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ENT Marketing Video Games Sector | Consoles

Presented By:

Zhi Chen | Matt Hunt | David Yao

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Agenda

  1. History of Console Video Games
  2. Video Game Console Industry today
  3. The Major Competitors
    • Sony
    • Microsoft
    • Nintendo

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History of Console Video Games

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  • 1972: Ralph Baer, sometimes known as “the Father of Video games” created the Magnavox/The Odyssey as the first video game home console

  • 1977: Atari releases the Atari 2600: featured joysticks and interchangeable game cartridges that played multi-colored games

  • 1979: The launch of Activision, the first third-party game developer (which develops software without making consoles or arcade cabinets)

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History of Console Video Games

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  • 1983: The North American video game industry experiences a major “crash”

  • 1990’s: The release of a wealth of popular games on both consoles, including new franchises such as Street Fighter II and Mortal Kombat, due to the raging “console wars” taking place between the video gaming powerhouses

  • 2005 - 2006: Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii kicked off the modern age of high-definition gaming

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Video Game Console Industry Today

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Video Game Console Industry Today

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The games console market is effectively a triopoly, as only three manufacturers make a significant impact upon this market. Sony and Nintendo are the two largest players in Europe. Price competition between Sony and Microsoft is always strong as competition is rife between the PlayStation and Xbox franchises.

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History of Sony Consoles

  • 1988 Sony enters the video game market as a licensor of CD-ROM’s

  • 1991 Nintendo breaks away from Sony partnership

  • 1992 Sony creates PlayStation, never hits the market

  • 1994 PlayStation released in Japan

  • 1995 PlayStation released in US

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History of Sony Consoles

  • 2000 Sony launches the PlayStation 2

  • 2005 PlayStation 2 passes 100 million units sold

  • 2006 Release of the PlayStation 3

  • 2007 Sony announces $1.7 billion in losses from PlayStation division

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Sony Gaming Today

  • PlayStation 4 “A pure gaming console”

  • PS4 Pro (4K TV Gaming)

  • Over 75 million PS4’s sold to date

  • Virtual Reality and Motion Control
    • PlayStation Move
    • PlayStation VR
    • PlayStation Camera

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Core Competencies

  • Robust 3rd Party Support

  • Specialized design team (Sony Engineering Corporation)

  • Stellar 1st Party Content

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Leadership

John Kodera: CEO since 2017

Kazuo Miura: Deputy President and Director

Jim Ryan: Deputy President

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Financials

  • As a result of strong PS4 sales, software revenue jumped an estimated 93.4% in fiscal 2014

  • SIE Generated $66.6 billion in total revenue in fiscal 2017

  • PS4 Sales projected to drop worldwide by end of year 2018

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Opportunities

  • Sony launches deals with indie developers to design exclusive content for PS4

  • Success of latest God of War game

  • New console in development (Blockchain technology?)

  • Declining sales of the PlayStation 4

  • Manufacturing center in Japan- location and pricing disadvantages

  • Deputy President Jim Ryan an outspoken figure-controversial comments

  • PS5 release timing

Challenges

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The Evolution of Xbox

  • 2001 - Xbox
  • 2005 - Xbox 360
  • 2007 - Xbox 360 Elite
  • 2007 - Xbox 360 Arcade
  • 2010 - Xbox 360 S (Slim)

  • 2010 - Kinect
  • 2013 - Xbox 360 E
  • 2013 - Xbox One
  • 2016 - Xbox One S
  • 2017 - Xbox One X

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Xbox One Shortcomings

According to Businessinsider:

  • The Xbox One would require a persistent internet connection.*
  • The Xbox One wouldn't play used games
    • You'd put in a disc, install it to the console's hard drive, take out the disc and it would effectively be useless.
  • Focused too much on trying to be an all encompassing device.*
  • Every Xbox One would come with a Kinect motion sensor
    • The Xbox One cost $500 at launch, $100 more than the PlayStation 4.

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Don Mattrick

  • Ex-President of the Interactive Entertainment Business
    • (Head of Xbox)
  • Ex-President of Worldwide Studios for Electronic Arts
  • Ex-CEO of Zynga

  • Known for his success of the Kinect
  • Also known for negative publicity
    • “Fortunately, we have a product for people who aren’t able to get some type of connectivity, it is called the Xbox 360”
  • Left Microsoft at a critical time, weeks before the release of the Xbox One

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Phil Spencer Leads Xbox

  • Changed Xbox’s Direction:
    • "When we came in after two-and-a-half years ago and started running the Xbox program, I centered us back on not trying to become something other than a game console"
  • Led the expansion of Xbox live to cross platform with PC
  • Oversaw the launch of the Xbox One S and Xbox One X

Current Executive Vice President of Gaming

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Core Competencies

  • Xbox’s Classic Proprietary Titles
    • Halo Franchise
    • Gears of War Franchise
    • Titanfall Franchise
  • Xbox Live as A Digital Media Distribution Tool
  • Xbox’s Cloud System

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Opportunities

  • Mixed Reality Ecosystem
    • Augmented Reality Focused
  • Growing 4K Television Market

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  • Bad Publicity
    • Game Developers Conference
  • Neck-to-Neck Competition
  • Declining Market Cycle

Challenges

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The History

  • 1889- founded by Fusajiro Yamauchi
  • 1985- Nintendo entertainment System (NES)
    • Instant hit: selling over 60 million units
    • Revitalized game industry
  • 1989- Game Boy, the portable device
    • Sold over 150 million systems worldwide
  • 1996 -Nintendo 64
    • World’s first 64 bit home video game system
    • 500,000 units sold on first day

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Nintendo Today

  • Mainly operates in US, Japan, and Europe
  • Family-oriented video gaming
  • Wii became Nintendo’s best seller
    • More than 100m units
    • Wii sports became the best selling console game in terms of units sold
  • Switch, the next big idea

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Core Competencies

  • Unique products and services

  • Over 15 different video game consoles

  • Large pool of recognizable IP
  • Dynamic and adaptive

  • Constant updates of new entertainment device
  • Accumulated trust

  • Provide “Fun-filled world.”

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SWOT

Strengths

  • Family friendly
  • Simplicity
  • Established brand image
  • Strong and innovative R&D team

Weaknesses

  • Few 1st party developed titles

  • Limited 3rd party support

Opportunities

  • Expansion to the mobile market

  • Co-develop to expand on game titles

Threats

  • Growing trends in online and mobile gaming

  • PC

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Key Executives- Satoru Iwata

  • 4th President and CEO of Nintendo from 2002 -2015
  • 1980 Invited to HAL Laboratory, Inc., when he was studying in university
    • Developed device which helped company to obtain license with Namco.
  • 1982- Became company coordinator at HAL
    • Sealed deal with Nintendo
  • 1983- Became president of HAL
    • Revived the company from 1.5b debt in yen
  • 2000- joined nintendo as general manager
    • Increased 20% and 41% profit w/i 2 years
  • Swifted Nintendo into a family-oriented console
    • GameBoy Advance, Nintendo DS, Wii, Nintendo 3DS
  • Executive producer of Best selling franchise, Pokemon
  • 2009 -Peaked Nintendo’s sale revenue with Nintendo Wii

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Key Executives- Shigeru Miyamoto

President of Nintendo in 2015

Representative Director of Nintendo

Chief Creative Officer

  • First artist of Nintendo
  • “Father of Modern Video Games”
  • Created characters that makes up Nintendo’s key intellectual properties
    • Mario franchise has sold over 600m units as of Dec. 2017
    • The Legend of Zelda has sold over 100m units
    • Metroid Prime sold a combined 7.15 million units

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Recent Unsuccessful Marketing Activities

Wii U

  • Released in Nov. of 2012, huge disappointment
    • Estimated sale of 14 million units; others x2 the amount in less time
  • No new 1st party titles or 3rd party support

Super Mario Run

  • Fastest mobile game to reach 10 million downloads in 1 day
    • Pokemon Go 7days, Clash Royale 9 days, Candy Crush Jelly Saga in 12 days…
  • Did not reach target revenue

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Recent Successful Marketing Activities

“Switch and Play”

Nintendo Switch

  • Forecasts to sell 37m units by Apr 2019.
  • Exceeded Wii U’s lifetime unit sale in a year
  • $4.44B revenue during the first half year of the console release

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Challenges and Impact of Technology

  • Mobile Market
  • Maintaining relevance without 3rd party support
  • Keeping up with the hardware

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Thank You!

Any questions?

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