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To be able to give Sony recommendations about a new product launch a thorough analysis is necessary
and should be done in multiple steps. When first coming on the market, there are many products that
fail. The reason behind them failing can be numerous. The goal if the company’s product did not fail
previously is to find its strong points. Often the reasons of a product failure can be linked back to the
company who produced it. It can vary from how a company handles its suppliers, to how they address
innovation success factors and more.
Secondly, when trying to understand what went wrong, it is important to understand what was done
during the development of the product. It is also important to look at the Micro Business Environment
to look at the multiple factors that influence the product being researched. Thirdly a macro business
analysis allows for a better understanding of the circumstances surrounding the product on the market.
Finally, through these multiples analysis, a conclusion and recommendations list can be given.
These are the steps we will take when looking at Sony’s PSP who came out in 2004, writing as if they
were to produce a new product in the same genre, in this case, hand held games.
Sony wants to be in every sector of consumer electronics and media as well as the consumer
experience, and improve people's lives. Sony is present in a wide range of businesses, from a record
label to mp3 players. . (Sony Corporation, 2010-i)
Size
Sony has multiple departments, which operate in a large number of consumer product groups. They
employ a total of 167,900 people, who generate revenue of 7.214.000.000.000 yen (64.026.520.100
euro).
Locations:
1) Provides potential access to a wide variety of markets (The key core competencies here are those
that enable the creation of new products and services.)
Sony is one of the largest electronic companies that exists and has extended its power to a whole variety
of this t market. Not only do they sell televisions, they provide artists with a record label, video
producers with cameras, video editors with editing software, game developers with a game-studio
(SCEI), amongst many other things Their company strategy is to enable people to experience and create
the best possible media experience, and they have all the material, equipment and software they need
to achieve this. Their brand name is everywhere in the industry, and anyone who has ever worked with
rich media knows Sony from one of their products.
2) Makes a significant contribution to the perceived customer benefits of the end product (Core
competencies are the skills that enable a business to deliver a fundamental customer benefit - in
other words: what is it that causes customers to choose one product over another?)
When consumers buy a PlayStation Portable, they buy a small portable device with the power and status
of a popular gaming console. Popular game creators are likely to make games for this console, and Sony
develops games themselves as well.
The PlayStation Portable was the only device that was a complete console replacement when it came
out. It was a handheld device with the power and the games of an actual console. Competitors like
Nintendo (DS) offer a mobile gaming device, with mobile games. It is the only small version of a gaming
console available.
Even now, with mobile gaming devices like the iPad and iPod touch, the PlayStation Portable is still
considered by serious gamers as the mobile gaming device for them. This is a smaller target group, but
within this target group they are king.
Small components like the joysticks are offered on the internet (iFixit.com) and come with detailed
instructions. You can replace the joystick within a few steps.
The PSP has the same button layout as the PlayStation controller, a controller that is proven for its
ergonomics and pleasurable grip. The PSP continues with this strong product characteristics, with a
screen added to the middle. (Marianna, 2005)
One of their product groups are mobile phones. With Sony Ericsson they managed to create a large user
base, with mobile phones that are easy to use and competitively priced. Sony Ericsson phones range
from high-end smartphones to low-functionality cheap phones.
In the entertainment industry they focus on High Definition content, with their range of Sony Bravia TV’s
and Sony HD camera’s. With their Sony Vegas software they focus on the editing of digital HD content,
in audio, video and photos. The creation of High Definition entertainment can also be found in their
high-end mobile phones, Sony Ericsson phones are known for their good quality cameras.
Sony created the Blue Ray disks, and a collection of Blu-Ray players that can be used to fully benefit
from HD quality. The Sony PlayStation 3 is also a well-known and often used HD Blu-Ray player.
In the computer industry they have a range of Sony VAIO notebooks, netbooks and accessories like USB
sticks. The brand VAIO is considered by consumers to be top-class, the windows equivalent of Apple
notebooks in style and quality. The prices are relatively high. This is the top-segment of consumer
notebooks.
Since the Walkman years ago Sony still has a line of mp3 players and Discmans, with the brand-name
Sony-Walkman. The MP3 players try to differentiate from other through style and sound-quality.
Ironically they still offer tape-players and recorders. In the professional industry they offer a range of
recording devices as well.
Sony Headphones have a wide range of products, from professional DJ headphones to Bluetooth
wireless headphones.
Sony Music and Sony Pictures are big labels, with artists and movies like The Social Network and Susan
Boyle. Smaller artists, like Jacqueline Govaert from Krezip, have a record-contract as well. It is not a
small independent record label; it is only for successful artists.
Sony Computer Entertainment, the creator of the PSP, is one of the largest gaming companies of the
world. With the PlayStation, PlayStation 2 and PlayStation 3 they conquered a lot of living rooms over
the past 10 years. Their consoles are for serious gamers, and unlike the Wii, focus more on graphics.
(Sony Europe, 2010) (Articlesbase, 2010).
Support activities
The support activities are not of real value for our analysis; Sony Corporation has such a wide range of
support activities that it is not specific for the PSP.
For the primary activities it is impossible to find specific information about the PSP, thus we give a
general overview of the production and marketing of consumer electronics.
Inbound Logistics
The components that make up the device are made by different companies of Sony, while some parts
are ordered from other companies. This is the case with almost all electronic products. The materials are
not manufactured by Sony, but by chemical companies. These components range from sand for the
chips to oil for the plastics, the raw materials.
These materials are used to make all the different parts, from chips to plastic housing to LCD screens, all
at different locations. The materials have to be transferred to these locations in big batches in a form
that is easy to use (small plastic bulbs that easily melt). These ground-materials are manufactured and
molded into shape, either by Sony or a chip manufacturer like Broadcom (the Wi-Fi chip). The LCD’s
screens are mostly made by large manufacturers like LG, and Sony is not the only client of these
companies (Apple uses displays as well). (Sony Global, 2010)
As you can see in the image, the PSP consists of a plastic casing, an LCD, various chips on logic boards,
metal shields and advanced optical electronics to read the UMD discs, various small parts and screws
and wires.
Because of the great variety of components the inbound logistics are not just raw materials, but also
finished parts from other companies. Sony does not make everything themselves and pays an end-price
for a product, like the Broadcom WiFi chip.
In most cases the different parts are assembled by different facilities, and assembled in various
locations. There can be one factory that makes the plastic housings for PSP’s, but it could also be used
for other products from Sony. It is a complex structure of parts and components that come together at
the final product line.
Outbound Logistics
Outbound logistics are the “Movement of material associated with storing, transporting, and
distribution a firm's goods to its customers.”(businessdictonary.com).
Before the PSP gets in the hands of the buyers, a few other parties have had the PSP in their warehouses
or vehicles. Sony uses intensive distribution, a large number of resellers (stores, web shops) receive a
stock of PSP’s. They can compete in price and extra’s so they can sell as many PSPs as possible.
The shops receive their products from a distributor, a company that is specialized in getting products
from factories and getting them to the stores in smaller amounts. Otherwise, each shop would have to
order from the factory, which is not very cost-effective. The distributor orders a large number of PSPs,
and divides these over all the retail stores in smaller amounts.
PSP is now the number 2 handheld device, after the Nintendo DS. Both consoles have gotten a lot of
competition from the Apple iPhone and iPod Touch, who gained a market share of 19% in 2 years.
This shows that marketing and sales never rests, and has to apply to new developments in the market it
is active in. For Sony this was a change of market, in the early days it was one of the few mobile gaming
devices, now mobile phones are getting better and better in replacing dedicated devices. Normally, a
company would adapt to changes in the market at a slow pace, because changes happen slow. But now
with the mobile phones, there is a big change. People all need a mobile phone and are willing to pay for
all of possibilities they have, but a dedicated gaming device is still a luxury. Because of the number of
devices and lack of a physical data carrier (all mobile phones download over the internet), the games are
cheaper than regular PSP games. Sony has selected 25 games that are now selling for € 9, 99,-, the
lowest price. For a mobile phone, € 9, 99 is an expensive and ‘premium’ game. (Bulik, 2010)
Sony is trying to reposition itself again as an industry leading innovator, by showing their capabilities
with HD content (HDTV, Blu-ray, VAIO PC’s, Handycams, etc.), and focusing again on mobile gaming. The
rapidly developing mobile phone segment is taking away the uniqueness of the PSP, which Sony needs
to react to.
In the year 2007 Sony decided to change the target group from the older eighteen to thirty-four, to the
younger group of thirteen and seventeen. This decision followed databases that showed that the
majority of registered owners of the PSP where part of this younger age group. Sony also wanted to
expand its consumer group and thus based this decision on the fact that the “The intend-to-purchase
crowd is living mostly in that group as well.” (Kohler, 2007)
Target Geography
“PSP was introduced in Japan and U.S. in December 2004 and March 2005, respectively and will be
introduced in Europe in September 2005.” (Sony Corporation, 2005) From this you can say that they first
introduced the PSP in Japan later in North America, and then in the rest of the world. But as they had
decided from the beginning that the PSP would be introduced in those three locations, it is hard to say
that the PSP was designed for one specific country. But as the three places target initially where Japan,
the USA and Europe we can say that the general geographical target was within the Triad. The Triad is
the union of three major markets: USA, Japan and the market of the western EU.
The data found about the number of PSPs shipped show that the biggest target group is North America,
after that Europe and after that Japan. It can be said that in relation to the PSPs sent Japan is the biggest
costumer. (Yoon, 2007).
Product Characteristics
One thing that was unique to PSP-1000 when it came out in 2004 was its capability of console-quality
graphics, the movies that could be viewed on it, its Wi-Fi capabilities. In other words, the PSP was a little
unique device that mixed gaming, listening to music and watching movies into one pocket size gadget.
The quality of the graphics was superior to the other handheld gaming consoles of the same time, the
quality of the movies and music were equally exceptional. Another characteristics of the PSP, is the
carefully placed controls that allows the user to fully concentrate and immerse him or herself on the
video content (Sony Corporation, 2010-f). Another characteristic that also draws the eyes of the user
inwards is the shape, this allowing for even more immersion on the video content. The shape in general
with it’s cut out edges, the black and clear coloring and the acing grips that are situated on either side of
the PSP which makes it easy to hold are physical characteristics (Sony Corporation, 2010-a). To
summarize, we can say that, the mixing of its, video, music, gaming, internet use capabilities with
specific aspects about its appearance are what form the characteristics of the PSP. It was revolutionary
gaming console when it came out because of this unique mix.
The interview was done by continuously asking ‘why’ when the interviewee answered a question about
what his or her favorite game was. This was done to finally reach the essence of why the individual liked
that game. The various answers were then analyzed and linked together in the value map. (A larger
version can be found in appendix A). This is called ‘Laddering’. (Wansink & Chan, 2002)
The Sony PSP supports a broad variety of games to address all of the above mapped consequences and
values. It is in the product's sound, video and game quality that it can fulfill these values as if it were a
PlayStation. The possibility of playing online against each other makes it so that it also addresses the
value “connected with society”.
Excitement:
Unlike we expected the excitement factor doesn't derive from loud sounds in combination with a big
screen. This value is a consequence of the challenge and fun that the video game brings forth.
Learning:
This Value is a direct consequence from exploring. The PSP provides several functions to support
exploration. Its games can be educational or from exploring nature, but the most important function to
support this value will be the internet. The internet enables people to explore the web, as well as
explore different worlds and get to know different players in games.
Work efficiency:
This value is actually a consequence of the ability to focus on something else. This focus can be reached
by solving a puzzle or plainly get involved in an exciting activity. Escaping from life is in this value a
cause, since they want/need to escape from their work; they want to focus of something else for a
while. The main difference with the value Escape from daily life is that there is a shift in emphasize.
Escaping from daily life is often accompanied with a long lasting gaming session, whereas in this case it is
a matter of minutes. This way people will work more efficient when they start with their work again. In
this case the PSP offers action and strategic games to keep you mind from wondering back to work.
However in this case the PSP can be dangerous as it can consume allot of your time.
Conclusion
In conclusion it can be said that most of the values are addressed by the games instead of the device
itself. As this device was the first commercially available, portable device that offered this variety of
games, the product was just the means to play the games. For this reason we conclude that the PSP
addresses all the above mentioned values.
2. Trial Ability:
Sony's PlayStation range is always on trial in featured stores demonstrating all of its functions and
previewing a demo game. Considering the PSP to actually be a portable PlayStation, the platform is
already diffused into society. For this reason the only thing that had to be tried was the ergonomics and
overall feeling of the product, like how heavy it feels in your hand
3. Observability:
Because the PlayStation Portable is portable and carried around through society Sony does not need to
do anything more to show their innovation into society except for the Trial Ability. People who have first
bought the PSP can play with it in public spaces like in the Metro; other people will see this and think
about what product this is. People who bought it will also want to show it to their friends and family and
can easily do so because it is portable.
5. Homogeneous Groups:
For the development and launch of the original PSP Sony specified a reasonable homogeneous target
group; gamers between 18 and 34 years of age. (Kohler, 2007) Within the category of gamers even
though sub groups exist, research shows that gamers can actually be called a homogeneous group. This
group shows strong resemblance because they game and their use of media. (Beemt, 2010)
6. Pace of Innovation/Reinventions
The history of the Sony PSP shows us a not to drastic pace of Innovation. They did not come up with a
new version of the PSP every year with several dramatic changes every time. Instead, over the past six
years Sony introduced three iterations on the first model and one new type, the PSP Go. Between the
first PSP, the PSP 1000 and the second generation PSP, the PSP 2000, there were minimal changes.
Between the PSP 2000 and the PSP 3000 though, there were a lot of innovative changes, essentially to
the performance. The final innovations done to the PSP go where also redesigns from a shape point of
view and not only on the performance. (For more detailed information, please see Appendix B)
8. Opinion Leaders:
The apparent opinion leaders are, video game show hosts, professional gamers and writers. In the case
of the PSP, media critics such as TV show hosts and magazine writers addressed the PSP. Before the
launch these critics speculated about the introduction of the new device. It is not clear whether it’s Sony
initiative to start these rumors and publications during the launch of the initial PSP. Recent TV shows
indicate that it was Sony’s initiative to do so for the launch of the newest PSP Go.
For the American market Sony introduced a new child character Marcus Rivers (portrayed by child-actor
Bobb’e J. Thompson, Marcus can be seen as a made up opinion leader. Sony’s first TV commercial
featuring Marcus shows that Sony hires him in order to advise them upon the PSP. Following
commercials show Marcus taking full advantage of the PSP in comparison to the competition, where
Marcus heavily expresses his opinion upon both.
10: Infrastructure:
The PSP is part of the PlayStation family, it and its games depend on the sale channels and infrastructure
of its stationary brother, and they walk hand in hand. These sale channels are a central point in the
PlayStation family; many of these points include testing stations and a variety of media content.
In conclusion it can be said that Sony did apply all innovation success factors to a certain degree. The
fact that all factors are addressed heavily depends on the fact that the PSP relies on the foundation that
has been set by the PlayStation.
In terms of the homogeneous groups, Sony has committed a mistake. After the launch it turned out that
the product was actually more popular within a different age category. As a response to this Sony
launched a new campaign emphasizing this age category which resulted in the birth of Marcus Rivers.
(Kohler, 2007) For the Norms, roles and social network, Sony relied on the fact that the gaming
community would share information about the PSP because of its innovative characteristics, but there is
no proof of Sony doing so. There for we conclude that Sony relied on the fact that it would happen
naturally. Sony did not suffer majorly from this but it is likely that the PSP would have done even better
if Sony had used social networks to their advantage and concentrated more on their target group. This
might have also prevented a change in user group later on. It would thus seem that Sony did not pay
enough attention to this innovation success factor.
Suppliers of Sony:
The power of suppliers can be very strong, if they are in a position where they can determine the terms
and conditions of a contract. A supplier has more power when it is one of few. Switching to another
supplier can be especially difficult and expensive when the supplier can afford to take over competing
suppliers. (Oxford University Press, 2007)
Sony believes in mutual trust, fair business practice, collaboration with their suppliers as well as
transparency and equal opportunities.
For this, Sony works with prescribed policies and procedures to guarantee fair business practices. When
speaking of transparency, Sony avoids random and arbitrary actions. As for equal opportunities, Sony
gives each potential supplier an equal playing field, no exceptions. (Sony Corporation, 2010-g)
This shows that Sony chooses its suppliers, but also finds it important to have the products adjusted to
what Sony requires. Sony also wants to know what’s going on within these companies, and keeps its
options open to switch between suppliers.
Sony is very strict when it comes to the companies they collaborate with. They want to assure that the
employees are treated well and that no corrupt activities are taking place. (The Sony Group, 2010)
Sony Supply Chain Solutions (Thailand), who also ensures the quality of the product Sony Suppliers
need to provide, writes about their way to handle Sony’s suppliers: “To ensure that the supplier's
capacity and parts quality are being managed accordingly to production plan, with monitoring and
expediting the Purchasing order in lead time commitment.” (Sony Supply Chain Solutions, 2009)
From this information it can be said that Sony is very demanding of its suppliers who have to fulfill many
requirements. They have the ability to choose their own suppliers, and keep track of their activities.
Therefore the power of suppliers is not very strong for Sony.
When it comes to the PSP though, in 2005, Sony decided to outsource the assembly of the PSP from
Japan to China and Taiwan. The stock could not keep up with the demands. This was to be able to fulfill
the demands of the American market before they had even launched the PSP in Europe. The
manufacturing of the parts would stay within the power of the Sony Corporation in Japan (Humphries,
2005). A dangerous matter when deciding to outsource is that a company such as Sony because of its
wide variety of product it produces, might lose the knowledge of the assembly. This would mean that
Sony would become fully dependent on its supplier for this crucial aspect. This would give a supplier a
certain bargaining power over Sony. Until now it would seem that Sony has been able to control its
suppliers by spreading them and usually depending on themselves or branches within the company. As
said previously, Sony keeps its suppliers on a very short leash to make sure to prevent giving their
supplier too much power.
The PSP could be substituted by its stationary competition, the products offers media playback but all
with a focus on gameplay. One might consider buying one of these products instead of the handheld
PSP. These devices are the Microsoft XBOX, the Nintendo GameCube and the Sony PlayStation 2. Sony’s
efforts in expanding their product range could be considered as cannibalization, but what is important
here is that Sony shows a clear relative advantage for each of their PlayStation products. For this reason
Sony is able to compete with the other consoles without substantially affecting their own products.
(Product source: (Wikipedia, 2010-a) ). Another substitute to the PSP is board games such as Monopoly,
Candy land, Do not get angry, and many more. A board game allows you to interact with friends and
family in a healthy competitive fashion, they are fun to pass the time and if you are fully engrossed in
the game you can get very excited and caught in the moment. Card games are a good pass time that
you can take with you and can play more or less anywhere like the PSP without worrying that you will
lose your dice or a small component of your game as you would with a board game. Card games such as
poker and Rummy are usually played with a group of at least two, some exception to this are solitaire
(and spider solitaire). But card games remain a fun way to stay entertained without causing too much
havoc. This could be why still so many elderly people love playing card games. Finally, childhood games
can be a free substitute to the PSP. Games such as hide-and-seek and tag are very social games where
people need to interact, it’s the whole essence of the game, and it can also be very energy consuming
and allows people to escape briefly from their daily life. If the players are adults, maybe it allows for a
glimpse back into the past when they were children. All in all there are various substitutes to the PSP,
more expensive or completely free. The majority of the substitutes are personal in a direct way which is
less present when it through an electronic devices such as the PSP. Each game form has its pros and
cons, it really depends what you are looking for.
The IPhone 3Gs and the IPod touch are portable media players that are also a personal digital as well as
a Wi-Fi mobile platform. These are the same major characteristics as the PSP of Sony. Apple also has a
very wide variety of games to offer to their consumers. Consumers themselves can even create their
own games for the “App store” (Apples application store). For these reasons are the IPod touch and the
IPhone 3Gs threats to Sony’s PSP. The Zune HD produced by Microsoft is a portable media player. As
the PSP is also a portable media player, this entrance of this new small portable media player in late
2009 may hesitate between the PSP and the Zune if one of the main reasons for them to choose the PSP
was for its media options. This makes the Zune HD a threat to the Sony PSP market.
On another noteworthy product that can be seen as an industry rival from the time the PSP came out
was the Nokia N-Gage. This device is actually a mobile phone that offers 3d video games and media
playback. In comparison with the PSP this device resembles the functionality of the PSP the most;
however it’s primarily a phone which shows in game quality.
Biggest buyer in the Netherlands is NEDGAME; the fact that they want to stop selling the new PSP GO
tells us that they had already an agreement with NEDGAME for the rest of the PSP product line. (Glenn,
2009)
Sony also takes the power in his own hands by selling their products on their official website. They also
indicate there a long list of official retailers and online retailers. Official retailers have to fulfill for certain
quality and service aspects. Sony has his own stores called Sonny Style stores, where they sell only Sony
products. (Sony corporation, 2010-j)
Mobile phone bargainers offer the PSP as a gift in combination with a phone subscription and a phone.
These bargainers are for example, Orange, T-Mobile, O2, and Vodafone. (Free PSP Mobile Phones, 2010)
(Best Mobile Contracts, 2009)
Suppliers are not a great threat because Sony keeps a very short leash on its suppliers. Because of this
we can conclude that the risk of bankruptcy of the suppliers or shortage in supplies are very low.
The substitute products are not of a great risk because the difference between Sony PSP and these
products are big and they will not easily become a replacement of the PSP.
Economical
Figure 13: Where does the money go? (U.S. Departement of Labor, 2009)
Economic growth:
The credit and financial crisis, which began in 2007, were the cause of the global stock market crashes.
The economic recession over 2008-09 cut the incomes of the highest earners in many countries, and
triggered a high unemployment rate amongst laborers.
Although the financial crisis affected economies on a global scale, high earners were most affected in
developed regions such as North America and Western Europe. In 2008 the average annual disposable
However the income growth of high earners does not reflect the whole national economy. Real GDP
growth shows a meager improvement in most developed markets while unemployment rates remain
high.
Statistics predict a steady grow in income relative to constant 2009 prices. In order to draw conclusions
from these graphs, inflation has to be taking into account.
Inflation:
The table above shows a stable Gross and disposable income growth over the coming decade. If we put
these values in perspective according to the expected overall inflation (0.9% to 1.17% (FOMC, 2009),
growth is a fact.
Economic Projections:
2009 2010 2011 Long-Term
Economic Growth -1.3% to -0.5% 2.5% to 3.3% 3.8% to 5.0% 2.5% to 2.7%
Inflation 0.3% to 1.0% 1.0% to 1.5% 0.9% to 1.7% 1.7%-2.0%
Figure 16: Economic Projection. (FOMC, 2009)
Credit card usage has declined significantly since the recession. An annual survey by Javelin Strategy &
Research shows that credit usage in the USA dropped from 87% of consumers in 2007, to 56% in 2009.
These signs of lack in consumer confidence are supported by the fact that US consumers significantly cut
back on their purchases and attempted to pay off their debts. Since the recession debit cards became
the preferred method of paying for purchases.
When looking at every industry available, it can be said that an average American spends money in
every one of those. The five retail categories that the most important for Americans are: jewelry and
watches, consumer electronics, event tickets, computer hardware and books and magazines. In America
as in most countries in the holiday’s seasons, more money is spend then on an average normal day.
(Visual Economics, 2010).
Another characteristic of the lifestyle in the USA is the cost of health care. The USA has increased over
the course of the past fifty years to the highest tole of its gross domestic products when it comes to
health care than its peers
Individualism
The United States of America is rated as the most Individualistic cultures in the world with France
ranking on the tenth place. The goals of each individual are the most important and most emphasized in
these cultures. “People in individualistic cultures emphasize their success/achievements in job or private
wealth and aiming up to reach more and/or a better job position” (Via-Web, 2010) . The fact is that the
“American Dream” that has been promoted over the past fifty years is a strong example of an
individualistic society. It represents Americans hope and belief in a better future as well as a higher and
better quality of life than their parents. (Clearly Cultural, 2009)
As the society is becoming more and more individualistic, it does not stay only on the general front of
society. According to (Datamonitor, 2008), a trend towards personalization is becoming stronger in the
consumers way of shopping. The fact is that a “just-for-me” way of thinking is becoming more
important and is driving the desire for products, as well as services and experiences. The products,
services nowadays have to cater to specific identities and needs. “Shoppers will increasingly expect
additional possibilities by which they can co-create and self-customize. By providing a platform for
customization possibilities, companies also enhance the probability of benefiting from word of mouth
multiplier effects.” (Datamonitor, 2008) It has become apparent of the course of the last few years that
the individualistic traits and attitudes are showing in the behavior of consumers and of society. This
individualistic characteristic that is driven by the maturity of the market also drives consumer societies,
thus this trend in individualism. (Datamonitor, 2008)
A hardcore gamer is defined by Charlie Scibetta as being “usually the early adopters that want to get the
latest version of something, and they'll be the ones that put it through its paces the hardest and give us
all kind of feedback and tell us what they like and don't like.” (Wikipedia, 2010-b). As the United States
has one of the most important gaming markets, it is here that many video games and consoles come out
first. This feeds the need of power gamers. Though the percentage of power gamers compared to
occasional gamers is low, in toll of millions of households, the number is still high. (Hanlon, 2006) Since
the use of social networks, social gamers have increased with leaps and bounds.
Content of games
The content of games is becoming seasonal. The content is adjusting itself to the season and is
becoming an annual trend. (Lee, 2010)
Game developers are also basing the content of their games according to the usage of social networks
and the direct competition it creates between users. (Fletcher, 2010)
The reinvention of classic characters seems to still hit close to home for gamers who have been around
for some time. For example Super Mario, Galaxy 2 has been rated as being in the top ten video games
that have come out in 2010. (Light, 2010)
Developers, through their new strategies of targeting users looking for fun more than hard core gamers
seem to be paying off. Now a days you can even access you Facebook account via your Xbox 360 or
PlayStation and games such as Zynga’s Farmville has more gamers then accounts on twitter. It is
apparent that the future will hold more direct competition between gamers through the social media.
(Fletcher, 2010) One reason social gaming has become popular, is because it is nicer to play with your
real friends then with people you do not know. On Facebook alone there are more than 5,000 games.
(Takahashi, 2009)
According to (Datamonitor, 2008), another major trend is the possibility of customizable options. Such
as the Sims 3 online where gamers can upload their creations and share them with other gamers. The
Sudden increase in competition is making it difficult for companies to make money especially with the
havoc caused by the recession in 2008. The Fact is that there are so many free games out there of which
the quality is only increasing. About ninety percent of players that are using the web prefer to use free
games. (Takahashi, 2009) So if mobile devices such as a PSP allow access to the internet and thus
Facebook, Gamers will be able to play free games instead of buying games in the stores.
Another trend that was set in big part by Nintendo with its Wii that is likely to grow is the gesture-base
control systems. This control system has completely redefined how people play their games. Sony is one
of the companies that are likely to go more into this direction as well (Takahashi, 2009).
3g (internet focus)
In the constantly growing mobile world having an internet connection on a portable screen is getting
more important every day. It does not matter where you look, and you see people staring at their
screen, doing something on the internet. The internet has become such an important factor in our lives
that some people want to be online every moment they are not behind a computer.
The chips that provide internet access are now cheaper and smaller than ever, giving product designers
the option to include one in smaller products. The coverage of networks is getting better as well, as
more and more users are using 3G, and the operators are investing in new infrastructure. (Cellphone
Advertising, 2009)
The costs for mobile internet are cheap. There are now offers that give you unlimited connection for
only € 2, 50 a month. Compared to app. € 10, - for 100 mb one year ago this is a great step forward.
(Biffen, 2008)
Speed of development
According to Moore’s Law the size and speed of transistors (and therefore microchips) will double every
two years. If you look at the history of computers and electronics, the speed of development is going
faster and faster. When a new smartphone is announced, it is already old before it is even available in
stores. (Intel, 2010)
The same story goes for flash memory. A few years ago, the biggest size of memory card was 64 MB.
Nowadays, you can buy a flash card with 64 GB on it for about the same prize. That is a factor 1000
more than a few years ago! The file size of the most common files has not changed, which makes it
possible to store 1000 times more files now than when the PSP came out. (Kay, 2010)
Since the introduction of the iPhone, the adaptation of smartphones started. Smartphones were mostly
business focused and not attractive for normal consumers, the iPhone started a new trend of mobile
devices. The iPhone was the first usable smartphone. (Wee, 2010)
Since 2007 smartphones are gaining market share. This revolution is in close relation to the growth of
mobile internet, mobile application development (app stores), and cheaper components that make
smartphones affordable for the masses.
Since the beginning of the internet there have been social networks. Years of growth have resulted in
massive networks, like Facebook and Hyves with millions of members. When the revolution of mobile
internet came, these networks wanted to access those users as well. People with access to mobile
internet can be ‘online’ all day long, and not only when they are behind a computer. The generated page
views can result in large advertising revenue’s, see Figure 25: Mobile Page view Observations.
(Shannon, 2008)
Services like Twitter and Facebook are tools to keep in touch, to be social. People without a mobile
internet device like a smartphone miss out on the fun. The popularity of these mobile services gives
people a reason to buy expensive smartphones, they can stay in touch. This is a radical change from
before, where smartphones were only used in a professional setting, and for normal consumers it had
little extra value. There is a so called ‘Social pressure to stay connected’. (Mc Lellan, 2010)
Company 3Q10 Units 3Q10 Market Share (%) 3Q09 Units 3Q09 Market Share (%)
Symbian 29,480.1 36.6 18,314.8 44.6
Android 20,500.0 25.5 1,424.5 3.5
iOS 13,484.4 16.7 7,040.4 17.1
Research In Motion 11,908.3 14.8 8,522.7 20.7
Microsoft Windows Mobile 2,247.9 2.8 3,259.9 7.9
Linux 1,697.1 2.1 1,918.5 4.7
Other OS 1,214.8 1.5 612.5 1.5
Total 80,532.6 100.0 41,093.3 100.0
Figure 26: Smartphone sales comparison. (Tudor & Pettey, 2010)
Over the last year, the total unit shipment of smartphones has doubled. The rise of Android and iOS,
both with an application store, is taking away market share from the PlayStation Portable and in smaller
amount from the Nintendo DS. (Farago, 2010)
App Stores
The app store ecosystem, introduced by Apple, meant a big change in the way people buy and consume
content. In the early days, with WAP internet services, consumer could go to a website, download a
program, and pay by SMS or credit card. The whole process of paying and more important, finding
applications was not easy.
With the App Store users can download a wide variety of applications, pay with their iTunes Account
with a single click, and immediately start using the application. For developers, this meant that there
was an easy way of distributing to users, instead of hosting a website for downloads and integrating a
paying system, they could just upload it to Apple and receive money. It was now possible for everyone
to make applications and earn money with it, even for students and hobbyists. More than 200.000
applications were made and submitted to the app store, all available for 80.000.000 users. (Evans, 2009)
For many developers, the choice between expensive console game development and relative cheap
smartphone development is easy, only big gaming studios have the resources to make console games.
Many big game studios are starting to port their games to the app store for iOS, like EA Games and
Gameloft. Games like the Sims 3 are not only for consoles anymore, you can play them on your iPhone
as well now. There is a shift going on in the world of game-development. In the diagram you can see
that iPhone development (and therefore app store development) is generating more and more revenue,
and gets more interesting for developers to develop for.
Advertising has found its way in games as well. In games that simulate an environment where
advertisements are shown, like racing games or football games, the advertisements on the boards can
be used for varying ads. For instance, the billboards at the side of the road in GTA-San Francisco are
filled with real world ads, generating views for advertisers. (Scheepers, 2008)
Multiplayer online
More and more games have some sort of multiplayer in it. Populair iPhone games like Flight Control now
enable users to play against or with friends, by inviting them into a game and provide chat functionality
as well. Gaming is becoming more social, with achievements and global highscores (Game Centre for
iOS), and games where you can help each other get further in the game (farmville). (Smith & Hudson,
2010)
Strengths:
Wide market spread:
As discovered in the organization section in step 1, Sony’s many holdings and companies offer an almost
complete in-house value chain. Sony is able to make their own content for their consumer electronics;
Sony BMG offersmMovies, music and video games. Another strength here is that Sony makes most of
their own parts this allows them to have a high control and low cost system. It is only when necessary
that Sony out-sources. All of this for a big part cancels out the dependence on suppliers and developers.
Control of suppliers
What came out of the analysis of the powers of the supplier in step two is that a suppliers control over a
company can become very dangerous and crippling. This though, is not the case with Sony. When it
comes to suppliers, Sony keeps a very tight leash on their suppliers. Sony makes their suppliers fulfill
several requirements such as ecological demands amongst many others. A danger when using external
suppliers can be bankruptcies of the supplier, for this Sony asks the suppliers to provide information on
the management and operations, including the financial activities. Sony does everything in it power to
give as little power to its supplier. Sony wants to be in control which can avoid catastrophic problems.
Opportunities
Wireless gaming platform
In step 3 the development of social and online gaming is discussed. These new games are a threat for
Sony, more and more users are playing these small and often cheap games, which leaves less time for
serious gaming.
Offering more than just gameplay, but also some social aspects, can make a game more populair, your
users advertise for you by their friends by telling them to join the game (like Farmville). The role of Sony
could be that they host a platform and enable developers to easily integrate this into their games.
Apple’s Game Centre for iOS is a good example of this.
Motion gaming is not suitable for all types of games, and sometimes hardcore gamers just want buttons
to play with. But Sony could integrate motion sensing in their new products, just like with the
PlayStation Move.
Update ability
One strength of app stores and digital distribution is that features can be added later, to keep the game
interesting. For instance, the immensely populair game Angry Birds for iPhone is updated once a month,
and users get new levels each time they update (free). This keeps the game interesting, and prevents a
game for offering everything at once. People have to wait for new updates, wich makes them exited
when there is an update. In contradiction, once you finish your game of Tomb Raider, you’re finished.
App stores
App stores can adapt more quickly to trends, offer new updates and make all games easily reachable in
one place. In the growing digital world having a game on disk is old-fashioned, and adds a lot of cost for
the developer (distribution).
Sony could combine the advantages of an app store with their current system of retail, by offering
additonal features in an app store, or offer minigames to attrack a broader audience.
Threats
New entrances
When looking back at chapter 2, it has become clear that difficult factors to hold in account for
companies are the new entrances. As a company you can never be sure of what the competition is
doing. What is certain is that technology is getting smaller faster and more advanced. This is a danger for
Sony as their products can be surfaced or equaled fast by the new entrances. These threats in the case
of a product such as the PSP, a hand held gaming and entertainment platform are new entrances such as
IPhone 3gs and similar mobile devices with Wi-Fi and mobile games.
Dependency on suppliers
As the inbound logistics section of the first step says, Sony pay’s for finished parts and also pay’s the end
prize for some components. This creates a certain dependency on suppliers which they try to avoid. So,
even though Sony pays allot of attention to their supply chain and controls most of it, there will always
be the threat of suppliers. When depending on external supplier’s threats can be found when it comes
to the financial state and resources of a supplier.
For example, the game Real Racing HD offers a gameplay similar to racing games on the PSP, but adds
online multiplayer via Game Center. Racing game fans can now use an iPad as well.
Consumer confidence
In the economical section of step 3, it became clear that the average person significantly cut back on
their purchases. This happened even more in the electronics sector as that was seen as leisure and often
too expensive since the credit financial crisis of 2007. So people are not buying the products that Sony is
selling. Also because there are so many games with an increase of quality and decrease in price, there is
an increase of competition for Sony. As people do not want to spend a lot of money, they will buy a
cheap application or play a free social game faster then buy an expensive game or product.
In order to keep up with competitors and new entrances Sony needs to expand the functions of their
PSP. Doing so will expand their customer range from power gamers to all types of gamers that
appreciate game quality.
We suggest Sony should take a look at Apple's iPhone, but from a strong PlayStation point of view. Sony
can minimize the competitor’s relative advantage and preserve the PSP's relative advantage which is
essentially uniqueness. To reduce the advantage of other companies Sony needs to take part in the
application trend.
Using a PSPhone Sony can implement cheap social games that are a big hit at the moment and still let
gamers use the platform to play advanced PlayStation games. They can offer 3G wireless for multiplayer,
live chat or even augmented reality gaming. The PSPhone should be considered as a game console that
can be used for phone calls instead of a phone that is the base of a multimedia.
General reasearch:
Relative Advantage: Glenn
Trial Ability:Glenn
Observability:Glenn
Communication Channels: Glenn
Homogeneous Groups: Glenn
Pace of Innovation/Reinventions: Glenn
Norms, Roles and Social Networks: Glenn
Opinion Leaders: Glenn, Sophie, Tijmen
Compatibility: Glenn
Infrastructure: Glenn
General research
Re-writing:
Initial research
Economie: Glenn
Socio-cultural: Sophie, Sharon, Tijmen
Technological: Tijmen
Re-writing:
Economie: Glenn
Socio-cultural: Sophie
Technological: Edwin
Re-writing
Going through the report for English and small feedback comments: Sophie
Going through report second time for English and sentence-constructions: Edwin
Combining report and making everything the same: Edwin
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Appendix C: Interviews