+ All Categories
Home > Documents > Nintendo Wii Blue Ocean Strategy

Nintendo Wii Blue Ocean Strategy

Date post: 12-Oct-2015
Category:
Upload: kaykscribd
View: 269 times
Download: 3 times
Share this document with a friend
Description:
Blue ocean strategy adopted by Nintendo in creating a world class product Wii.. Success and downfall of Wii
Popular Tags:

of 15

Transcript
  • Industry Overview

    The video gaming industry in this decade sees the introduction of the 8th

    generation gaming

    console. The console manufacturers have continued to adopt the five-year console

    development life cycle. Since the 6th

    generation gaming consoles i.e. around the early 2000s

    three prominent players in the form of Sony, Microsoft and Nintendo have emerged.

    As of January 2014 the Sony had the biggest chunk of the $9.9 Billion market with 62% of

    the market share. Microsoft was second with 23%, followed by Nintendo with 15% market

    share.

    With the 8th

    generation console, the PlayStation 4(PS4), Sony has emerged to be the market

    leader gaining the position after 4 years. Sony is followed by Microsoft with the XboxOne,

    which has seen rapid decline in sales in the last quarter. Nintendo Wii U sold about 2 million

    consoles after its launch in 2012 and similar sales for the PS4 and XboxOne are expected by

    the end of 2014. The console industry as a whole has seen dive in sales because of increased

    competition from the mobile and internet based gaming.

    The expected sales for the 6th

    , 7th

    and 8th

    generation are as shown below:

    Sony 63%

    Nintendo 14%

    Microsoft 23%

    Console Gaming Market Share

  • Competitive strategy prior to Nintendo Wii

    The gaming console industry has been a Red Ocean with the three main players competing

    for market share for the last decade. The Strategy adopted by the console players prior to

    launch Nintendo Wii (6th

    generation) was based on value creation rather than innovation.

    They achieved this by focusing more on technology advancement by providing more inbuilt

    storage, better graphics and improved processing capacity.

    Bundle Deals: Console makers introduced bundle deals by offering additional controllers,

    remote controls or games in order to tempt them away from competitors.

    Pricing Strategy: One of the important tools used for gaining market share is the aggressive

    pricing strategy. They have adopted a loss leader strategy where the products are prices

    below the production cost and they expect that lower input cost over the years will make their

    product profitable.

    Captive deals: As price of games consoles fall, console manufacturer release much hyped

    games that can only be played on their platform. Games console manufacturers usually make

    most of their money on software sales. They get the console into the household by selling it

    cheaply then they capture the customer on the premium price for new game releases. For

    example if you wanted to play Halo, it could only be played on the Xbox 360

    All these strategies are for value creation and thus created a Red Ocean. With Nintendo Wii,

    Nintendo created a blue ocean to attract new customer base.

    Porter Forces in the game console market

    Customers

    Customers tend to buy only one console at a time. The bargaining power of the customers is

    also restricted since the prices are fixed for an entire region. Switching costs are also high as

    there is no platform portability for games; if an individual wants to play a particular game, he

    or she is usually locked into the console that plays it.

    Suppliers

    The Manufacturing and Assembly of most of the part of Nintendo are outsourced. Thus the

    costs for Nintendo are higher in comparison to Sony and Microsoft. Also, for them there is a

    threat of forward integration by the part suppliers.

    In case of software Nintendo does most of the development on its own. It also licenses a

    software development kit (SDK) to outside game developers. These firms could have a

    bargaining power over Nintendo as they too act as customers which Nintendo looks forward

    to satisfy. Overall, Nintendo's SDK tends to be priced lower and have better support than

    similar packages offered by competitors.

  • Threat of new entrants

    The console market has a strong threat of new entry. There is very little patentable

    technology in game consoles, and most consoles tend to have similar features and

    functionality.

    Economies of scale act as one barrier. The new entrant will have to build its own games and

    would have to market it well since the existing players are a household name.

    Substitutes

    The customers have high bargaining power since there is multiple source of entertainment

    available which could substitute gaming. In addition to competitors' products available to

    them, they may choose television, movies, PC games, board games, literature, sports, etc., in

    their leisure time. Thus, game consoles have to make an effort to be wanted since they are not

    needed.

    Rivalry

    There is a very strong rivalry in the console industry. At this juncture there are three major

    players in the form of Sony, Nintendo and Microsoft. There was heavy price competition

    among the players in 2004 and Nintendo, as the weakest competitor, would have suffered

    most loss from price competition. Thus in order to be profitable Nintendo had to think out of

    the box and come out with innovate strategy.

  • Company Overview: Nintendo

    Nintendo began as a handmade playing card company in 1889 and developed into a video

    game company, becoming the most influential in the industry, and Japans third most

    valuable listed company, with a market value of over US$ 85 billion. Nintendo has enjoyed

    the leading space in Gaming industry for over decades with Strong competitors like Sony and

    more recently Microsoft vying for the top spot. Nintendo holds the record for the most

    number of consoles sold cumulatively which is approximately 625 million till Nov 2013.

    The major successes of Nintendo include Super Nintendo, Game Boy, Virtual Boy, Game

    Cube, Nintendo DS, Nintendo Wii and Nintendo Wii U.

    Nintendo Wii

    Through the launch of Wii in 2006, Nintendo successfully created a niche market for their

    product and in effect were successful in increasing the size of the market without actually

    competing with the existing players (The detail strategy is explained further in the document).

    Before Wii was launched, Nintendo had lost a lot of ground to its competitors Sony (PS2)

    and Microsoft (Xbox 360). Sony and Microsoft were far superior in terms of technological

    advancements in their gaming experience in terms of HD graphics and faster processor

    speeds and online user experience. Thus in early 2006 Nintendos GameCube with 22 million

    units was a distant third after Xbox360 with 24 million units and PS3 in terms of market

    share and sale of consoles.

    After Wii was launched the market scenario started changing gradually and by the year 2009

    Wii was able to regain the lost market share for Nintendo and at that time held the greatest

    lifetime market share (41%) out of the three major video game consoles. Wii reached

    maturity early as compared to its competitors leading to a 3rd place position in terms of

    Market share in 2011.

    Snapshot of Comparative performance of three market leaders in Gaming industry in 2008:

    0

    1000

    2000

    3000

    4000

    Mar-08 Apr-08 May-08 Jun-08

    Wii Sale

    PS3 Sale

    Xbox 360 Sale

  • SWOT Analysis for Nintendo Wii

    Strengths

    Important heritage in video game development

    Strong global brand in video game market with Valuable IPs Like Mario, Zelda

    Focus on Value Innovation (Pioneer - Motion Sensing)

    Simple User Interface and Greater Playability

    Family Friendly Values

    Backward Compatibility

    Attracting traditional Non Gamers to the gaming world by offering them

    unique entertainment value

    Focus on providing an immersive and entertaining experience

    Weakness

    Low focus on offering online user experience

    e.g. No unied user account system

    Lack of innovative video games (partly due to poor tie ups with third

    party developers)

    Complete exclusion/ignorance of DVD gaming market

    Unable to back up / Replicate the Huge success of Wii with new product launches like Wii U

    Complete lack of focus on the hardcore gamers needs and

    expectations

    Opportunities

    New unifying Nintendo OS under development for coming release

    Tablet games can be ported to Wii U without hassle

    Microsoft XBOX One seemingly missing the mark with consumers

    Aging population in Developed markets

    Growing consumer base in emerging markets

    Improved online experience through improved OS and a unified account

    system

    Threats

    Sony PlayStation 4 which comes with Superior motion detectors and

    HD graphics

    Games available on Smart phones and Social Media

    Third party developers are likely to flock to other more successful

    systems, if the Sales of new launch

    Wii U do not improve

    The niche possessed by Wii in motion sensing being eroded away

    with numerous new entrants like

    Oculus Rift, Valve Steam Box, Ouya

    etc.

    Wii U will no longer compete in Blue Ocean

  • Nintendo & Blue Ocean Strategy

    At the end of 2005, Nintendo was hardly sailing smooth. Its GameCube had failed and its

    GameBoy withered after reaching an early peak. Its games were also not so well received and

    hardly any competition to Sony's PlayStation2.

    Nintendo came up with their path breaking product Nintendo Wii in Nov 2006, which challenged the way a video game was played by creating a completely unique offering

    through the introduction of motion sensors in a gaming experience.

    When Nintendo introduced Wii, its President talked about Blue Ocean and disruptive

    thinking, inspired by Kim Chan and Mauborgne's then-recent book "Blue Ocean Strategy".

    Nintendo, he said, intended to not simply compete, but to expand the industry.

    Why Nintendo felt the need to create a blue ocean

    With the hyped release of Wii, it earned the scorn of gamers because Wii didnt have any high-definition graphics, its graphical output was a measly 480p in comparison to industry's

    1080p ceiling. Wii had a miserable 512MB internal storage compared to the 20GB and 80GB

    its competitors had at launch. It had no optical audio-out port nor did it have any external

    storage option and also lacked a centralized online service.

    In short, Wii could never compete with Xbox or PlayStation and that was the primary reason

    of Wii's existence. Rather than fight for the same finite market and dollars, Wii wanted to

    create its own market space and attract new audience altogether. Wii's target was beyond just

    kids, it was the whole family.

    The heart of Wii's strategy was that consoles do not necessarily require state-of-the-art

    technology, power and performance. It shifted its focus to providing a new form of player

    interaction to a wider audience

    How it went about creating the Blue Ocean

    Wii simply proved that there are far more noncustomers than customers and that a better

    solution to an existing problem is not good enough. Nintendo focused on the demand side and

    redefined the problem itself. Nintendo looked into the gaming industry's noncustomers for

    insights i.e.; older non-gamers, parents who wanted their kids to play active games, elderly

    and the very young.

  • CREATING BLUE OCEAN

    Value innovation

    Value innovation is the cornerstone of blue strategy which simply defies the traditional

    dilemma of value-cost trade-off. In value innovation, companies dont just concentrate on value creation or just on innovation. If you concentrate only on value creation, you cannot

    stand out in the crowd as competition catches up with you. If only innovation is focused

    upon, the value to customers tends to be technology-driven and not cost leadership, which

    buyers are not ready to pay for.

    Hence in value innovation, instead of focusing on beating the competition, companies focus

    on creating a leap in value for buyers and hence make competition irrelevant.

    How to implement

    Value innovation occurs only when companies align innovation with utility, price, and cost

    positions. Buyer value is lifted by raising and creating elements the industry has never

    offered. Cost savings are made by eliminating and reducing the factors an industry competes

    on. Over time, costs are reduced further due to high sales volumes that superior value

    generates. Hence, companies have to drive costs down while driving value up for buyers.

    Wii's Value Innovation

    Changing the Concept with New Game-Play, New Consumers, New Approach

    As of 2005, Nintendo's main business of gaming consoles was a speck in the gaming arena,

    with its GameCube selling just 20 million whereas Sony's PS2 had amasses an excess of 115

    million buyers. Nintendo desperately needed a radical change in its strategy and market focus

    in order to gain major traction in the video game industry.

    With the creation of the Wii, Nintendo made radical changes to its strategy:

    Now gamers were playing with their families, their friends and not alone in the dark at night.

    This was the biggest utility Wii provided. Nintendo changed its focus from the technological

    race towards a more user-oriented strategy - from better graphics to having more fun, thus

    providing value for its buyers with low costing consoles.

    Another cost saving offer was with its Wii Sports package, which includes Baseball,

    Bowling, Golf, Tennis etc., some people did not even find a reason to buy more games. Also,

    after realizing its past mistake when aiming for a younger audience, Nintendo started tapping

    into the casual gamers category; reaching far beyond the hard-core gamers which the PS3 and Xbox 360 target directly.

    Analytical tools and frameworks

    The Strategy Canvas

    The strategy canvas is both a diagnostic and an action framework for building blue ocean

    strategy. It serves two main purposes: to understand where the competition is investing and

    what the consumer perception is of these offerings. The vertical axis depicts the value derived

    from each of the factors the industry competes in (horizontal axis).

  • The above figure is called the value curve, a graphic depiction of a companys relative

    performance across its industrys factors of competition.

    The vertical axis depicts the offering level that buyers receive across each factor. All these

    factors together depict the strategy that each of the companies chose to differentiate

    themselves in the market. These are compared among the competitive group and a certain

    value is assessed to be perceived by consumers. The resulting value curve is the graphic

    depiction of a companys relative performance across its industrys factors of competition.

    Wiis Value Curve

    Wiis strategic vision was to lower cost by reducing high-end technological features like

    DVD integration, processor quality, graphics etc. but at the same time providing value to the

    customer with a new revolutionary motion control stick and a gaming experience with family

    and friends which also provides fitness at a lower price point. Thus, Wiis value curve scores

    high on the factors of social gaming, fitness, wireless motion-sensing controllers and price.

    The Four Actions Framework & E-R-R-C Grid

    BOS also defines a framework to reconstruct those buyer value elements that a company

    should look across if it intends to create a new market space and hence define its strategic

    logic. Called the four action framework, it explains the four key questions to be asked in

    order to challenge an industrys strategic logic and business model.

    The Eliminate-Reduce-Raise-Create grid pushes companies to not only ask the four questions

    but also to act on all four to create a new value curve.

  • Wiis ERRC Grid

    We have tried to map BOS four action framework with Wiis strategies to understand how

    Wii has created a Blue Ocean.

    Eliminate

    High resolution graphics

    DVD/HD-DVD Playback

    Hard Disk storage

    Raise

    Hardware accessories

    Wireless controller

    Social gaming

    Fitness & Sports

    Backward compatibility

    Reduce

    Processing power

    Graphics quality

    Online gaming

    Complexity of games

    Price

    Create

    Motion sensor controller

    Family-friendly gaming

    Character customization

    Active fun

    New Value

    REDUCE

    Which factors should be

    reduces well below the industry

    standard ?

    CREATE

    What Factors should be

    created that the industry

    has never offered ?

    ELIMINATE

    What factors should be

    eliminated that the consumers dont require ?

    RAISE

    What factors should be raised well beyond the

    industry standard ?

    Strategically

    reduce cost

    Strategically

    invest in

  • Three Characteristics of a Good Strategy

    When expressed through a value curve, then, an effective blue ocean strategy like has three

    complementary qualities: focus, divergence, and a compelling tagline.

    Focus

    Looking at the value curve of Wii, it is clear that the focus is on ease of use and interactive

    games for groups. In contrast, Microsoft and Sony concentrated on high definition graphics

    and complex games which made it very difficult for them to focus on developing motion

    sensor based video games as well as consoles. Consequently, Wii could sell more appealing

    group oriented games and consoles at cheaper prices than the Xbox and PlayStation 2 games

    and consoles.

    Divergence

    On the strategy canvas, therefore, reactive strategists tend to share the same strategic profile.

    In case of Nintendo Wii, the value curve of Microsoft Xbox and Sony PlayStation 2 are

    virtually identical. Wii, however, pioneered the motion sensor based gameplay and brought in

    the non-traditional buyer group of non-gaming women and elderly.

    Compelling Tagline

    A good tagline delivers a clear message to gain customers interest and trust. Nintendo Wiis

    tagline Wii would like to play delivered a clear message that it was focused on a group

    based gameplay which proved to be a game changer in the industry.

    6 Paths Framework

    To break out of red oceans, companies must look beyond the generally accepted boundaries

    that define the competition. Instead of confining themselves within these boundaries,

    managers need to look systematically across them to create blue oceans. They need to look

    across alternative industries, across strategic groups, across buyer groups, across

    complementary product and service offerings, across the functional-emotional orientation of

    an industry, and even across time. This gives companies keen insight into how to reconstruct

    market realities to open up blue oceans.

  • Looking Across Buyer Groups

    Till 2006, Nintendo had been fighting Sony PlayStation 2 and Microsoft Xbox on the

    technological front. The industry was dominated by high definition graphics and complex

    games. The competition was intense since low differentiation was forcing companies to lower

    price of offerings. This meant that profit could be achieved only through huge sales volumes.

    Nintendo found out that 2 of the biggest factors which affected the sale of video games were

    the fact that parents believed that video games made children obese and isolated them from

    their families and made them socially awkward.

    A CDC/NCHS study shows that 18.4% of children in US suffer from obesity. 99% of boys

    under 18 and 94% of girls under 18 report playing video-games regularly. In a related study,

    NCOOR discovered that children and adolescents aged 8-18 years spend, on average, more

    than six hours per day watching television, playing video games and using other types of

    media. Hence there was a clear link between the rise of obesity and video games.

    Nintendo addressed this problem by coming up with a new gaming console based on motion

    capture the Nintendo Wii. The Wii had easier games and titles appealing to older audiences.

    The fact that Wii combined fun with exercise made it very attractive to the parents who were

    the main buyers in the industry. Games were designed keeping the family involvement in

    mind. Nintendo essentially created a new market space for itself by targeting a completely

    different buyer group than the traditional gamers.

    In most industries, competitors usually define the target buyer in similar terms. In reality,

    though, there exists a chain of buyers who are directly or indirectly involved in the buying

    decision. The purchasers who pay for the product or service may differ from the actual users,

    and in some cases there are important influencers as well. Although these three groups may

    overlap, they often differ.

  • In case of the video game industry, the avid gamer of age group 18-25 was the main target.

    Nintendo, before Wii, targeted the under-18 market, which represented only 1/3 of the total

    market. This put a cap on Nintendos success, a strong differentiation from its competitors

    who had a higher price but targeted an older audience with much more buying power.

    Wii's target was beyond just kids, it was the whole family. The heart of Wii's strategy was

    that consoles do not necessarily require state-of-the-art technology, power and performance.

    It shifted its focus to providing a new form of player interaction to a wider audience. The new

    Wii boosted the fun factor and made video gaming active fun.

    Four Steps of Visualizing Strategy

    Visual Awakening

    Firstly create an as is (status quo or the current situation) strategy canvas of the company in comparison with the competitors on a set of competitive factors. Then look at the factors that

    need to be modified.

    Visual Exploration

    Venture into the field to explore the six paths to creating blue oceans. Evaluate the distinctive

    advantages of alternative products and services. Use the four actions framework to determine

    which factors to raise, reduce, create and eliminate. The alternative products/services in the

    case of Wii were field sports played by those who wanted to stay fit. The advantages offered

    were entertainment and fitness.

    Visual Strategy Fair

    Create the To Be Strategy Canvas based on insights from field observations. Get feedback on

    alternative strategy canvases from customers, competitors customers and non-customers. Use Utilize the feedback to choose the best 'to be' future strategy. The strategists at Nintendo

    tried to answer the question why aren't more people playing videogames? Reflecting on this question gave them two insights. The first, the game consoles in the market had become

    far too complicated. Most people felt intimidated by that. And the second insight was that

    most games were created for hard-core gamers, which again put people off.

    Visual Communication

    Distribute your before-and-after strategic profiles on one page for easy comparison. Support

    only those projects and operational moves that allow your company close the gaps to

    actualize the new strategy.

    Expanding demand in the Blue Ocean

    Another principle of Blue Ocean Strategy talks about reaching beyond existing demand. To

    expand the demand, this principle says that companies should challenge two conventional

    practices: 1) focus on existing customers 2) drive for finer market segmentation.

    By reversing the strategic course from the above two practices, companies can maximize the

    size of their blue oceans. To do this, a company should look to noncustomers. And instead of

    focusing on differences, they need to build on powerful commonalities in what buyers value.

  • Nintendo did exactly this. It looked beyond its existing customer base and built a product that

    appealed to a larger mass, thereby attracting non-gamers and casual gamers. It built on

    commonalities that buyers value: ease of use, family gaming and active fun.

    The Three Tiers Of Noncustomers

    There are 3 tiers of noncustomers that can be transformed into customers by a company in

    Blue Ocean.

    Wiis three tiers

    The Wii offers the first tier a leap of value that attracts them (casual gamers), and, while the

    second tier customers seem mostly unaffected, it is the third tier that was readily attracted by

    the Wii. The 1st tier was attracted because of the price point and new motion sensing

    controllers. Wiis strategy also pulled in the 2nd tier customers to an extent because of the

    first-of-its-kind motion controller cum active gaming. However, the 3rd

    tier was Wiis biggest

    pull because of the simplicity of its games, the fitness-oriented gaming provided and the idea

    of playing with your family.

    The Wii has even been praised for use as means of recovery as physical therapy for patients,

    being prescribed by doctors to regain strength and help with rehabilitation of certain injuries.

  • The Right Strategic Sequence

    With an understanding of the right strategic sequence and of how to assess blue ocean ideas

    along the key criteria in that sequence, one can reduce business model risk. Companies need

    to build their blue ocean strategy in the sequence of buyer utility, price, cost, and adoption.

  • Wiis Strategic Sequence

    The Blue Ocean Idea (BOI) Index

    Microsoft

    Xbox

    Sony

    PS2

    Nintendo

    Wii

    Utility Is there exceptional utility? Are there

    compelling reasons to buy your offering?

    Price Is your price easily accessible to the mass of

    buyers?

    Cost Does your cost structure meet the target

    cost?

    Adoption Have you addressed adoption hurdles up

    front?


Recommended