Business Analysis of the Game Console Industry

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Business Analysis of the Game Console Industry

Executive Summary

Game console manufacturers find themselves at the crossing point of two rapidly developing industries, entertainment and consumer electronics. Software and hardware developers are in a kind of symbiosis: no one can survive without each other, although they are not directly related. But while software programmers can switch hardware platforms easily in the event of failure, hardware manufacturers have to stick to the system, as this is their main product. Improving an unsuccessful console after its initial release is difficult as well because of its monolithic design using special, single-purpose components.

Sony has tried to adopt a strategy based on the success of its first console and used the same basic strategy of releasing a multitude of titles thus giving the consumers a wider choice than any of its competitors. Sony's PSX2 seems to be targeted at the older game playing generation (16-26). The release of a backward-compatible console was an industry first and looked upon as quite a major risk. However, many of the PSX2 customers will already be owners of the PSX 1 and, due to the large amount of games available, will be relieved to know that these will not have become obsolete. Thus, buying the PSX2 will not really be a risk to customers, because if the new games do not meet to all the desired standards, then they can fall back on their already purchased games as well as making use of the new capabilities on the PSX2 such as the DVD player and internet connectivity.

Nintendo, on the other hand, seem to be targeting the younger age range (5-16). This is evident in not only the actual console design but also in the types of game that Nintendo already produces and is set to produce for the GameCube. Nintendo's strategy seems to be based on exclusivity and sequels for established brands. The introduction of optical disks based games is a first for Nintendo, as well as an industry one, and is most likely designed to attract software developers back to Nintendo.

Environmental Analysis of Game Console Industry

From the advent of inexpensive personal computers in the mid-1980s, or at least since the beginning of the so-called "Information-Age" with the appearance of the World Wide Web as a popular medium of data exchange in the early 1990s, the market for hard- and software has been expanding enormously, equalled during the same period of time only maybe by the entertainment industry. Since these early days, there have been companies trying to participate and therefore profit from both markets at once - forming what will be referred to as the computer game industry, developing systems and applications for private customers (or users), instead of companies, designed just for entertainment (or fun), instead of work.

As with the computer industry in general, the computer game industry can be roughly divided into two parts: software and hardware. No part can exist independently of the other, which leads to a symbiosis of some kind:

* Software development companies create the computer games the user hopefully will buy and play, but which cannot run without the hardware.

* Hardware manufacturers design and build the actual machines these games will be executed on, but which will not sell without good games to promote them.

This scheme of sharing the work can be likened to the music industry, where musicians create the songs (as some sort of software), while the electronics companies build the equipment (or hardware) to play these songs. In both cases, the "Hardware" industry has to rely on their "Software" counterpart to deliver sufficient applications in both quality and quantity to promote their system. On the other hand, "Software" developers will always be looking out for the most powerful machines in the market, on which they can create the most impressive software, which in turn hopefully will sell well.

But unlike in the music industry, where companies tend to agree on standards for hardware like the CD or Dolby Surround, in computer industry, systems compete. Thus, standards evolve in a Darwinian process, like the IBM-compatible PC did, which over the years pushed alternative systems like the Atari ST, Commodore C64 or Amiga out of the market. In the console industry, which as a part of the computer game industry builds integrated machines for the sole purpose of entertainment (as opposed to the multipurpose PC), even more competitors have been fighting for market share in the past.

While software developers can easily switch from an unsuccessful system to a more promising one, console manufacturers do not have this option. As the system is their product, the risk is great that in the event of failure, the will suffer heavy losses, and face bankruptcy. A recent example for this is SEGA, which, after being unable to sell its Dreamcast console up to its expectations since the launch in 1999, had to resign from manufacturing hardware into developing software for the SONY Playstation2, with about 66% market share the market leader at the moment. The only other competitor to be taken seriously is Nintendo with its upcoming GameCube, who, unlike SONY, has been in this market for over 10 years now, since the appearance of its Nintendo Entertainment System, the first console to be really successful worldwide. New entrants, like Microsoft, which wants to release their PC-technology-based Xbox earlier this year, will have a hard time to overcome the barrier of entry imposed on this market. In the last years, many other promising systems (and with that, the businesses having developed them) failed at the same task - for instance Amiga CD32, Neo Geo and Atari Jaguar.
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One of the problems adding to this is that consoles are not modular (as PCs are), but monolithic in design. Except for gadgets, there is no real possibility of upgrading these systems, leading to the fact that many console manufacturer are unable to react quickly and flexible to changing consumer requirements, over the past year for instance features like online distribution of software and wireless gaming. Moreover, there is no chance in fixing an ill-designed system after it hit the market. Therefore, the life cycle of consoles tends to grow shorter, while the time and money needed for ...

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