NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
Team 4Kim sssssss / Park Sssssssss /Lim ssssss / Yi sssssssss
BUSS402(03) Strategic Management Fall 2012
BUSS402(03) Strategic Management Fall 2012
Contents
Video Game Industry
Intro
Nintendo Strategy : Disruptive Strategy
Problem Definition
Recommendation
Reference
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
BUSS402(03) Strategic Management Fall 2012
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01
Intro
BUSS402(03) Strategic Management Fall 2012
No.1Employees per net income company
$160 million (Times,2008)
(No2. Goldman Sachs $120 million)
Nintendo Microsoft SONYFounded 1889. 9. 23 1975. 4. 4 1946. 5. 7
Starting Game Console Business
1970 2001 1994
Businesses Manufacture and sale of home leisure equipment
Entertainment Business, Business Solutions, Of-fice Division, Online Service Division
Televisions, Digital imaging, Audio/Video, PCs, Semiconductors, etc.
BUSS402(03) Strategic Management Fall 2012
1977 1994 2000
Game Business Started
SONY PS1 SONY PS2
2004 2005 2006
Nintendo DS MS XBOX 360 SONY PS3Nintendo Wii
Company Introduction / Intro
BUSS402(03) Strategic Management Fall 2012
1977 1994 2000
Game Business Started
SONY PS1 SONY PS2
2004 2005 2006
Nintendo DS MS XBOX 360 SONY PS3Nintendo Wii
Company Introduction / Intro
Sep/
06
Oct/0
6
Nov/0
6
Dec/0
6
Jan/
07
Feb/
07
Mar/0
7
Apr/0
7
May/0
7
Jun/
07
Jul/0
7
Aug/0
7
Sep/
07
Oct/0
7
Nov/0
7
Dec/0
7
Jan/
08
Feb/
08
Mar/0
8
Apr/0
8
May/0
8
Jun/
080
500
1000
1500
2000
2500
3000
3500
4000
4500
Worldwide Monthly Sales
Xbox360 Nintendo Wii PS2 PS3
BUSS402(03) Strategic Management Fall 2012
Units: in thou-sands
Company Introduction / Intro
BUSS402(03) Strategic Management Fall 2012
Past Competition Rule of Market
From Early 2000s, Mainly focus on young males Higher Definition of Video Graphic and Sound Complex Game System and Challenging Difficulty
Clear Winner was Sony with PS2 MS got in, chasing the Sony Nintendo, with low hardware specification failed
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
BUSS402(03) Strategic Management Fall 2012
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02
Video Game Industry
BUSS402(03) Strategic Management Fall 2012
Industry Overview / Video Game Industry
of households in UShave video game console
65%
Industry Overview History83 Famiecom89 GameBoy90 Super Famiecom94 Playstation95 Nintendo VirtualBoy96 Nintendo 6402 MS Xbox04 Nintendo DS, PSP06 Wii
Sony
35%
MS10%
Nin-tend
o55%
2007
Sony30%
MS11%
Nin-tendo59%
2008
The Hardware Market Situation
Total Unit Sales : 81,740MTotal Unit Sales : 101,480M
40%
BUSS402(03) Strategic Management Fall 2012
Key Success FactorBefore Wii
Revenue from Console Sales
Revenue from Software
Third-Party S/W
10-15% of Price($6-$9)Block-buster Titles
Sony / MS
In-house S/W
Take all the RevenueDevelop Cost of S/WProfitable for Casual
Nintendo
Develop a New product lines
How they make money?
Sony PS3 Sony PSP MS XBox Nin' Wii Nin' DS0
10
20
30
40
50
60
JapanOthersAmerica
In Millions
Sony and MS get 10-15% of the Sales Revenue
->Unit Sales * Price($30~50) * Rate (10-15%)
Major Software Unit Sales
BUSS402(03) Strategic Management Fall 2012
BUSS402(03) Strategic Management Fall 2012
Key Success Factor / Video Game Industry
Power of Software, Contents“Software make Hardware sale”Make consumers to purchase the console
But, Hardware make difference in the SoftwarePerformanceFlashy graphicsVolume of Hardware
Golden Age of PS2 & SonyPS2 had 4times better Per-formance compare to the past
Title numberPS2 4400Nintendo64 210GameCube 280
War of Killer Software
Example of
Killer SoftwareSuper Mario (Nintendo)Final Fantasy 7 (Sony)Nintendogs, Brain AgePokemon
Casual Games Factors Blockbusters
Relatively Low Development CostVery High
Usually $12M - $20M
EasyComplexity
DifficultChallenging
Mainly focus on easy and comfortable fea-tures
Quality Higher Graphic, Sound, Story
Not very loyal but very broad bases Main CustomersMainly Young Males with high loyalty
In-house developmentTightly-controlled
Main MethodThird-party Development
Wii, DS Adoptors X-Box, PS3
Blockbuster and Casual Games
BUSS402(03) Strategic Management Fall 2012
Key Success Factor / Video Game Industry
Red Queen Effect
Competitive Evolution‘Coevolution’
Develop IndustryDevelop together
Powerful competitor make game industry growForm Red Ocean
BUSS402(03) Strategic Management Fall 2012
Key Success Factor / Video Game Industry
Age
Video Gaming is isolated from the wider economic cycle by having a cycle of its own. Every few years a new crop of consoles is launched, spurring a wave of sales as gamers upgrade
Children less than 12Make 45% of the profits
Age 10~12Video game Main consumers
Make largest revenue17% of US population
1 Targeting
18~35 years old
Game Mania
2
Video game industry Recession
BUSS402(03) Strategic Management Fall 2012
Key Success Factor / Video Game Industry
Cheap?!Offers a relatively cheap form of entertainment
Cheaper than Computer (1980)Cheaper than DVD player (PS2)
Example : PS2Higher price than other consoleBut lower than other DVD player
MarketingPromotion
‘The Name of the Game is Games”
No matter how marketing doGame contents are most importantIf they do marketing without contentsThey’ll lose ‘trust’ from customers
Use Marketing Mix to attract specific age
41%rely on WOM
PackageExternal design of console
Design
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
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03
Disruptive StrategyNintendo Strategy :
BUSS402(03) Strategic Management Fall 2012
Disruptive Strategy / Nintendo : Disruptive Strategy
Disruptive Strategy
The Innovator’s DilemmaClayton Christensen
Change Existing Paradigm Innovation at existing process Innovation at the value of enterprise Resource relocation
Sustaining InnovationContinuous improvement by maintaining existing products
Provide with Higher Price
Disruptive InnovationProvide deficient productDestruction existing marketCreate New marketExisting Player moves to High End marketMake Non-consumer to consumer
Disruptive Strategy is a strategy that focuses on creating a new market and value network.
Eventually goes on to disrupt an existing market and value network in a long term by displacing an earlier competition rule
Improving product or service in ways that the market does not expect
Typically, by designing for a different set of consumers in the new market and later by lowering prices in the existing market.
BUSS402(03) Strategic Management Fall 2012
Start / Nintendo : Disruptive Strategy
Perfect DefeatStart by
Game industryHardware make software
PS2 had 4 times better Performance compare to the past
PS2 was also lower price DVD player
Sales
0
2000
4000
6000
8000
10000
12000
14000 13200
2174
PS2 GameCube
0
2000
4000
6000
8000
10000
1200010249
3293
PS2 Nintendo64
Title numberPS2 4400Nintendo64 210GameCube 280
BUSS402(03) Strategic Management Fall 2012
Unwinnable / Nintendo : Disruptive Strategy
Unwinnable Competition
Base on PS2
Blueray Disc HD graphicCell Processor (Super Computer)
Sony MicrosoftFamous in Red Ocean“Don’t invest in industry where MS goes.”Xbox similar with power PC
Existing industry Rules :No.3 company should step back
NEC Matsushita SEGA
Small sizeLack of Graphic
Nintendo
BUSS402(03) Strategic Management Fall 2012
What happen? / Nintendo : Disruptive Strategy
But…
What Happen?!
WakeMed Health ParkU.S. medical facilities use Wii at Physical therapyMedical verification
157-year-old, 64-year-old coupleDaily life exercise with Wii Sport2
Britain’s QueenNews : enthusiastic fan of Wii3
BUSS402(03) Strategic Management Fall 2012
Gaming Population Expansion StrategyHow did they made innovation
BUSS402(03) Strategic Management Fall 2012
Gaming Population Expansion Strategy / Nintendo : Disruptive Strategy
Start by DS2 touch screenVoice recognitionIntuitive UI
Goal : 1 people 1 DS2.8 people play per household1.8 people have DS per household
2011 Sales 150 million DS(PS2 130 million)
35% of buyers purchase another software within 90 days10% of buyers purchase more than 11 software
NintendoDS PSP
All age Mania
Low graphic Best 3D graphic
Simple, Convenient Complex Control
No Expand GPS, DMD, Digital camera
No loading, fast UMB large storage
$150, cheap game pack $250
Long battery, 15~19 hours Short, 4~7 hours
Start by targeting 20~30(DS have function of keeping 4 peoples data)
Spread to 40~50 parentsSpread to 50~ for dementia prevention, rehabilitation
Brain Age30.09 million
Nintendogs21.67 million
BUSS402(03) Strategic Management Fall 2012
Mother’s Point of View / Nintendo : Disruptive Strategy
Mother’s Point of ViewChildren don’t clean upBuy even they have one
What if consoles increase family fellowship
Complex control make decrease in gaming populationMothers don’t care High quality consoleNo need of high performance
Lower costMaking smallReduce electricity rates (1/4)Able to put on 24 hoursTurn off the fan
Shape of Remote controlWhich mothers like
WirelessFearless
(use CMOS camera sensor)
Anyone want to watchCan’t delete Gaming time, ScoreNews, weather : Mii channelHealth Game : Wii Fit
BUSS402(03) Strategic Management Fall 2012
Success / Nintendo : Disruptive Strategy
Success OF Wii2007 6 million in US2007~2009 Christmas No.1 Product
Wii; 2445
Xbox360; 1900
PS3; 1200
of Xbox360, PS3 player
have Wii42%
World financial CrisisSales increase 54%Europe sales increase 91%Although PSP, PS3 decline
Compare to 2003 vs 20083.3 times Revenue (Y 1820 billion)4.7 times Net Profit (Y 530 billion)
Nintendo
A Good example of “Disruptive Strategy”
1. Changing the Competition Rule of the Mar-ket
2. Brought Non-gamers into the Market
3. Turning technical weaknesses into an ability
4. Commercialized the invention and ability
Factor Caused what?
New Scope on Non-gamers
- Avoid Strict and harsh specification competition and software complexity
- Non-gamer customer base has potential profit
Turning the weak-ness into a strength
- Relatively low graphical performance into a cost lead-ership with fair quality
- Fit for new scope on “non-gamers”
Centralized S/W De-velopment(In-house)
- High Revenue from the Casual Game titles- Cost of Casual game is relatively low- However, Price of Casual game is not too low- Fit for new strategy
Breakthrough of Nintendo Wii
Wii Success Factor
BUSS402(03) Strategic Management Fall 2012
BUSS402(03) Strategic Management Fall 2012
Marketing / Nintendo : Disruptive Strategy
Marketing MixMarket creation rather than Market research
Targeting18~35 years old Male
5~95 years old everyone
Customer First
Star Marketing
One Source multiuse1. Magazine, Cartoon2. Comics3. Trend (secret of Pokemon Mu)4. Card Game5. Animation
LocalizationU.S best partner1. 4kids for animation2. Warner Bros for Movie3. Hasbro for toys4. Wizards for Cardgame
Idea Frame Work
High Quality High Cost
Low Quality Low Cost
Low Cost Strategy
Middle
High Quality Strategy HighQuality
LowCost
Killeridea
Normal
High QualityLow Cost
PS3XBox
Wii
0
100
200
300
400
500
600
700
800
900
499479
249
808
604
200
Unit Price Unit Cost
In USD
Selling price: cheaper than costIn the hope that Long-term revenue from Software could cover.
BUSS402(03) Strategic Management Fall 2012
Console Unit Price and Cost ‘06
BUSS402(03) Strategic Management Fall 2012
Change the rule / Mid Title
How Wii changed
0~1823%
18~4945%
50~33%
Gamer Total players 2/5 is women
Gamer Average age
32Wii Xbox360 PS3
0
10
20
30
40
50
60
70
80
90
41 38
21
80
11 9
Men Women
Before Wii High Definition Graphic & Sound Targeting Hardcore Gamer , mostly 18-35 males Complex Games Titles
After Wii Cheap Price Game Population Expansion: Attract Women And Elder Non Game Users Importance Of Casual Game : Could Be More Profitable Than The blockbuster
games
BUSS402(03) Strategic Management Fall 2012
Change the rule / Mid Title
How Wii Change the Rule
Complexity
Technology
Hardcore Games
Casual Games
Low High
Nintendo Wii, DS
MS XBox 360
Sony PS3, PSP
BUSS402(03) Strategic Management Fall 2012
Current Positioning of Players
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
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Problem Definition
BUSS402(03) Strategic Management Fall 2012
The question of the Case
It seemed that Nintendo’s Wii had revolutionized and changed the name of the game.
Would this disruptive transformation leave Sony and Microsoft in the cold?
What course of action is available?
BUSS402(03) Strategic Management Fall 2012
Problem 1 Overall Market is changing
Existing Market - Key Successful Factor Changes
Created Market - Much Higher Performance from Enlarging Customer base
Managing and restructuring the business portfolio are necessary
Problem 2 The Profitability of existing market deteriorates
Console Cost Problem
- Console Cost is higher than Console Price (Sony)
Innovation Needed
- Other substitute platforms with SNS and On-line games
Console Products lack special features while substitutes are enhanced
Problem Definition of Sony/MS
Problem 1 Overall Market is changing
CurrentExisting Mar-
ket
- Key Successful Factor Changes (From: Higher specifications, Complex Games) (To: Console Price, Profitability and Revenue improve-ment)
- Expected Performance not fulfilled
NewlyCreated Mar-
ket
- Higher Performance from Enlarging Customer base (Nintendo is not directly competing)
Managing and restructuring the business portfolio is necessary
Problem1.
Changing Market
BUSS402(03) Strategic Management Fall 2012
Changing Market / Problem Definition
BUSS402(03) Strategic Management Fall 2012
Existing Base got Worse / Problem Definition
Problem 2 The Profitability of existing market deteriorates
Console Cost
Problem
- Much Higher Console Price than Wii
- Console Cost is higher than Console Price (Sony)
InnovationNeeded
- Other substitute platforms with PC and On-line
- Decreasing Attractiveness of Console against PC, On-line and Cell Phone
PS and XBox Console Products lose price attractiveness while substitutes are enhanced with low price and special features
Problem2.
Existing Base got Worse
The Console Price and Cost Fact(In USD)
Sony PS3 MS XBox360 Nintendo Wii
Year Price Cost Price Cost Price Cost
‘06-’07 499 808 479 604 249 200
08 399 448 399 323 - -
Unit Revenue from the Software After sales of Console
Method Third-party Software Third-party Software In-house Software
Rate 10-15% ($6 to $9) 10-15% ($6 to $9) 100%
Data From : http://vgsales.wikia.com
DATA: Price and Cost
BUSS402(03) Strategic Management Fall 2012
Data / Problem Definition
BUSS402(03) Strategic Management Fall 2012
Why? / Problem Definition
Focused on hardware’s technical competition
Both envisioned their game consoles as becoming all encompassing home enter-tainment centers.
Why?
Expensive priceHigh manufacturing cost Results!
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
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Recommendation
Level Target Implementation Option for Sony / MS
Corp. Level
Existing Base Maintaining Getting Out
New Market Getting In Ignore
Buss. Level
Price/CostMargin Sell Console cheaply Make Console Premium
Software Third-party Contract In-house Developing
BUSS402(03) Strategic Management Fall 2012
Strategic Activity Options / Recommendation
Recommendation
Strategic Activity Options
Maintain the existing base!Do not engaging in the low-end market competition!
Level Target Choice Why choose it?
Corp. Level
Existing Base Maintain!- Existing Customers are Loyal- Slow but Increasing market size
New Market Ignore!- Uncertainty is too high- Managing two product line is costly
Buss. Level
Price/CostMargin
Cost Reduc-tion
- Existing Market initial console price as a deterrent factor
- Even cost is higher than Price
Software Third-party - In-house development appropriate for low-end market
PossibleHard-ships
- Market still grows but some evidences that market is declining- Existing market is not a stable cash-cow- Possible substitutes market could be very critical
BUSS402(03) Strategic Management Fall 2012
1 / Recommendation
Recommendation 1
Maintain the existing base!Also engaging in newly created the low-end market!
Level Target Choice Why choose it?
Corp. Level
Existing Base Maintain!- Existing Customers are Loyal- Slow but Increasing market size
New Market Getting in!- Still huge opportunity exists- Low-end market is more profitable
Buss. Level
Price/CostMargin
Cost Reduc-tion
/Restructur-ing
- Even cost is higher than Price- Restructuring is needed to fit for
manufacturing low-end console
SoftwareThird-partyIn-house
- Third-party for Blockbuster titles- In-house for low-end users’ titles
PossibleHard-ships
- Balancing two market is a hard task- Making innovative move in the existing market could be very hard
BUSS402(03) Strategic Management Fall 2012
2 / Recommendation
Recommendation 2
Getting out of the existing base!Do not engaging in the low-end market!
Level Target Choice Why choose it?
Corp. Level
Existing Base Getting out!- The market would decline and currently
profitability deteriorates
New Market Getting in!- Still huge opportunity exists- Low-end market is more profitable
Buss. Level
Price/CostMargin
Cost Control/Premium
- Imitate but copying is not enough- Position in “Premium” in new market
SoftwareIn-house/
Third-party shift
- Outsourcing effect by shifting S/W provider
- In-house for stable low-end S/W develop
PossibleHardships
- Entire transforming is a risky choice- R&D for In-house developing and shifting cost for S/W companies will be
burdensome
BUSS402(03) Strategic Management Fall 2012
3 / Recommendation
Recommendation 3
BUSS402(03) Strategic Management Fall 2012
Creative Imitation StrategyOur Team Choice
Creative Imitation StrategyCompetitive imitation strategy :Laggards acquire larger sales by imitating pioneers product
Used Apple Policy Theory
Not like Me-Too strategy(just mimics pioneers product) Improve weakness Complement the concepts by Mass-Production, Mass-Sale, Aggressive Marketing Entry at the lower position and jump up over the pioneer
BUSS402(03) Strategic Management Fall 2012
Creative Imitation Strategy / Recommendation
AppleMcDonald VISAWal-Mart
By Imitation
Safety, Low Uncertainty Even though it can’t guarantee market domination They can get the market leader position
Imitation strategy has same value with innovation strategy
‘Innovation and Entrepreneurship’Peter Ferdinand Drucker
1. Same Quality, Lower Price2. Higher Quality, Similar Price3. Higher Quality, Lower Price
Creative ImitationDifferentiationNew Start
Imitation company use 70% of time making the product
Average imitation cost is 65% of innovation cost
BUSS402(03) Strategic Management Fall 2012
Creative Imitation Strategy / Recommendation
Limitation Short term Strategy Capacity of High Quality or lower cost Finance, Technology Market research, Market creation Before entry : check technology, speed, system they need
Short termImitation of Software, Hardware
Long-term (Possibilities)1. Maintaining or developing better quality, lower price2. Discover the potential application of the innovation (ex Tylenol)3. Building customer-centric service by strengthen the customer service
Step 1 Choosing benchmarking target : Wii Confirm the Company requirements Confirm the specific success factors and field Make exact criteria
BUSS402(03) Strategic Management Fall 2012
Creative Imitation Strategy / Recommendation
Step 2 Configuration of a team
Diverse experienceProfessional skills
Project Team : administrators, data analysts, man-agement support, outside experts
BUSS402(03) Strategic Management Fall 2012
Sony & Microsoft / Recommendation
Play Station
Change the perception of Video Game
The new hype entertainmentWhole new level of video gaming technologyMore sophisticated and violent games
Consumer (Target)Yong Adults, Mostly Male In Their Late 20s Or 30s
BUSS402(03) Strategic Management Fall 2012
XBox
Launched in 2001 to compete with PS2& GameCube.Xbox Live: allowing subscribers to play online Xbox games with network.
Consumer (Target)Yong Adults, Mostly Male In Their Late 20s Or 30s
one of the diversification movesrecognized potential threat the video game market of its PC market
Why did they get in?
Sony & Microsoft / Recommendation
PS3XBox
Wii
0100200300400500600700800900
499479
249
808
604
200
Unit Price Unit Cost
In USD
Selling price: cheaper than costIn the hope that Long-term revenue from Software could cover.
PS3XBox
Wii
0
500
1000
399 399
249
448
323
200
Unit Price Unit Cost
In USD
Cost Reduction availableStill Sony recording loss, but what matters now Software revenue
‘06 ‘08
Console Unit Price and Cost
BUSS402(03) Strategic Management Fall 2012
BUSS402(03) Strategic Management Fall 2012
Microsoft SONY
Financial Status(working capital as of ending balance for 2008)
$13,356mil $9,124mil
Console Development cost $3bil * 0.5 * 0.65 = $975mil$3bil * 0.25 * 0.65 = $487.5mil
Technological Factors No matter
Customer Factors Are there still enough customers?- Low-end market already full
Video Game industry is still growing
Feasibility of New Investment / Recommendation
Feasibility of New Investment
BUSS402(03) Strategic Management Fall 2012
Low graphic performanceNot many usable software titlesInadequate for the adults playersNot suitable for playing aloneLow degree of difficultyExcessive repeatability
Weakness of
WII
Weakness of Wii / Recommendation
BUSS402(03) Strategic Management Fall 2012
Imitation Strategy
Strengthening Strategy
Incremental Strategy
Product
R&D
Marketing
Operation
Differentiation
Aggressive marketing Customer Oriented Market-
ing
Imitation of Wii
Maintaining the existing base: Hard core users
Improve Console’s Technological PerformancesConvergence with
TV(SONY), Computer(Microsoft)
Cost Reduction Process ImitationProcess Differ-
entiation
Action Plan / Recommendation
NINTENDO’S DISRUPTIVE STRATEGY:IMPLICATIONS FOR THE VIDEO GAMEINDUSTRY
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Reference
BUSS402(03) Strategic Management Fall 2012
Reference
김영한 , 2009, 닌텐도이야기 , 한국경제신문
김정남 , 2010, 닌텐도처럼 창조한다는 것 , 북섬
이노우에 오사무 , 2010, 닌텐도‘놀라움’을 낳는 방정식 , 씨실과 날실
셰프 , 2009, 닌텐도의 비밀 , 오렌지
Clayton Christensen, The Innovator’s Dilemma
The Video Game Industryhttp://sites.duke.edu/soc142-videogames/global-value-chain/market-power/why-nintendo-has-dominant-market-share-2/
http://shjeon.blogspot.kr/2011/06/iphone-disruptive-innovation.html
http://blog.naver.com/cgeorge07?Redirect=Log&logNo=10044243094
http://sutamu.tistory.com/56
http://cafe.naver.com/a4size/262
http://blog.naver.com/paust21?Redirect=Log&logNo=50115131203
http://www.globalwindow.org/wps/portal/gw2/kcxml/04_Sj9SPykssy0xPLMnMz0vM0Y_QjzKLd4238DEDSYGZAR76kWBGoAFczMsEKoakztsZU8zLFCHm65Gfm6ofpO-tH6BfkBsaGh-pR7ggAJHc7jw!!/?id=2129703&workdist=read
Thank You