Question
SONY PLAYSTATION 4: AIM AND FIRE article What is the Internal Analysis: Excellent Analysis with clear sustainable competitive advantages, Business Strategy, factors to support, and
SONY PLAYSTATION 4: AIM AND FIRE article
What is the Internal Analysis: Excellent Analysis with clear sustainable competitive advantages, Business Strategy, factors to support, and implications
ARTICLE BELOW
SONY PLAYSTATION 4: AIM AND FIRE
KazuoHirai,presidentandgroupCEOofSonyComputerEntertainmentInc.(Sony),
makersoftheSonyPlayStation(PS),steppedofftheTokyostreetintothecrowdedpublicarcade.
Hewatchedchildren,withtheirparents'help,pluginhandheldadaptersandbeginswoopingtheir
armstomovecharactersonlargedisplaysandheberatedhimselfagainfornothavinginvested
more resources in developing thistype of technology before Nintendo had debuted theWii.Sony
haddominatedtheprevioustwogenerationsofgamingsystemswiththePSandPS2,butwaslate
tothegameinincorporatingcomprehensivemotiontechnologyintoitsuserexperienceforthe
PS3.Wiiwith its family-oriented sporting and arcade-style actiongameshad alreadygrabbed
marketshareHiraithoughtshouldbelongtoSony.AndMicrosoft'sXbox360withKinecthad
snatchedupmoreof"his"customerbasewithitsgroundbreaking,full-bodymotion-sensorcamera
thatalloweduserstoanimatetheirowngamingcharactersusingtheirbodiessometimesinlieu
of any controller at all.
ThenextbattleinthegamingconsolewarshadbegunandHiraiwasanxious.Howcould
heensurethatSonywasnotanalso-ran?Nintendowasthefirsttomarketwithaseventh-
generationmachine,releasingtheWiiUinNovember2012.MicrosoftdebutedtheXboxOnea
mereweekafterSonyhadreleaseditsPS4inNovemberof2013.NotonlydidHiraihavetoworry
aboutNintendoandMicrosoft,buthealsohadtheconstantfeelingthatanewcomercouldarisein
thegamingsectoratalmostanytime.Sonyhaditselfsprungontothesceneasanewcomerinthe
mid-1990sandhadbeentheclearwinnerinboththefourthandfifthgenerationsofgaming
systems.Sowhycouldn'tanotherplayerwithawinningstrategyandsomenewapplicationof
technologypulloutaheadnext?ThefirstgenerationhadbeenledbyAtari;Nintendohad
dominatedthesecondgeneration;SegaandNintendobattledforsupremacyduringthethird
generation,onlytobeupstagedbySonyinthenexttwogenerations.Thelastgeneration,thesixth,
had seen Nintendo retake first place.
There were more changes on the horizon, too. Given the rise of online gaming andmobile
computing,itwasn'tevenclearthatthefutureofgamingplatformswasagameconsoleinthe
livingroomorthatthe"gamebox"nexttotheTVwouldcometorepresentsomething
completelydifferent. Hirai wasdetermined not to let Sony drift out of thegaming industry, yet he
wasn't clear about the direction in which he ought to push hisengineers. Was Sony doingenough
toinnovate?Thisquestionhungintheairunresolvedashewalkedoutofthebrightandnoisy
arcade and back intothe busy Tokyo street.
Structure of the Gaming Industry
Thegamingindustryhadalwaysbeenfraughtwithcompetitivebattlesandshort
technologylifecycles.Newgenerationsappearedroughlyeveryfivetosevenyears.Forgame
consolemakers,eachgenerationentailedalargecapitalinvestmentinconsoledevelopmentand
production.Earlyproductioncostsoftenoutstrippedthepriceperunit,makingearlylosses
inevitable.Onlyafterasignificantnumberofconsoleshadbeensoldwouldaconsolemakerdrive
downproductioncostsandbegintoearnaprofitoneachmachine.High,fixeddevelopmentcosts
wereanotherfactor.Severalyearsoftenhadtoelapseafteralaunchbeforeanewgenerationof
consolesturnedaprofit.Asecondimportantindustrydynamicwasanormal,sequentialreduction
inpriceahigherinitialpricepointattractedhard-coregamerswhocouldn'twaitforthenext
advancementsintechnology,thenthepricepointwasloweredovertimetoattractothermarket
segmentssuchasneworcasualgamers.Infact,whilethesellingpricemightdropovertime,the
company's profit margins might actuallyincrease as it capturedeconomies of scale.1
Anotherfactorofimportanceininterpretingthelifetimesuccessofagivenconsolewas
theattachratethenumberofsoftwaretitles,orgames,ownedbytheaverageconsoleowner.
Thevideogamingconsolesystemcouldbethoughtofasjustthat:asystem.Bothhardwareand
softwarewereneededtoplayagame.Foreachsoftwaretitlesoldforagivenconsoleplatform,
theconsolemakerreceivedaroyaltypaymentofupwardsof20%ofthepriceofthegame.
Software titles retailed foran average of $50 and varied depending on the popularity of thegame.
Somegames,suchasSuperMarioBrothersorSonic,weredevelopedinternallybytheconsole
maker.Typically,thesetitleswouldonlybeavailableonthatconsolemaker'ssystems.Other
softwaretitlesweredevelopedbyexternalsoftwarehousesandwereexclusivetoaparticular
hardwareplatformforaperiodoftime,butmightlateralsobedevelopedforanotherplatform
albeitpossiblywithdifferentreleasedates,content,and/orfunctionality.Somegameswere
developed formultipleplatforms at the sametime.The effectof"superstar"gamessuch asSuper
MarioBrothersorGrandTheftAutocouldnotonlylaunchentiresoftwarefranchisesbutalsohelp
to boost sales of the hardware associated with that game:
Theintroductionofasuperstarincreasesvideogameconsolesalesbyanaverage
of14%(167,000units)overaperiodoffivemonths...Hardwarefirmsshould
maintainasteadyflowofsuperstarintroductionsbecausethepositiveeffectofa
superstarlastsonlyfivemonthsand,ifneedbe,makesidepaymentstosoftware
firmsbecausesuperstarsdramaticallyincreasehardwaresales.Hardwarefirms'
exclusivityoversuperstarsdoesnotprovideanextraboosttotheirownsales,but
it takes away an opportunity for competing systems to increase their sales.2
Overtheyears,thequestforthenextblockbustergamehadbecomemoreandmore
expensiveforsoftwaredevelopers.In2005,thecostrangedfrom$3millionto$6million,3andby
2010,anext-generation,multiplatformgamecouldrequireupto$28milliontobringtomarket.4
Manydevelopmenteffortsrivaledorexceededthecostofmakingablockbustermovie.The
popular gameGrandTheftAuto4by Rockstar Gamesrequiredthree years and over $100million
todevelop.5Withgamesaswithmovies,thedistributionofsalesfiguresacrossallgamesina
categorywashighlyskewed.Thebighitscouldbringinbillionsofdollars.GrandTheftAuto4
grossedmorethan$500millioninitsfirstweekandwentontosellover22millioncopies.6But
mostgameswerenotsosuccessful,anditwasnotuncommonfordevelopmentstudiostoposthigh
losses.Gamedevelopmentstudiosfrequentlyemployedfull-timedevelopers,unlikemovie
studios, which tended to hire temporary workers as needed to help stay profitable.7
Withsuchlargeinvestmentsatstake,thechoiceofwhichplatformorplatformstodevelop
agameforwascritical.Researchshowedthat,inthedecisionbysoftwaredeveloperstoalignwith
oneplatformoranother,theattractivenessofagivenplatformwashighlycorrelatedwithfour
variables:
Developers were morelikely to release titles for the dominantplatformin a market.
Developers were morelikely to release a title for a newer platform.
Developerswerelesslikelytolaunchproductsonaplatforminwhichotherdevelopers
and titles had strong presences.
Developerswerelesslikelytoreleasetitlesforaplatformthatwasalreadytightly
connected to only a few developers.8
History of the Gaming Industry
ThefirstcommerciallysuccessfulgameconsoleplayerintheUnitedStateswastheAtari
VideoComputerSystem(VCS),laterknownastheAtari2600.Releasedin1977,theAtari
consistedofaboxandacontrollerandusedaTVasthedisplaydevice.Itfeaturedcartridge-based
gamessuchasPac-Man,Frogger,andPolePosition,andcost$199.TheAtariVCSinspireda
rashofentrantsintothegameconsolemarket,includingtheMagnavoxOdyssey,Intellivision,and
Colecovision. By 1983, Atari was the clear market leader.
Ayearlater,however,theU.S.marketcollapsed.9Dismissedasafad,themarketbecame
saturatedandthatyear'stotalindustrysalesplummetedtounder$100million.Meanwhile,two
Japanese companies, Sega and Nintendo, were developing a new generation of machines using8-
bitprocessors.Segawashistoricallyapinballmachineandjukeboxmanufacturer.Nintendohad
enteredthecoin-operatedvideogamemarketwithitsdebutofthewildlypopularDonkeyKongin
1981,inwhichthecharacterMariofirstappeared.In1983,NintendoandSegaintroducedtheir
firsthomegamingconsoles,theFamicomandtheSG-100,respectively,intheJapanesemarketat
anintroductorypriceof$199.10TheFamicomwasahugesuccess,basedlargelyonthepopularity
of itsSuperMarioBrothersgame,aDonkey Kongspin-off, so Nintendo released the Famicomin
theUnitedStatesin1986underthenameNintendoEntertainmentSystem(NES).11TheNES
quicklybecameaU.S.cultphenomenonwithexclusiveorinternallydevelopedblockbustertitles
suchasSuperMarioBrothers,TheLegendofZelda,andMetroid.By1988,Nintendowasthe
dominant force in the growing gaming industry.
Meanwhile, the competition waseagerly working on new third-generation systems.These
machineswereheraldedbyNEC's1987releaseofthefirst16-bitsystem,theTurboGrafx-16,and
weredefinedbynewstandardsingraphics.Videographicsnowoperatedatincreasedresolution,
whichmadenewimagingpossibilitiesavailabletogamesoftwaredevelopers.Thisnew
technologyinvigoratedthestalled,over-inventoried8-bitgamingindustryandopenedthewayfor
NintendoandSegatoeachintroducea16-bitsystemoftheirown:theSuperfamicomandtheMega
Drive,respectively.Sega'sMegaDrivewasthefirsttomarket,debutingin1988inJapanandin
1989intheUnitedStatesandEuropeunderthenameGenesis.(TheSuperNintendoEntertainment
System[SNES]wasnotreleasedintheUnitedStatesuntil1991.)Sega'sconsolewasasteep
competitorfortheSNESdueinparttoSonictheHedgehog,agameintendedtocompetewith
thefamily-orientedSuperMarioBrothers,andMortalKombatIandII,whichsparkeda
congressionalhearingonthecensorshipofviolenceingamesmarketedtochildren.12Peripherals
cameintofocusasanareaofcompetitioninthisgenerationaswell;CD(opticalmediaport)and
memoryadd-onsthatboostedperformancebutrequiredseparategamepurchaseswereintroduced,
aswellasavariedselectionofcontrollers.13By1993,SegaandNintendowerestillfightingfor
marketdominance,withSegacontrollingroughly60%oftheU.S.market.Nintendodidn'tedge
out ahead of Sega until 199514by somestandards, afterthe generation was effectively over.The
entire time,the gaming marketcontinued to expand.
Thistimeperiodalsosawtheemergenceofarelatedgamingindustrytrendhandheld
gameplayers.Thefirstcommerciallysuccessfulhandheldgamingdevice,Nintendo'sGameBoy
($99),wasintroducedin1989andmayhavebeenasupportingfactorinNintendo'sresilience
duringthethird-generationscramble.15Someobserversattributedthelong35-hourbatterylifeand
theincludedgameTetristotheGameBoy'ssuccess.16Otherhandheldsfollowed,butnonehad
achievedthefollowingandsuccessoftheGameBoyandGameBoyAdvance,whichtogethersold
closeto200millionunitsworldwide.Thatnumberhadnotbeenapproachedsincebyanyother
producer,althoughsuccessorsNintendoDSandDSLitecameclosest,withacombined120
million unitssold aftertheir 2006 release.17
By 1994, attention shifted to fourth-generation machines based on 32-bit processors.Sega
wasthefirsttomarketwiththeSegaSaturn.Forthefirsttime,aCD-ROMdrivewasusedinstead
ofthecartridge-basedsystemsoftheprevioustwodecades.18Inasurprisemove,consumer
electronicsgiantSonyenteredthemarketwiththePlayStationayearlater,alsousingCD-ROM
technology.Nintendo, scrambling, decided to jump a generation,releasing the Nintendo 64, a64-
bitmachineusingcartridges,in1996.By1999,despitethetechnologicaladvantagesofthe
Nintendosystem,Sonytookcontrol,witha43%marketsharecomparedwithNintendo(28.4%)
and Sega (28.6%). SeeFigure1for market share data from1995to 2000. In contrast toNintendo
and Sega, which had emphasizedinternally developed software titles, Sony aimed toattractthird-
partygamedevelopers,offeringtotakereducedroyaltiesandplacingfewerrestrictionsoncontent
and quality.
Figure 1. Market share by majorconsole manufacturer (32-bit consoles),1995-2000.19
70
60
50
40
Sony
30 | Sega Nintendo |
20
10
0
199519961997199819992000
InattemptstochallengeSony'ssupremacy,NintendolaunchedtheGameCubeandSega
theDreamcast.Thenewfifthgenerationwastransformedanddefinedyetagainbynewgraphics
capabilitythistimealeapto128bits.SegaenteredtheU.S.marketfirstin1999withthe
Dreamcast.Sonyfollowedin2000withtheSonyPlayStation2(PS2).Nintendo'sGameCube
debutedayearlaterfortheholidayseasonof2001.Inanothersurprisetotheindustry,software
giantMicrosoftenteredthefraywiththeXbox.Itwasoriginallyintendedtobeavailableforthe
2001holidayseason,butproductiondelaysledtoaJanuary2002launch.TheSonyPS2andthe
Xboxwereofferedat$299,whiletheDreamcastandGameCubewentforamoremodest$199.
SeeFigure2forapproximateunitsalesforthethreemajorconsolemanufacturersforallconsoles
(allgenerations)from2000to2006andFigure3fortotalhomevideogamesalesfrom1977to
2000.MajorgameswereSega'sSonicAdventure,Sony'sGrandTheftAuto:SanAndreas,
Nintendo'sSuper Smash Bros. Melee, andMicrosoft'sHalo.
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Figure 2. Gameconsole unit sales (including handhelds),2000-06.20
70
60
50
40
Microsoft
Nintendo
30
Sony 20
10
0
2000200120022003200420052006
Figure 3: U.S. homevideo gamesales,1977-2000.21
6000
5000
4000
3000
2000
1000
0
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By2003,themarketshareofallhomeswithfifth-generationmachineswas60%forSony's
PS2,21%forMicrosoft'sXbox,and17%forNintendo'sGameCube.Sega,whichfailedtocapture
customers'imaginationwiththeDreamcast,exitedthegameconsolemarketaltogether,instead
focusingondevelopingsoftwaretitles.Forthefirsttime,anewgameplayerwasbackward
compatibleabletoplaylast-generationconsolegamesallowingownersofSonyPlayStationto
upgrade to PS2but still play all their old games.
GenerationSix
Thesixthgenerationwas,interestingly,notdefinedbyajumpinbit-categorythenorm
remained128bits,whichcontinuedtooffergameandconsoledevelopersanoptimal
price/performancetradeoffgivenemerginghigh-definition(HD)technology.Determinednotto
belatetothegame,MicrosoftwasthefirstmoverwiththelaunchoftheXbox360in2005,which
soldfor$299(baseunitonly).AmongthetopexclusiveXbox360gameswerethosetargetedto
hard-coregamersandadults,withtitleslikeHalo3,GearsofWar,andMassEffect.Thesewere
wellreceivedandconsideredtobesolidgameofferings.Theytendedtoskewtowardmoremature
audiences(21yearsandolder),agrowingsegmentofthegameplayermarket.Onecoupfor
MicrosoftwastheXboxversionofGrandTheftAuto,whichhaduntilthenbeenexclusiveto
Sony's PlayStation.
TheXbox360wasthefirstconsoletonativelyrenderinhighdefinition(HD)a
technologythatproducedclearergraphicsandmorelifelikemotionthanhadconsolesfrom
previous generations. Consumershad the option to purchase themachinewithanHD-DVDdrive
for$399.HD-DVDwasanewstandarddevelopedbyaconsortiumledbyToshibaforhigh-
definitionmovies.Atthetimeofthe Xbox360's launch,HD-DVDwasinabattleforsupremacy
againstSony'sBlu-raystandard.MovieexecutiveswerewaryofarepeatoftheVHS-Betamax
standardsbattleinvideocassettetapesinthe1980sthatforcedthemtoproducemediaintwo
formats(untiltheVHSstandardwon).ShaneKim,generalmanagerofMicrosoftGameStudios,
saidinmid-2006,"IunderstandwhyBlu-rayisgoodforSony.I'mnotsureyetwhyBlu-rayis
goodforgamersandforcustomers...We'recompletelybehindHD-DVD.We'regoingtodo
everything we can as a company toestablish HD-DVD as thestandard."22
ThePS3wasSony'sanswertotheXbox360.Releasedayearlaterinlate2006,itwas
significantlymoreexpensiveoutoftheboxat$499fora20GBharddriveand$599for60GB,but
thatincludedaBlu-raydiscplayer,abuilt-inbroadbandInternetconnection,andalifetime
membershipinthePlayStationNetwork(PSN)onlinegamingcommunity.Microsoftcharged
extraforahigh-speednetworkconnectionhardwareupgradeandamonthlyfeeforonlinegaming
accessthroughitsXboxLiveplatform.ThePS3wasclearlythemorepowerfulsystem.Itscell
microprocessor was themost advanced on themarketmore so eventhan those availableinPCs.
Availablegameswereconsideredamixedbag,withGrandTheftAutonolongeranexclusive
offering, but instead containing exclusive contentand functionalityspecifictothe PS3. The third-
SonymodifiedtheexistingPScontrollertoincorporatemotionsensing.Arumblefunction
wasdevelopedbutdidn'tmakeitintothePS3controller;however,amotion-sensingfunctionand
pressure-sensitivebuttonswereincludedalbeitwithoutacadreofpopularsportinggamesand
othersoftwarethatfullyleveragedthesecapabilities.Hirai saidwhen asked about the lack ofPS3
gamestakingfulladvantageofthenewfunctions:"Wewantedtokeep[themotionsensorinour
controller]underwrapsaslongaspossible.Welimitedittooneinternalstudio...toincorporate
[the new functions] intoWarhawk."24
IndustryanalystsandcorrespondentsdidpredictsomepushbackforSonybasedonthe
price.Per-unitmanufacturingcostsalonewerebetween$800and$850whenthePS3wasreleased
in2006soevenatthe$599fullyloadedpricetag,Sonywaslosingmoneyoneachconsolesale.25
MerrillLynchtechnologyanalystspeggedthecosttaillikethis:"Inparticularwethinktheproblem
pointsaretheSonyCellprocessorandtheBlu-raydrive.Ourupdatedanalysisindicatesthatthe
initialbillofmaterialsforPS3couldapproach$800,fallingto$320threeyearsfromlaunch."26
Hirai said of the PS3, its price point, and functionality:
Inabsolutedollarterms,isithigherthan[thePS2's]$300?Yes,itis.ButIalso
thinkthatwehaveahistoryofmakingsurethatourconsoleshavea10-yearlife
cycle...Theconsoleisdesignedtoplayvideogames,watchBlu-raymovies,and
also download content fromthe Internet.
...Blu-ray,giventhefactthatifyouhavetwolayersyoucangowith50gigabytes,
isjustleapsandboundsbeyondwhatDVDorHD-DVDbringstothetable.Ithink
HD-DVD happens to be just a marginal improvementover conventionalDVDs.
...Ihavebiggerfishtofry[thanworryingaboutMicrosoft'sone-yearheadstarton
thereleaseoftheXbox].We'veneverlaunchedasystemfirst,andwe'vealways
managedtoovertakethoseconsoles...itiswhatitis.It'snottoomuchofaconcern
forme.27
Sony'sadvertisingbudgetforthePS3launchwas$150million,andthemarketing
campaign faced several hurdles:
...ThehighpricecouldbeaboontoSony'schiefgamingcompetitors,Microsoft
andNintendo.MicrosoftpointsoutthatforthepriceofthePS3,youcouldalmost
buy the mostexpensive Microsoft Xbox 360 ($399) plus the Nintendo Wii($249),
which hits the stores twodays afterSony's new console.
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ThatpresentsahugechallengeforTBWA[Sony'sadvertisingagencyforthePS3]
goingintotheChristmasseason.Thegoalisn'ttosellthePS3onthefirstdayof
thelaunchPlayStationfanswillprobablygrabeveryoneofthe400,000unitsoff
theshelves.Theagency'sjobistopersuadethosewholeavethestoreempty-
handedtowaittonotbuyXboxorWiievenifitmeansholdingoffuntilafter
ChristmasbeforeSonycanrampupitsmanufacturingenoughtosatisfythe
demand.28
Withintwo weeksofthePS3release,Nintendo'snew Wiiarrivedinstoresat$250soon
todropcloserto$200andwithitcamethegame-changingtechnologyboostofgame-integrated
motion.Ironically,thedecisiontonotcompeteinthe"armsrace"ofprocessingpowerandrealistic,
immersivegamesinwhichMicrosoftandSonywereinvolvedprovedtobeanunlikelypathto
successforNintendo,whichinsteadplaceditsbetonsomethingaltogetherdifferent:asystemof
simplergamesthatreliedonactualphysicalmovementsnotjustthepressingofbuttonstoplay.
Wiicontrollersusedpioneeringmotion-sensingcontrollerswhosemovementscouldbeinterpreted
bytheWiiconsoleandintegratedintoon-screenplay.Nintendochosetoprioritizethelowerprice
pointandinnovativecontrollingdevices(whichincludeduptofourpaired,or"leashed"devices,
includingprimarycontrollers,nunchucks,and/orabalanceboardwithfourweightsensors)over
higher-end graphics capability.
Nintendo'sgamelineupstillincludedSuperMarioBrothersandMetroid,andthird-party
softwaredevelopmentsupportsoonfollowed.SomeanalystsobservedthattheWii,becauseit
reliedonoldergraphics capability,presentedfewerhurdlestopotentialdevelopersandmadethis
platformattractiveandpotentiallymorelucrativethanthehigher-endgamesdemandedbyPSand
Xboxplayers.29Somegamersandanalystsspeculatedthatinmakingthistradeoff,Nintendowas
buildingonitspositioninthefamily-friendlymarket.ReggieFils-Aime,Nintendo'sexecutive
vicepresidentofsalesandmarketing,saidofNintendo'sdesignprocessthatthefirmconsidered
theconsumer'sneedsfirstwhenmakingdecisionsaboutresourceallocationinthedevelopment
process. He also definedNintendo's target consumer. He said:
"Willthisremotefeelgoodinmyhand?""WhattypesofgamescanIplay?"and
"WhatcanIenvisionNintendodoingwiththis?"That'sstepone...Steptwois
beginningtoappealtothemorerationalside,intermsofwhat'sthepricingand
what'sthelaunchdate.Stepthreewillbetrulyexcitingthecustomerbydetailing
the specific launch titles.
We will have gamesand experiencesfor the core gamer[even without HD orBlu-
raygraphics]thatlookgreat,playgreat,andhavetremendousfunfactor...TheWii
willalsobringthemassmarket.It'llbringinbothyoungerandolderconsumers.
That's our strategy. Wewant both parts of the customer base.30
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Nintendo,whichhadmorerecentlyoccupiedthethird-placepositioninthemarketalbeit
aprofitablethirdplace31instigatednothingshortofarevolutioninthegamingindustry.Soon
afteritsrelease,theWiibecameacultphenomenon.Theinnovativecontrollerandsimplefamily-
friendlygamesexpandedthemarkettoyoungandoldalike.Grandparentsandtheirgrandchildren
couldbefoundsharinginthegamingexperience.By2010,Nintendohadtakenacommanding
leadinthesixth-generationrace,capturingcloseto50%ofallunitsalesandrelegatingthePS3
andXbox360toabattleoversecondplace.ByJune2011,over87millionWiishadbeen
purchased worldwide. (SeeFigure 4for market share data for 2006 to 2009.)
Figure 4. Estimated video console market share,2007-09.32
60.00%
50.00%
40.00%
30.00% | Wii Xbox360 |
PS3
20.00%
10.00%
0.00%
200720082009
Sony andMicrosoft Respond
ThePS3ledoffwithgreatnumbersinlate2006andearly2007,butthefeedbackonline
andinthepresswasmixed,ifnotovertlynegative.Salesbegantolag.ElectronicGamingMonthly
featured a cover story that tried to uncover thereasons why:
Everyonefromhardcoregamerstothemainstreampresswasdoggingonthenewest
console in the PS family. Whathappened?
...GrumblingaboutthePS3'shighprice,lackofcontrollerrumble,andspotty
launchlineup[games]becamecommonplaceonInternetmessageboards...Plus,
thedecisiontomakePS3aTrojanhorseforSony'shigh-defBlu-raydisc
technologycouldbebackfiringunlessyouconvinceconsumersthatthisextra
31JamesSuroweicki,"In Praiseof ThirdPlace,"New Yorker, December 4, 2006,44.
32Graphiccreatedby case writer using data fromMarketShareReporter2010,571;andGreyianStorm,"Home
ConsoleMarket Share(2010),"Gameolosophy,June 1,2010.
featureissomethingtheytrulywant,they'llonlyviewitasanaddedexpense.And
althoughthePlayStationNetworkoffersanonlinesolutionfarbeyondwhatwesaw
onthePS2,thepremiumfunctionalityofXboxLiveGoldstilloutclassesSony's
offering.Finally,anexodusofexclusives[gamingtitlesthatcouldonlybeplayed
on one console] could be the mostdangerous problemcurrently facingthe PS3.33
InJanuary2008,oneindustryanalystestimatedthatthePS3per-unitcostcouldhave
droppedtoaround$400:"Costspermachine[havebeencut]toaround$400now,fromabove
$800justbeforeitwentonsaleinNovember,2006."34ForbessaidofthePS3andtheproblems
industry pundits had observed with its launch:
HighdevelopmentcostsandmisseddeadlineshavealwaysplaguedthePlayStation
businessasSony'sengineerstinkerendlesslywitheachmodel.Thepowerful
PlayStation3,whichusesanIBM-Toshiba-Sonychipthatcando256billion
calculationsasecond,costs$400andwaslatecomingtomarket.Outside
videogameoutfitshavestilldesignedonlyalimitednumberofgamesforit.But
onePlayStation-onlygamereleasedinJune[2008],MetalGearSolid4,hasbeen
drivingsalesofthemachine.Sonyexpectstosell10millioninthisfiscalyear,
whileholdingpricessteady,enoughtoputthatbusinessintotheblack.Morgan
Stanley saysSony mighteasily sell 14.5million.35
Sony's response to thisearly, shakyperformance was twofold. First, it furtherreducedthe
retailpriceofthePS3,movingdownfrom$400to$299possiblystilllosingmoneyoneach
console.36Second,Sonyhadamuchstrongermarketpositioninternationallythanitdidinthe
UnitedStates,especiallyinJapan,wheretheXboxhadsoldlessthan250,000unitsby2008.37
Meanwhile,SonyappearedtohavewontheBlu-ray-HD-DVDformatwar.In2008,WarnerBros.
announceditwouldswitchovertotheBlu-raycamp,leavingonlyParamountandUniversalstill
supportingHD-DVDandrumorhaditthatUniversalwasplanningtosupportboth,while
Paramount was seen as vacillating.38
Then in the fall of2010in timefor the holidayseasonSony introduced the PSMove,
amotion-sensitivecontrollerthatallowedusersto"intuitivelyplayasiftheyarewithinthe
game".39MicrosoftrespondedswiftlywithasecondreleaseoftheXboxon November4,2010
thistimefeaturingKinect,afull-bodymotion-sensingcamerathatcoulddetectandtranslateuser
movement without a handheld controller.40Forbeswrote ofMicrosoft's move:
Kinectisa majorupdatetotheXbox360gameconsole.LiketheNintendoWiior
PlayStationMovesystems,Kinectletsyouinteractwithgamesandmenusvia
gesturesinsteadofbuttons.ThedifferencewithKinectisthatthereisno
controller.Youselectandplaygamesusingyourhands,fingers,elbowsand
voice.Aninfraredlaser,cameraandmicrophonearraytuckedintoablackoblong
sensor can track up to six people.41
ByMarch2011,CDComputingNewsreportedthat"thenumberofPlayStationMove
supported/dedicatedsoftwaretitleshasreached155...includingtitlessuchasSportsChampions,
SingStarDanceandKillzone3."42InAugustofthatyear,SonycutthePS3byanother$50globally
toboostsales,andanalystsassumedthattheyhadbeguntomakeaprofitoneachconsolesale.By
August 18, the PS3 had (finally)becomethe best-selling gamingconsole on Amazon.com.43
The Seventh Generation and Beyond
TheseventhgenerationofgamingconsoleswaslaunchedwithNintendo'sreleaseofthe
WiiUinNovember2012.InNorthAmerica,theunitswerepricedat$299forabasicsetand$349
foradeluxeset.TheUincludedacontrollerfeaturinganembeddedtouchscreenthatcouldalso
beusedasamobilehandheldgamingunit,justlikeaNintendoDS.TheWiiUsupportedhigh-
definitiongraphicsafirstforNintendo.Furthermore,theunitwascompatiblewithgamesfrom
the previous generation of Wii.
SonyandMicrosoftdelayedintroducinganewmachineinNorthAmericauntilthe
followingholidayseason.Sonyreleasedfirst,onNovember15th,2013,withthePlayStation4
(PS4).MicrosoftlaunchedtheXboxOneaweek lateronNovember22nd.TheSonyPS4debuted
at$399inNorthAmerica.TheXboxOnecost$499whenbundledwithKinect.Neithermachine
wasbackwardcompatiblewithprevious-generationsoftware.Interestingly,bothcompanies
electedtodelayreleaseinJapanSonyreleasedinFebruary2014andMicrosoftannounceda
September 2014 release.
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