Professional Documents
Culture Documents
Nintendo 62%
Sony 30%
Microsoft 7%
Number of rivals
There are 3 no of rivals namely Microsoft. Sony and Nintendo.
The market share of them are following:
Number of buyers
Buyers are end users, electronic retailers and retailers.
Advance improvement in technology, backward compatibility, system appearances are the few
factors that influence buyers to choose between different systems.
The average age of game players was raising and therefore rivals wanted to customized there
systems according to new users wants. For example Nintendo focuses on non-gamers.
Degree of product differentiation
In this industry company who don’t differentiate product can fail to attract specific attention of
users to its product.
Rivals kept each of their products unique hence there isn’t much price competition.
More price competition among retailers in video game accessories segments.
Product innovation
Innovation was not rapid the industry.
Product life cycle is not short. According to table 1 in case study, it shows that PS2 is still running
and other products are also not vanished from the market within a year.
R&D is really important in this industry. As you can see that Microsoft spends 15% of its revenue
on R&D and Wii took 1 year to develop wand controller.
There are some opportunities to overtake key rivals by being first-to-market with next
generation products. Microsoft get edge over its rivals because it launches Microsoft Xbox 360
1year before from the release of generation console by rivals.
Production capacity
Short supply not creating sellers market.
The industry is not in surplus capacity pushing prices and profit margins down.
Vertical integration
There is no vertical integration because not all the component can be made by any of the rivals.
There is a partial integration in all companies, as they have alliances with microprocessors and
graphics accelerators producers, resulting in competitive disadvantage.
Economies of scale
There is no economy of scale in the industry.
3+4+4+4+2+2=19/6=3.16
Exit Barriers
Factors HUFA MUF Neutral MFA HFA Comment
(1) A (2) (3) (4) (5)
4+2=6/2=3
Competitive Rivalry
3+3+2+3=11/4= 2.75
Power of Buyer
4+5+4+4+2= 19/5=3.8
Power of Supplier
Suppliers product an
important input to
Highly Less
the buyer’s business *
important importan
t
2+3+2+4+1=12/5=2.4
Factors HUFA (1) MUFA (2) Neutral (3) MFA (4) HFA (5) Comment
Threat of *
obsolescence of
industry’s product
Hi Low
Perceived Hi * Low
price/value
5+4+4=13/3=4.3
Rivalry among
2.75
existing firms
Power of
3.80
Buyers
Power of
2.4
Suppliers
Threat of
Substitute 4.30
Product
Strategic Group
Sony
Microsoft
Price
Nintendo
Low
Group (Microsoft,Sony)
Threats of new entrants: Low
The market share is safe from any new entrants.
Rivalry among existing firms: High
Competition in terms of innovation, customer-oriented features
Drivers of change:
Technological change:
Due to high computing power and graphics every console maker adjusted its technology
accordingly and resulting in global market of to increase by 67%.
In 2007, 76% of Wii users went on line to play games and Xbox and PS3 owners went online
70%.
By 1983, consumers were bored of simple arcade type games and therefore the industry was
dying, but Nintendo rescued the industry by offering popular super Mario Bros game and
Nintendo also allowed users to take their games outside the home through the Game Boy. As
video games spread in categories of hand held devices, Pc’s and mobile phones the average age
of game players rose. Nintendo created the Wii fitness game which allowed users to evaluate
their posture, balance and body mass index. Xbox Live provided users who had broad band
access the capability to play online games, chat, watch game trailers etc. Sony also released
such features but there content was very limited and no match for Xbox Live.
In making new systems all three companies allied with IBM and Nvidia to produce micro
processors and graphics processing units respectively, allowing all gamers to play highly
sophisticated and life like games.
Product innovation:
Nintendo successfully developed Wii appealing non-gamers which analysts say “will further
expand market for video games.
Technological factor:
Nintendo ability to rescue industry with innovative game systems gave other rivals opportunity
to survive in the industry.
Manufacturing:
Nintendo’s low cost system resulted in low relative development cost needed for its video
games, therefore video game developer believed there was more opportunity for immediate
profits from Wii games than those for PS3 and Xbox 360.
Technology 0.25 4 1 4 1 4 1
Consumers 4 0.6
anticipation 0.15 3 0.45 3 0.45
3 0.36
Installed based 0.12 3 0.36 4 0.48
Meeting 2 0.20
demand 0.10 2 0.20 2 0.2