Professional Documents
Culture Documents
Table of Contents
1. Introduction ................................................................................................................................. 2 2. Gaming Industry Overview............................................................................................................ 2
2.1 Game Console Overview .......................................................................................................................................................... 3
1. Introduction:
Everyones involved in playing video games at least once in their lifetime, as computer and video games have come long way since the day we started playing Mario to few recent high gaming experience once like Halo 4. As per the Entertainment Software rating Board (ESRB) carried out in 2010, the average age of a gamer is 34 yrs, and the average number of years adult gamers have being playing computer or video games is 12 yrs. (ESRB n.d.)Also, an interesting fact that 67% of US household play video games and 40% of all gamers are female. Well, we are talking about $25.1 billion revenue industry, which sold 273 million units in 2010 as per ESRB. Now, as I have your attention with numbers, we will proceed further with the overview of gaming industry and will focus our discussion to Game console market. Also, well move forward with analyzing the organizations leading game console industry, its corporate culture effecting people involved in the development process, the organization structure and the external environment.
4. Organization Analysis:
We will continue our study on analyzing SONY and Microsoft, their corporate culture, Organization structure and people while competing against each other. Also, well see the recent advances in the console technology, which proved either as a boon or a bane for each of them. We will try fitting each of these organizations into Computing Value Framework to illustrate in which quadrant they fall. Moreover, the corporate culture and organization structure will focus on how Hofstedes Dimensions depicts the exact scenario of national culture impacting the growth of these organizations.
and Sony: The Private life. Paul mentioned about how flexible were the communication at Sony Corporation and how Innovation was supported, he recalled an instance of Akio asking his colleagues to come up with a devise to listen up to music while flying to various destination for business, the engineering group came up with so-called pressman, after playing around with the devise he was even more excited, and planned on bringing it to the market, earlier there were many rejection to this project on why would people want to buy such a product which doesnt even record and also this device would require a headset, in Japan headphones were associated with hearing impairment which is a huge taboo and people are ashamed of hard of hearing, but well Akoi was more determined and said he would bring a culture of headphones throughout the world by marketing it in a right way. When we start discussing about Microsofts corporate culture we could easily spot the difference and what lead to a change in corporate culture which later affected its innovation culture. When it came to Human resource development, Sony regards its employees as the most important asset to the company because they believe that the process of development and innovation is derived by human capital. Also, Job Rotation justifies the unique working culture of Sony; it makes employees acquaintance with the organization and develops mutual understanding among Sonys different departments functioning for the common good of organization as a whole. As far as seniority and promotions are concerned, it is said to increase each year uniformly to maintain harmony & to avoid stress & jealousy in inter/intra-group (4VenturesLegacy n.d.). As we saw the various traits about the organization, its computer entertainment did reflect similar traits during its struggling phase of playStation3 entry into the market, as we know Japanese culture scores high on uncertainty avoidance, it had to bear huge loss both structurally and economically during 2006, when the market was down and they got badly struck between both the crisis. So they have learned themselves for any uncertain situation, which backs them well in such situations. Considering the Computing Value framework, Sony clear falls in the second quadrant of having development culture, as it does exhibit Insight, innovation and adaptation, and its always being directing itself towards expansion by having a decentralized organization culture. A lot of attention is paid towards external environment and people practice much of flexibility in the working manner. To sum it all Sony has flourished with technological advances having a Flexible focus area, R&D activities strategically managed, Dynamic R&D investment and Market can be created methodology. Summing up Sonys computer entertainment market, they are the current leaders in game console market with the most recent PlayStation4 introduction, which brought in more advances. Market analysts are noting that right at the E3 presentation Sony has won half the battle, much of these speculation are followed after every other presentation of the new product. Researching about the experience of what gamers feel about new advances is rather straight, the loyalty doesnt change for hard core gamers because few games which are console specific cant just be switched overnight, also as we discussed about the DRM policies which played a vital role in specific console gaming company was a great issue, DRM policies has always being relaxed for Sony consoles, moreover the motion detection consoles arent mandatory. So, comparing the market its pretty vast difference wherein Microsoft forces on buying the Kinect motion detection console and Sony has made it optional. Also, the Microsoft presentation had a weird take with following the DRM policies, which restrains players from sharing games, but a week later when Sony presented PS4 with no DRM policies, Microsoft had to actually redefine those policies overnight. Also, surprisingly Microsofts Xbox One was priced at $499 whereas Sony PS4 was priced at $399. Well, I wont conclude on the discussion here as we are going to analyze Microsofts organization culture and how it fits in Computing Value Framework.
So considering the chart, people might just jump to a conclusion saying its not doing good and when do you actually see profit earned from the investment, well surely to support this idea let me provide you with the insight that, Sony barred even more almost $5billion loss in the same period. This is how it works, we are talking about multinational companies starting a new venture into a non-conventional stream of business, so there is always a steep down graph representation, as lot of money is poured for research and development. The organization structure being hierarchical while relating it to Hofstedes dimension on Power distance its scores low, hierarchy is established for convenience, superiors are always accessible and managers rely on individual employees and teams for their expertise. Both managers and employees expect to be consulted and information is shared frequently. At the same time, communication is informal, direct and participative (Hofstede n.d.). These dimension clearly relate the working style and Corporate culture at Microsoft, even a successful company like Microsoft had few instances were it was wrongly represented saying the innovative culture has being dying, one instance in which, the hierarchical structure no doubt gave an ease to communicate ideas but an engineer at Microsoft cited saying Microsoft had a touch-screen e-reader developed in 1998, but Bill Gates nixed it because he didnt like the user interface, because it didnt look like Windows. T he team that developed the reader was told to stop coming up with new ideas and instead work on software for Microsoft Office that would be instantly profitable. So they were no more focused on developing technology that was effective for customers but rather go on developing add-ons to its existing feature which would make money (Allen 2012). I doubt this article because as our discussion goes for console gaming, Microsoft came up with the motion gaming consoles with a camera attached and its very innovative but market never accepted because of their wrong marketing I guess, unlike Sony who gave this feature as a optional one, Microsoft made it compulsion to buy eventually raising its market price to $499 as compared to Sonys PS4 priced at $399. But, its really sad that market reacts negatively all the time be it an innovation with interesting camera peripheral or its about implementing DRM policies. Talking about the DRM policies, in which it expected Sony to follow the same suit, but Sony actually capitalized on that subject, this resulted in very negative response from the market for Microsoft and it had to remove Xbox One DRM policies (SCHREIER 2013). Well, Microsoft has grown at a very fast pace, and it was considered as a non-bureaucratic culture, but later moving from the start-up image it had now adopted bureaucratic culture, also we know that it follows individualist trait, so the recent advances had lead to competition among the company itself. Microsofts early corporate culture, as illustrated by Paul Andrews, author of How the Web was won, in the Northwest Bookfest, Nov 13, 1999, he talked about different management strategies as per its corporate culture undertaken by Microsoft. Though talked about a fast paced industry with a need for top performers, he then even discussed about companies failure to retain top employees due to stack ranking. Vanity Fair had an article in its August issue that tells the story of how Microsoft human resources culture drove away talent. Author Kurt Eichenwald interviewed Microsoft employees and found that, ... a management system known as stack rankinga program that forces every unit to declare a certain percentage of employees as top performers, good performers, average, and poor effectively crippled Microsofts ability to innovate. Every current and former Microsoft employee I interviewedevery onecited stack ranking as the most destructive process inside of Microsoft, something that drove out untold numbers of employees, Eichenwald writes. If you were on a team of 10 people, you walked in the first day knowing that, no matter how good everyone was, 2 people were going to get a great review, 7 were going to get mediocre reviews, and 1 was going to get a terrible review, says a former software developer. It leads to employees focusing on competing with each other rather than competing with other companies. (Gasse 2012). 8
According to Computing Value Framework, Microsoft I might say is dropping down from the development culture just because its going down on innovation and flexibility in the work culture, otherwise its still has long time and external focus towards expansion.
5. Conclusion:
As we can see even though both havent capitalized on the gaming market it is expected to grow in future, considering the competition from mobile and PC gaming, it actually doesnt seem to fall under same category and also in near future wont effect the console gaming market. Also, this industry is more or less a supplementary to their mainstream business, thats the reason why it can sustain the loss they bare in the early stages. As far as competition between these two are concerned only technological advances in game console would help them in growing faster. Continuing the same Organization structure and the corporate culture are still doubtful, as I have seen mixed responses for both companies. Japan who is said to follow life-employment contradicts with Sonys move to lay-off 10% of its overall headcount. On the other hand Microsofts innovation group depleting itself of the talent by holding a competition within the organization. Well, as far as gamers are concerned all loyal to specific company wont change so it matters mainly to a potential crowd trying to get into gaming.
Works Cited
4VenturesLegacy. Management of Innovation. Malaysia. Allen, Frederick E. The Terrible Management Technique That Cost Microsoft Its Creativity. July 3, 2012. http://www.forbes.com/sites/frederickallen/2012/07/03/the-terrible-managementtechnique-that-cost-microsoft-its-creativity/. callaham, John. Microsoft's Xbox division has lost nearly $3 billion in 10 years John. research, Neowon.net, 2013. Chou, Kevin. "Mobile Kills the Console But Advances the Gaming Industry." Wired. January 31, 2013. http://www.wired.com/opinion/2013/01/how-mobile-kills-the-console-but-advances-thegaming-industry/ (accessed July 7, 2013). ESRB. How much do you know about video games? Research, Entertainment Software Rating Board, NY: ESRB. Gasse, Jean-Louis. How Microsoft's human resources culture drove away talent. August 13, 2012. http://www.guardian.co.uk/technology/blog/2012/aug/13/microsoft-human-resourcesculture#start-of-comments. Hofstede. "National Culture Dimensinos." research, The Hofstede Center. SCHREIER, JASON. Lets try that again -Microsoft Is Removing Xbox One DRM. June 19, 2013. http://kotaku.com/microsoft-is-removing-xbox-one-drm-514390310. Wikipedia. DRM Wiki page. July 8, 2013. http://en.wikipedia.org/wiki/Digital_rights_management (accessed July 8, 2013). Wikipedia. Microsoft Corporation. . Video Game Console. July 8, 2013. http://en.wikipedia.org/wiki/Video_game_console (accessed July 8, 2013). . Video game industry. july 8, 2013. http://en.wikipedia.org/wiki/Video_game_industry (accessed July 8, 2013).
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