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The threat of new entrants (LOW)
• Requirement of software: The console developers needed to connect with the 3rd party software
developers like Sega, Electronics Art, etc. for the console games. Software accounted for 70 percent of the
gaming industry revenues, and formal exclusive franchises was a common scenario, increasing the
premium for the developers and creating additional loyalty for the console. Such exclusivity contracts were
a major barrier.
• Customer switching costs: The switching cost for the customers was considerably high as new console
would cost around $299. As a result, consumers would be hesitant to switch to new options.
• Capital Requirements: Capital requirements are considerably high in the industry. For example, Microsoft
spent $2 billion on the development costs.
• Brand Loyalty: Existing firms fought very hard to maintain brand loyalty with Microsoft spending $500
million and Sony spending around $750 million towards the marketing campaign to maintain brand loyalty.
Thus, it will be very difficult and expensive to overcome existing consumer preferences.
Competitive Rivalry (LOW)
• Consolidated Market: There are just two major players in the current industry; Nintendo and Sony,
combined 70% of total industry revenue, which opens the $18.7 billion industry for more players.
• Dimensions of competition(Product Differentiation): Each participant tried to get an edge over the other
through either pricing or product features as a measure of differentiation e.g. Xbox had an Ethernet port
for broadband internet access and 8gb build in hard drive whereas Nintendo priced its product at $100
lower than the others and included 3rd party games, Sony’s PS2 let users to not only play games but also
watch DVD’s and listen to audio CDs.
• High industry growth rate: The industry is projected to grow from $270 million in 2001 to $4.6 billion in
2005, which gives enough room for other players.
Power of suppliers (Moderate)
• Software suppliers: The 3rd party software developers had significant leverage in the industry as software
accounted for 70% of the gaming industry revenues and console makers profited from loss leader strategy.
Also, each console maker sought exclusive titles with each of the software providers to attract more
consumers, thus increasing the bargaining power of the software suppliers.
• Backward Integration: Backward integration was possible in this case, as the present players Nintendo and
Sony in the Console market made their own in-house games. However, it was not enough to provide
diversity and varied games that gamers desired. Hence, supplier power was moderate
• Number of suppliers: For only a few players in the market, there is a large number of software publishers
present such as Nintendo, EA, Infogrames, Activision, etc. (refer exhibit 2). As a result, the bargaining
power of the suppliers reduces.
• Chip Suppliers: There were very few internal chips suppliers such as Intel, IBM, Toshiba in the industry;
hence, their bargaining power was high.
Power of Buyers – Wholesalers (LOW), Consumers (LOW)
• Backward Integration: Even though there are no patents or technical hurdles for backward integration,
there is a low threat - as there is a high entry cost to the tune of $2 billion acting as entry barriers.
• Fewer Substitutes: PC and portable games are the only available substitutes for the consumers which fail
short in the features offered by the console games like PC online games can be played only on PC, unlike
consoles which could be played on televisions.
• Low Purchasing Volume (Consumers): Product lifecycle is long; hence, consumers will buy once in 5 years,
which reduces the volume per consumer, thus reducing bargaining power.
• High Switching Costs (Consumers): Each console costs about $199-$299; thus, there is a high switching
cost, which decreases consumer bargaining power.
Threat of the Substitutes (LOW to MODERATE)
• Low Number of Substitutes: The console industry has two substitutes: PC and portable games. However,
the present sales of consoles are increasing at a greater rate compared to the substitutes and is predicted
to be an $18.7 billion industry in 2001. Hence the substitutes in 2001 didn’t have a concerning threat
Conclusion
As per the above analysis, we can see that the industry is extremely attractive as most of the forces are low.
Microsoft’s strategy of adding the ethernet port into the Xbox will help in tapping into the growing online
gaming market. The profitability calculations clearly show that Microsoft has made a good decision to get into
the video game console market if they keep their online gaming strategy aggressive
APPENDIX
Porter 5 Forces:
Excel Output to back up the calculations of profitability analysis: