and Threats

Weaknesses

Does not have many weaknesses

Take advantage of maximizing every opportunity available in the video game industry

2-playered games

Lack extensive internet capabilities

Threats

Competitor, Microsoft, innovations of high-tech internet capabilities

Microsoft and first-mover position.

Sony is the leader and is favorable in the eyes of most game-playing consumers

Sony must minimize the threat of technological advances

Create more internet capabilities

Page 20: SONY CORPORATION Video-Game Industry PlayStation

Cost and QualityNintendo’s Gamecube

Cost and Quality: Low

Product Advantages:

Playful

Appealing design and small size.

Nintendo is a game-only machine

Bright, fast graphics and great sound

The Product

Concerns:

“Kiddie machines”. “Younger-aged” titles

Page 21: SONY CORPORATION Video-Game Industry PlayStation

Price

Nintendo’sGamecube

Advantage is price.

Price: $99.00 (From original $149.00 in 2002)

Less features- Lower prices.

The Product

Page 22: SONY CORPORATION Video-Game Industry PlayStation

Cost and QualityMicrosoft’s Xbox

Cost and Quality: High

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.

The Product

Concerns: Fewest games available

Page 23: SONY CORPORATION Video-Game Industry PlayStation

PriceMicrosoft’s Xbox

Price: $179.00 (From original $299.00)

High-quality and High-cost product

Prices matches Sony’s

PlayStation.

The Product

Page 24: SONY CORPORATION Video-Game Industry PlayStation

Cost and QualitySony’s PlayStation

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.

The Product

Only the PlayStation offers something for everyone, mom and dad too.

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PriceSony’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

Page 26: SONY CORPORATION Video-Game Industry PlayStation

Cost and Quality

Sony PlayStation

Microsoft Xbox

Nintendo Gamecube

HIGHCost and QualityLOW

LOW

HIGH

P r i c e

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Timing and Know-How SpeedSurpriseMarketing Know-How

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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

Page 29: SONY CORPORATION Video-Game Industry PlayStation

PositionBased 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

Page 30: SONY CORPORATION Video-Game Industry PlayStation

Worldwide Position

Sony's Worldwide Position(Units in Millions)

America, 29.26

Europe, 24.56

Japan, 16.18

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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

Page 32: SONY CORPORATION Video-Game Industry PlayStation

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

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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

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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

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Conclusion

“The leader faces the challenge of knowing when and how to

respond to the next revolution”

Sloan Management Review, 1999

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Questions?


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