Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng
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Transcript of Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng
Lorenzo Pellizzari | Ludovic Beauvois | Soong Kah Weng
Video Gaming Industry
Fit external position + internal capability 1
FIT EXTERNAL POSITION + INTERNAL CAPABILITY (5 STEPS)
Industry profitability
Key Success Factors
Implication of KSFs
Appraise resources
and competence
s
Strategy implications
1. INDUSTRY PROFITABILITY
1. INDUSTRY PROFITABILITY Not recession proof but certainly recession
resistant Held up better than other industry The whole industry still make an overall
operating profit
1. INDUSTRY PROFITABILITY Sony Playstation 3
Launch price $500(20GB ver.) - $600(60GB ver.) Cost $800 - $840 Loss of $240 - $300 per units sold Sony games division posted a $1.97b loss for
year ended Mar 07 Only started to become profitable in Q3 2008
1. INDUSTRY PROFITABILITY Positive drivers for profitability
Lower component costs (eg. Blu-ray disc diodes cheaper to manufacture)
Falling hardware cost (eg. Decreasing cost of manufacturing cell microprocessors)
Operational efficiencies Increase games library
1. INDUSTRY PROFITABILITY Negative drivers for profitability
Decreasing production due to decreasing sales, cannot achieve scale economies
State of global economy, increasing unemployment affects discretionary spending
Rise in prices of raw materials and fuel Lack of new game titles Increasing substitutes (eg. Ipad, Smartphones) Weakening of US$ against Yen which will affects Sony and
Nintendo, 73% of the market.
2. KEY SUCCESS FACTORS Visionary Leadership
Management creates an environment that encourage experimentation and innovation
Religious Zealous to Innovation Ability to constantly create products before other
companies could conceptualize them. (eg. First to use 32bit 3D graphics on PS1)
Innovative culture
2. KEY SUCCESS FACTORS Human Capital
Especially the top-notch engineers in the R&D department
Able to constantly attract top talents since it is a well-known MNC
Competence in utilizing innovation Incorporate Blu-ray technology into PS3 Make use of core competence in miniature technology
to create cell-microprocessors for PS3
Brand Management
3. IMPLICATION OF KSFS New product development capability
One of the first to come up with PS1 and PS2 for their respective generations and dominates it
Brand strength Well known for its innovative and high quality
electronics products As of April 2011, the PlayStation brand is the
"most followed" brand on Facebook, with over 11 million fans and followers
4. APPRAISE RESOURCE AND COMPETENCES Resources
Sony Playstation has relative strength in Finance Technology Brands
Capabilities Sony Playstation has relative strength in
Product development Engineering R&D Marketing & Sales
ASSESS CAPABILITIES THROUGH THE VALUE CHAIN Inbound logistics:
Threshold: Complex inbound logistics to serve its worldwide plants
Operations: Distinctive: linked diversification through several SBUs Weaknesses: Slow to respond to new market demands
(eg: they enter tablets war only now)
Outbound logistics: Distinctive:
large network of distribution IT systems to track order, products and payments
ASSESS CAPABILITIES THROUGH THE VALUE CHAIN Marketing:
Distinctive: historical expertise in marketing Weaknesses: World’s Most Valuable Brands ranking:
94th in 2010 whereas 21th in 2001
Services: Threshold: Sony Centers, eSupport, call centers, etc.
Firm infrastructure Distinctive: synergy management between SBUs thanks to a large base of worldwide manufacturing
plants
ASSESS CAPABILITIES THROUGH THE VALUE CHAIN Human resource management:
Threshold: awards, incentives, particular training programs
Technology: Distinctive:
Historical culture of innovation Strong R&D Tacit knowledge
Procurement Distinctive: High bargaining power Weaknesses: Dependance to key components
VRIN?
5. STRATEGIC IMPLICATIONS Principal Strength
Strong financial support Excellent R&D Engineers constantly come up with new innovative
products and complimentary (eg. Playstation move) Brand associated with innovation and quality
Key weaknesses High initial manufacturing costs due to high innovation
and technologies involved Weak sales and marketing program for PS3
5. STRATEGIC IMPLICATIONS Primary Implications and Future Emphasis
Compete on innovation, quality and brand instead of cost Developing more exclusive games meant for PS3 that
suits a larger market taste Developing more complementary to enhance gaming
experience Additional fund to improve sales and marketing
program to enhance sales and pave the way for future PS
Creating strategic intent for the future 2
PESTEL Scenario analysis
Strategic customer
KSFs
Strategic Capabilitie
sMobility Barriers
Vision
Acquire, Develop or Incubate
PESTEL Political
Increasing views that video gaming as an act of anti-social, causing violent behaviours, increasing aggression and having negative impact on the youths
Economical Rapidly emerging market such as China, India and Brazil
might provides a greater potential for higher sales.
PESTEL Social
Trends towards social networking, social gaming Market will have higher expectation out of games
and consoles performances Average age of gamers slowly rising
PESTEL Technological
Advances in IT would require more functions, capabilities, higher performances out of the gaming console.
Shift towards a powerful AIO entertainment utility console
Environment Emphasis on using environment friendly materials and
production process. Minimizing environmental impact The needs for energy efficiency
PESTEL Legal
Increase in regulatory protecting the young from violent games.
Increase in protection against intellectual property rights so that “copycat games” will be minimized.
Regulations on stricter privacy (eg. PlayStation Network Flaws)
SCENARIO ANALYSIS Key Drivers
2 main drivers: Convergence towards cloud gaming VS games that can only be played
on specified platform or console Consumers’ preference towards expensive-to-develop complex games
(need for performing processors) VS Consumers’ preference towards cheap-to-develop social games (or applications, social networks’ games, etc.)
SCENARIO ANALYSIS – DRIVE MY CAR Towards a digital media/content
business Leverage on its current technology in PlayStation
Network Expand the function of its console as an AIO
multimedia device Make full use of advancing internet speed Towards a disc-less environment Large developers with hardcore games. Not only able to buy digital games for playing, but also
digital music and videos distribution
SCENARIO ANALYSIS – ACROSS THE UNIVERSE Towards an integrated gaming network
At home, play games, listen music, watch movie through the console
Outside, continue from where you left and do the same through portable console
At office, through the web version Big number of developers with non-complex
creative games Ensure maximum exposure and gaming experience
no matter where the person is.
STRATEGIC CUSTOMER Decision-making power still lies with
The end-users and platform owners (eg. Apple Store, Playstation Network)
Video gaming consoles are beginning to perform similarly to one another The end-users will have to decide based on the
exclusive games offered by each respective company.
The functionalities of the consoles The overall value gained from using the consoles
KEY SUCCESS FACTORS Future KSFs
Innovation that offers values to end-users In terms of convenience, experience, performance Match with the requirements of the platforms
Future market leaders should be offering: High performance and capabilities integrated consoles Compact and energy saving consoles Accessibility and large selection of digital games,
music and video files Able to integrate with portable gaming console and
the internet
STRATEGIC GROUP AND CAPABILITIESJustification
for price premium
Arcade
Portable
Video Gaming Console
Personal Computer
Gaming Development
STRATEGIC GROUP AND GROWTH POTENTIAL LESS / MORE
Justification for price premium
Arcade
Portable
Video Gaming Console
Personal Computer
Gaming Development
STRATEGIC GROUP AND MOBILITY BARRIERS
Justification for price premium
Video Gaming Console
Gaming Development
Strategic barrier?•Require huge amount of technological resources and innovation.•Need to have games that can support the consoles.
Strategic barrier?•Require the use of miniature technology to produce compact device.•Require to come out with a modified gaming system that works with the arcade
Choosing Strategic Method 3
VISION
“ to become a leading global provider of networked consumer electronics, entertainment and services ”
How? Strengthen each pillars of core
business Innovation for further growth
DEVELOP INTERNALLY, M&A OR ALLY?
Sony uses the 3 methods to grow: Internal developments M&A Strategic alliances
PAST STRATEGIC ALLIANCES Development of PlayStation was aided by
alliances forged between hardware designers and creative game-software developers
Other alliances:
PAST ACQUISITIONS Sony Corporation has made 99 acquisitions
while taking stakes at 59 companies. The company has 90 divestitures since 1983.
Sony's biggest acquisition to date is that of Columbia Pictures, valued at U$3.4 billion at the time of purchase.
DEVELOP INTERNALLY Internal Development: Focus and
Integrate PlayStation console from the Gaming Division PlayStation network from the Software Division Movies from Sony Pictures Entertainment and its
subsidiary Columbia Pictures Music from Sony BMG Music Entertainment Games from Sony Computer Entertainment
To form a Digital Multimedia Console which can target to a larger market
ACQUIRE
Towards a integrated gaming network,Cloud Gaming No discs, no high end hardware, play same game on PC, Mac or TV
OnLive acquisition? Current value: $1.8 billion
ALLIANCE WITH GOOGLE Since 20th May 2010
to provide a range of new and rich entertainment experiences that combine Google's open-source Android platform with Sony's expertise in technology and product design.
First step of this collaboration:
Strategy Development 4
EXTERNALLY IMPOSED STRATEGY Government
Video Games to be labeled or censored
Disks to be regional-specified so that only consoles that are manufactured to be sold in that particular region can play it
Tighter database security and control after the Sony Playstation Network security flaws
LOGICAL INCREMENTALISM Sony Playstation and Developers
Developers including Valve found the PS3 difficult to program for Activision and Blizzard CEO criticized on the PS3 high development costs
and inferior attach rate
Sony moves to make the system more developer-friendly Resulted in Valve developing Portal 2 for PS3 system which would help to
make it the best console version on the market
Gabe Newell of Valve said "The PS3 is a total disaster on so many levels, I think it's really clear that Sony lost track of what customers and what developers wanted”
Doug Lombardi VP of Marketing for Valve stated Valve's position, "Until we have the ability to get a PS3 team together, until we find the people who want to come to Valve or who are at Valve who want to work on that, I don't really see us moving to that platform".
VISIONARY LEADERSHIP AND STRATEGIC PLANNINGVisionary leadership:
Especially in the early days with Marita (co-founder):
Pocket-sized radioWalkman
Strategic planningMarita: «There are three creativities: creativity in technology, in product planning, and in marketing. To have any one of these without the others is self defeating in business»
RESSOURCE ALLOCATION RULES Inside merger
Sony’s Electronics and Game Businesses merged into 2 new strong entities: Consumer products & devices Group
For traditional hardwareaim to strengthen coordination of development and
strategy planning between final products and their key components
Networked products & services GroupFor new network differentiationMaximizing coordination and integration between
Playstation and consumer electronics businesses
The EndQ&A