CASE 2 Playstation
CASE 2 Playstation
CASE 2 Playstation
Introduction
B. Sony
1. Sony Corporation
Founded in 1946, Sony Corporation, more commonly known as Sony, is a Japanese
company mainly in electronics manufacturing yet has also ventured into films and music, among
others. The company was first incorporated as Tokyo Tsushin Kogyo which translates to Tokyo
Telecommunications Engineering Corporation and in 1958, changed its name to Sony (from the
Latin word sonus, meaning sound) as the company globalized. Through the years, the company
has supplied various electronics including electric rice cookers, tape recorders, transistor radios,
video cassette recorders, personal computers, and more. Four decades after the company
started, they diversified into the entertainment industry by acquiring CBS Records Group,
followed by Columbia Pictures Entertainment, Inc, and in 2002, launched Sony Online
Entertainment preceded by the success of its first video game console, the PlayStation which
provided 10% of their profit by 2002 (Hall, n.d.).
2. Playstation
According to Sterman, Jekarl, & Reavis (2011) the Sony PlayStation (PS1) was released
in 1994 after the earlier achievements of Atari and Nintendo in the video game industry with
Pong and Famicom (Nintendo Entertainment System) respectively. Although, the PlayStation
was distinct from the competition due to its three-dimensional games which were more life-like,
its compact-disc format which held more information than traditional cartridges while doubling as
a CD/DVD media player, and its less restrictive game selection. This led to the console reaching
$700 million in sales by 1996. Three years later, the PS1 makes up 60% of the American video
console market with the next, Nintendo, holding only half their market share while the
succeeding version, the PlayStation 2 (PS2) held a 55% market share by 2006.
3. Video Game Competition
As demand for home video consoles increased, companies have entered the market
launching their own consoles to rival the PlayStation. In 2001, Microsoft introduced the Xbox
which held 24% of the market in 2006, the Xbox 360 which launched in 2005. Meanwhile,
Nintendo had GameCube with 15% of the market in 2006 and the Wii releasing in the same
year as the PS2. Sega briefly entered the “console war” with Dreamcast which was more
interactive than its competitors being able to meet, chat, and play with each other. Although,
Dreamcast lagged behind in hardware revenue which led to the company exiting from hardware
development, focusing on its software releases instead. This left Microsoft, Nintendo, and Sony
competing for market share using varying strategies targeted to various audiences through
pricing, functionality, and game selection and quality (Sterman, Jekarl, & Reavis, 2011).
C. Game developers/publishers
The largest contribution to the growth of the gaming industry would be the constant
innovation from gaming software. Because of the continuous releases of various games from
Sony, Ubisoft, Gameloft, etc., producing consoles that allowed users to play these varying
games evolved the role of game developers as a whole. Being a top manufacturer of gaming
consoles, companies like Sony and Microsoft were able to profit off of both first and third party
game publishers for their compatibility with their devices, and generated a ripple effect for
revenue in the surrounding industries. Game publishers are those who fund the overall
development of the games, and this could involve scouting and supporting independent game
developers as well as producing the actual games from their respective manufacturers
(Sterman, Jekarl, & Reavis, 2011). On the other hand, game developers are those who design
and program the gaming software.
Conventionally, the top companies of gaming consoles also produced their own games,
which characterizes them as first party game publishers and acquire game development studios
that would exclusively produce games compatible with their consoles. The advantage of in-
house game developers would be more autonomy when it comes to the game’s distribution and
overall operations. However, third party publishers are those that partner up with independent
game developers, which are never permanently working with a single publisher, allowing them
more freedom to explore other publishing platforms that could distribute their game. As the
gaming industry became more saturated in the 1990s, game concepts became more creative
and the need to have the freedom to develop them brought on numerous developers breaking
away from their publishers to establish their own studio (Sterman, Jekarl, & Reavis, 2011).
Console developers are faced with a low threat of new entrants to the
industry. One major factor that serves as a barrier is the high capital requirement
needed to operate and compete within the market. New firms would need a
substantial amount of investment to acquire the resources needed for production
and to establish a strong brand. This consequently allows supply-side economies
of scale, giving incumbents an edge by forcing new entrants to enter at a cost
disadvantage. In addition to cost-benefits, incumbents are also in a better
position due to their established brand loyalty. Customers would incur high
switching costs should they shift towards a different supplier. In doing so, they
will have to forego certain games that are exclusively available to a developer.
Moreover, given that majority of the investments required to enter the industry
are illiquid in nature, it is difficult for firms to exit the industry.
There are numerous complementary goods that are often purchased with
gaming consoles. Some of which are video games, monitors, TV, speakers,
headphones, virtual reality headsets, and gaming chairs. Given that these
complements are highly fragmented, it is relatively easier for customers to switch
across complements rather than to switch their gaming console. It is also easy
for customers to purchase consoles independent of these complementary goods,
giving complements a weak influence on console demand. However, video
games are an exception to this as they can foster brand loyalty. The absence of
asymmetric threats and the high growth rate of profit opportunity further weaken
the influence of complements.
D. PESTLE analysis
Political ● While there is no single primary data protection legislation in the
US, there are several laws both at the federal and state level to
ensure the privacy of consumers. The Federal Trade
Commission monitors whether businesses comply with their
published data privacy policy or if they engage in malicious
practices such as deceptive marketing (Pittman & Levenberg,
2021).
● Political stability and trade regulations are crucial to businesses
such as Sony who operate a global supply chain and cater to an
international market as these can affect production costs
(Whitten et al., 2020).
Technological ● Between 2005 and 2006, the number of Americans with home
broadband connection increased from 60 to 80 million. During
the same period, households have begun to transition to a
wireless broadband connection or Wi-Fi, with a total of 6 million
users (Pew Research Center, 2006). Since then, numerous
advancements have been made with regard to accessibility and
speed. This allows consumers to play online multiplayer games
against other gamers in real time.
● The global shortage of semiconductor chips, which started in
2020, has caused a slowdown in various industries from
automobile, home appliances, as well as the video game
industry. Analysts from JPMorgan expect this shortage to
continue until 2022 (Choudhury, 2021).
E. Summary
After analyzing the industry environment through the lens of both the
console developers and game developers, we can then derive Sony’s
competitive advantage. As such, Sony is able to make its mark in the industry
through innovation that cultivates brand loyalty, primarily through enabling more
games on their consoles. The problem then arises how Sony can maintain their
majority market share in the industry with their launch of the PS3.
B. Interorganizational strategy
A. Unit sales
Given its competitive advantage in game development and interface, monitoring the unit
sales of the new gaming console is an appropriate metric of the launch’s success due to its
innovation in comparison with older Sony Playstation models. To maintain the company’s
advantage over its competitors, the unit sales must reflect the demand for the new PS3, basing
it off of the current base of loyal consumers and Sony’s ability to increase it by enticing a wider
market with the gaming innovation that the brand promises over opposing gaming consoles.
This factor is also in consideration of the analysis that buyers of gaming consoles have low
bargaining power because switching to other gaming consoles is costly, and have very few
identifiable close substitutes (i.e., PC, tablets, smartphones) that offer the same gaming
experience. Achieving the targeted sales volume with the aid of the proposed bundle deals and
trade-in programs will in turn achieve economies of scale for Sony’s capital investment for the
new gaming console altogether.
B. Profitability
Sony’s release of the PS3 was a strategic move targeted to maintain, if not improve, the
company’s competitive advantage of being at the forefront of the gaming industry with its goal of
constantly improving their users’ playing experience. Their ability to influence market trends due
to their product innovation allows for them to be one of the most competitive companies in the
industry, and therefore, one of the most profitable. In ensuring that users of gaming consoles
associate Sony’s products with top-notch gaming equipment, their strategy to remain ahead of
their competitors ensures that they would remain profitable, especially with their next console
release. Closely related to Sony’s advantage of an already loyal customer base, the trade-in
program would further strengthen this by making it more accessible for existing users to engage
in the new console release, while at the same time allowing more room for the company to cut
down on manufacturing costs. Companies that produce complementary products to gaming
consoles (i.e., audio/visual equipment) that see Sony as a competitive firm in the industry would
also be encouraged to tie up with its new console release, and further promote its product,
increasing PS3’s profitability in comparison to its competitors.
C. Number of users
As briefly mentioned, an increase in the number of PlayStation users is a definite
determinant of success in Sony’s upcoming console launch, because this would be a direct
relationship to increased profits and units sold. In a study by Arakji & Lang (2007), product
innovation is generally driven by producer-consumer collaboration, which elicits a more efficient
way to address the quick pace of changing consumer needs. In the context of the gaming
industry, digital consumer networks consist of lead users, who constitute “need-forecasting”
agents to firms such as Sony, which better aids them in knowing how else to improve their
products to enable their number of users to expand beyond just experienced gamers.
D. Market share
Market share has long been accepted as a determinant of profitability wherein larger
businesses with more market share are more profitable than rivals with less market share due to
various reasons including economies of scale, market power, and management quality (Buzzell,
Gale, and Sultan, 1975). This relationship, according to Rosenberg (1976) is further
strengthened by the Schumpeter Hypothesis which states that large firms more than smaller
firms influence technological innovation. Through economies of scale in research and
development, the innovative activities of the company improve and become more productive.
Moreover, market share can be a proxy for cost advantages accumulated by a business
including product differentiation, stronger consumer base, and economies of scale for
production and marketing (Rosenberg, 1976). This metric shows the number of customers who
choose to purchase a PlayStation over rival consoles and is found by dividing the total industry
revenue by the total PlayStation revenue and multiplying this number by 100 to get its
percentage.
E. Active accounts
The number of active accounts represent how many active users are currently using the
platform or network which positively affect profitability as a proxy for service satisfaction due to
the implied continued use of the customer. With this, Momanyi (2015) found a positive
relationship between the number of active users of online banking and profitability of their
respective banks. For PlayStation, this would be measured by the number of active users in the
PlayStation network which according to Clement (2021), is approximately 104 million users as
of September 2021, more than double its active users in 2014 which totaled 50 million in March
of that year.
V. Timeline
B. From r&d to promo and release of new console to post-release releases (pro
version, partnerships, etc.)
R&D
Partnerships
(Game
Developers)
Marketing/
Advertising
Partnership
(Retailers):
Promos
Post-
release
consoles
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