Date post: | 18-Jan-2015 |
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To the rescue of
Analysis and Strategy for survival in the consoles video game industry
About the Industry $65bn worldwide revenue in 2011.
High penetration in developed markets, low in emerging.
Expansion towards all the global market.
Target audience is getting broader: more women, adults, families.
Change in the use of consoles: more and more people see consoles as home entertainment hubs, with a social purpose.
Console makers sale their products with an implicit loss, but the revenue is recovered by the games, accessories, etc.
Although it usually runs in 5 year cycles, the last consoles were launched more than 5 years ago.
Porter’s 5 forcesThreat of Entry
Heavy investment in product development, branding and marketing communications necessary
Suppliers
Several external suppliers, from hardware providers to software programmers
Risky and costly to change suppliers
Competition
3 main competitors in the video console market: Sony, with
PlayStation 3, Microsoft, with X Box 360 and Nintendo with
Small, but extremely competitive market
Consumers
Small cost of change
Very strong and loyal core market,
less likely to switch
Substitutes
PC
Portable gaming devices, such as the Nintendo DS and the PSP
Mobile phones
PESTELPolitical
Enforce regulations on material sold
SOPA and ACTA
Economic
Recession
Social
New demographics: older and female.
New niche markets: education and health
Technological
Advances in online technology
Consoles become media centers
Hacker attacks
Legal
User data protection regulations
Piracy and lack of proper regulation
Content restriction and classification
Environmental
Energy usage
Composition of devices
All three companies are declining in their global results...
Source: Sony, Microsoft and Nintendo Annual Reports (2008-2011)
Although the immediate forecast suggests a decrease in sales, the gaming console market is expected to grow in 2014-2015, with the launch of new products and the continuing growth in market.
The UK Market
Demographics of the UK gaming population: gender, age and social grade
Source: IAB, 2011
UK Market share (by value)
Source: Mintel, 2011
Competitors
Launched Move and failed
Sales have been declining
Good video game offer
Online services with problems and hacking
Has a good brand positioning
Launch of next gen: 2014
Reboot sales with Kinect
Large sales growth
Impact in final profit
Market leader in 2012
Complete online service package with console
Wide range of games
Launch of next gen: 2014
Both used to target the core video gamer, now aiming at becoming a family center hub and trying to get Wii’s consumer
Price war + bundles
Highly traditional games
Decline in sales for 2 years
Lost market leadership
Profit affected by price cuts (2009)
Accessories were successful at beginning but fail to keep up
No additional features in wii: failed to deliver services
More appealing to women
Innovation/ new market
2006
2012
Our SWOT analysisSTRENGTHS
• Important heritage in video games• Strong global brand in video game market.• Innovation (first motion –sensitive)• Good at simple friendly family games• Peripherals available in gaming market• First console to approach casual gamers• Large player basis
WEAKNESS
• Behind in offering online experience• No disc player and home entertainment hub • Not good at services for console• Cut-price strategy• Old product (Wii) launched in 2006• No HD display• Knowledge and focus only on videogames• Production in Japan: high cost
OPPORTUNITIES
• New product launch Wii U in 2012• More people interested in game consoles • Leading game console brand image• Internet connection for new services• Ageing population in developed markets• Growing consumer base in emerging markets • Largest market in the world remains the US.• Maturity of consumers towards consuming online
services through game consoles.
THREATS
• Games in smart phones and social networks • Competitors launched peripherals• Microsoft and Sony are large corporations• Consumer spend has lowered • High competition for price• The Wii U will compete in another market• The strong Yen cause loss in exchange rate
Internal
external
Posi
tive
Neg
ative
Our recommendation…Focusing on the target’s wants and delivering
through the new launch…
ObjectivesRecover current loses in year 2010 and 2011.
Achieve a 20% increase in market share over the next 5 years.
Strategic approach
Strategy
Nintendo Network
Nintendo Wii U launch
New Targets
New marketingcommunications
New services
Strategy 1Big momentum for launch of
Large marketing communication campaign:PRAdvertisingEventsActivation/trade activities
Highlight differentiatorsOffer new servicesStrategic alliances with top brands
Strategy 2Attack new target audiences:
SchoolsParentsSpecial servicesDifferent channelDifferent positioningAlliance with governmentNew marketing communications and PR campaign
Wii for senior citizens: Population ageing – longer lifeRetired people have a lot of time and moneyActivities and services through the WiiUse the abilities of the Wii for this targetDevelop health and exercise capabilitiesAdvertising of products and alliance with pharmacy companiesMarketing communications and alliances campaigns for this
target
Strategy 3
Wii woman:
Increase usability of womenShoppingBeauty apps and adviseAlliances with brandsLarge marketing, branding and communications campaign targeted
at women, mostly focused on social networks
Strategy 4
Strategy 5Transform Wii into an entertainment hub:
Online resourcesTargeted at familiesAlliance with Disney and other networksActivities for the familyAdvertising and sponsorship trade with family products.
Questions?