Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
MICROSOFT X-BOX
NOVEMBER
Assignment by: Group3
Aditya Jain (2014PGP014), Chintalacheruvu Abhinav
(2014PGP093), Kulpreet Singh (IPM2011046), Rahul Suhag
(IPM2011078) and Sachin Maheshwari (2014PGP316)
TABLE OF CONTENTS
Contents
Company overview__________________________________________________________________1
Sony Playstation____________________________________________________________________________1
Microsoft X-box____________________________________________________________________________1
Strategic Launch of Products:_________________________________________________________________2
Industry Dynamics_______________________________________________________________3
Evolution of Gaming Consoles___________________________________________________________3
Current Industry: Playstation 4 vs Xbox One_____________________________________________4
Refrences_______________________________________________________________________11
REFRENCESREFRENCES
Company overview
SONY PLAYSTATION
Sony Playstation is the flagship gaming console of Sony Inc. It was the brainchild of Ken Kutaragi, a Sony
executive who is also known as "The Father of the PlayStation. The history of Play Station dates back to 1988,
when Sony entered into a joint project with Nintendo to develop a CD ROM for its future release Super Nintendo,
the attachment was known as Super Disc. But some contractual issues came up between Nintendo and Sony due
to which the contract was called off and Super Disc was never introduced. Sonys management became furious
about this whole incident and decided to go ahead with the launch of its own gaming console named Play Station,
in 1991. The initial timeline for the products can be represented as follows: You have provided content of 11 pages
with font size of 10, if we use 12 font then then page limits will go further.
O rig in a l
p lay s ta tio n :
S u p e rd isk (C D -R O M )
and
o n ly 2 0 0 u n its
p ro d u c e d
PS one:
S m a ll, re d e sig n e d ,
new G UI
P lay s ta tio n
X:
re sp o n siv e g a m in g ,
so le ly C D -R O M
Sony introduced an interactive relationship marketing program, PlayStation Underground to recognize and reward
their loyal gamers. It was like a subculture for intense gamers, where they could experience new game challenges,
get a first hands on experience with the upcoming games, merchandise, and special offers. Sony launched a
portable handheld device, PSP, to enhance usage and time spent.
MICROSOFT X-BOX
Microsoft's DirectX team developed a prototype Microsoft Windows-based video game console (which year??) in
the hope to compete with the Sony's upcoming PlayStation 2, which was luring game developers away from the
Windows platform. The DirectX Box console was based on the popular DirectX graphics technology. During
development, the original DirectXbox name was shortened to Xbox. It pioneered the feature of a built-in hard disk
drive, used for storing game saves and content downloaded from Xbox Live, eliminating the need for memory
Page 1
REFRENCESREFRENCES
cards. It featured Dolby Interactive Content-Encoding Technology, allowing real-time Dolby Digital encoding. The
user interface for the Xbox is Xbox Dashboard which allows users to manage game saves, music files, and content
from Xbox Live. It allows Xbox Live users to sign in and manage their account. [1]
P lay S ta tio n
2:
P lay S ta tio n
4:
sixth g eneration
console
S LIM LIN E : b uilt-in
eth ern et p ort
P lay S ta tio n 3 :
Xbox:
Xbox One:
DirectX technology,
built-in hard disk
drive, Dolby
interactive
technology
Internet based
features, integrate
with set-top box,
Kinect voice control,
enhanced GUI
Xbox 360:
Page 2
REFRENCESREFRENCES
Page 3
REFRENCESREFRENCES
Industry Dynamics
EVOLUTION OF GAMING CONSOLES
1967-1974: The first video game console was invented by Ralph H. Baer, also known as "The Father of Video
Games". There were only six games available for it. The Brown Box" led to the licensing of the technology by
Magnavox in 1972, resulting in the release of the first official home video game console Magnavox
Odyssey.
1975-77: a series of consoles were produced by the two rivals (Magnavox & Atari), with each new console
only slightly better in terms of some modification to the graphics, controllers and digital on-screen scoring
1978-80: Nintendo delivered their first series of video game console. The Color TV Game Series were only
for sale in Japan.
1981-85: This was the golden age of video gaming. With progressively advanced gaming technology, the
1980s was a period of genre innovation. It is also this era that we saw the release of all-time classic games
such as Pac-man (1980), Mario Bros (1983), The Legend of Zelda (1986), Final Fantasy (1987), Golden
Axe (1988), etc. There was also a major shift from dedicated consoles (with built-in games) to cartridge-based
video game systems. Both Sega and Nintendo dominated the video gaming scene in that decade.
1986-90: Sega and Nintendo came with new consoles back to back and this was the first major
console war that occurred.
1991-93: There was a notable shift in the medium used for storing games from cartridges to compact discs.
It meant that there was an increased capacity for video gaming, prompting as well a transition of 2D graphics
to that of 3D. The Sony Playstation was launched.
1994-97: In 1994, Sony finally made its entrance with the leading Playstation. Sega went on to expand it
into a series and also developed an entirely new console, Saturn, to rival against the rest of the CD-based
consoles.
1998-04: Sony progressed on with the next Playstation, the Playstation 2. In 2001, Nintendo switched its
cartridge-based Nintendo 64 to a DVD-ROM GameCube. That very same year, we saw Microsoft entered in
the video game console industry in 2001 with its well-received Xbox, which featured online gaming service as
well, the Xbox Live.
2005-13: Finally, the current generation of video game console only has room for three major competitors:
Xbox 360, Sony Playstation 3 and Nintendo Wii. With full 1080p HD graphics for both the Xbox 360 and
Playstation 3, and Wiis innovative remote for sensing 3D movements. In addition to these, all three consoles
had expanded with add-ons such as the MotionPlus for Wii (2009), Kinect (2010) for Xbox 360 and Move
Page 4
REFRENCESREFRENCES
(2010) for Playstation 3. These three add-ons similarly involved the capability to sense physical motion
accurately, enhancing the interactive experience for players Ok. [2]
download
videos.
Hence,
this
console
14%
27%
Microsoft
Nintendo
60%
Page 5
REFRENCESREFRENCES
these games are available at a lower cost than console gaming. As a result, there has been a drastic decline in the
sales of gaming consoles.
The major market share is mostly captured by three players: Sony, Microsoft, and Nintendo; with Sony a clear
leader at nearly 60% share globally. Microsoft captures 27% of the share, with the remaining 14% mostly occupied
by Nintendo, with its launch of Nintendo Wii. [4]
Page 6
REFRENCESREFRENCES
Brand and Relationship: Product
CORE, ACTUAL AND AUGMENTED PRODUCT:
Both the PlayStation 4(PS4) and the Xbox One are part of the eight generations of video game consoles,
introduced after the end of the product life cycle of their predecessors; the PlayStation 3 and Xbox 360
respectively. Boasting of extensive graphical and processing power within their devices, the products are
direct rivals in the market of video game consoles. The following tables compare the rivals on the three levels of
a product.
CORE PRODUCT
PlayStation 4
Xbox One
ACTUAL PRODUCT:
PlayStation 4
Xbox One
entertainment system
Currently priced at $372 (or $473 with the Kinect), the
cloud gaming.
Only standard editions of the product were launched in
Page 7
REFRENCESREFRENCES
AUGMENTED PRODUCT:
PlayStation 4
Xbox One
compatibility.
Detachable and upgradable hard drive along with
BRAND RELATIONSHIP:
Behavioral Independence
Role in life
Personal Commitment
Brand Loyalty
Irreplaceability
Nostalgia
Memories
Partner Quality
Page 8
PlayStation 4
Xbox One
REFRENCESREFRENCES
Brand appreciation
GAME BUNDLING: Microsoft has secured exclusive games and content for their next generation console
such as Titalfall and content with the Call of Duty Ghosts which is most likely to be timed exclusive. Games
like Titalfall will make actual use of next generation gaming consoles technical power. The game is similar to
Halo and Gear of War series, which are also exclusive to the Xbox consoles. Sony offers God of War
exclusive on the PS, however, it is in no way as popular as the game bundling options available in
Microsoft. PlayStation wins the battle when it comes to price and hardware, but since Games sell Consoles,
Xbox One might emerge as the leading product in future. Sony needs to come up with interesting exclusive
game bundling options and focus on game development.
THIRD-PARTY SUPPORT: Sony may partner with YouTube and Facebook to provide instant sharing
facilities on the social media, and create an entire archive of gaming memories-mails, messages, wall posts,
challenges to friends and community will potentially increase the social penetration of gaming.
CONTROLLER: Xbox one controller is perceived to be better than the PS4 controller. Refinement in the
controller would be a welcome change among hardcore gamers.
SUSPEND/RESUME FUNCTIONALITY: Xbox offers consumer the ease to put the console on standby and
resume the game later, which is not the case with PS4. This functionality puts more power into the gamers
hands and is a desired change, as mentioned on variety of public forums. [5]
DLNA MEDIA SERVER SUPPORT: PS4 has been turned into a more closed system than its predecessors,
allowing access to movies and music through subscription channels. However, DLNA allows the consumers
the ease to access media from their computers. This could potentially be a deal-breaker feature.
CUSTOMISATION OPTIONS: Allowing the customers to customize their home screens and backgrounds
would give them a feeling of higher control and personalization. This would in a way impact product
relationship.
RIDE HIGH ON CONSUMER PERCEPTIONS: Consumer perception map indicates higher preference of
PS4 as a stronger contender between the two. Sony must work on the positives and negatives to address
consumer concerns, and build on its brand equity. [3]
Page 9
REFRENCESREFRENCES
Competitive Edge: Pricing
BRIEF HISTORY
Microsoft had launched Xbox 360 in Nov 2005, at a competitive price of $400 and was the most advanced gaming
console ever. Sony had launched Play Station 3, little late than planned, owing to delays in unit production, in Feb
2006 at a high price of $600. By the launch of PS3, Xbox 360 had already captured a significant amount of market
by selling about 8 million sets. Sony was behind Microsoft from the launch.
Page 10
REFRENCESREFRENCES
Sony did pick-up sales in the later part of its product life-cycle, and both products sold almost equal units, outsold
by Nintendo Wii. Geographically, PS3 dominated the Japanese market, while Xbox360 dominated the European
markets, with mixed responses from the US market. The response of customers to price changes indicate high
sensitivity of consumers to price. Is the source for all three tables same??
features than PS4, in Nov 2013, at a price of $499. These extra features include, kinect motion control which alone
raised the price of Xbox One by $100. Microsoft launched Xbox One as not just a gaming console but as an
Entertainment
Box.
The specifications of Xbox One were slightly higher than PS4 but unfortunately Microsoft did not announce good
after sale services unlike PS4, Microsoft adopted restrictive and confusing policies about reselling used
games, lending them to friends, and having to have the console check in over the internet once a day.
ADVERTISEMENT CAMPAIGN
Microsoft has spent more than $47 million for Xbox One ads on television this year, according to data
from iSpot.tv. That is around 50 percent more than Sonys $30 million. With that increased marketing budget,
Microsoft has had 5,000 commercials while Sony has settled for closer to 3,000. This shows that Sony is
Page 11
REFRENCESREFRENCES
happily riding positive buzz and consumer word of mouth, and it also reveals that Microsoft doesnt want to
concede the multibillion-dollar console-gaming market to Sony.
When it comes to spurring online actions, which iSpot.tv defines as searches, sharing the ads virally, or talking
about them on social media, Sony dominates.
The cut of $100 without Kinect has brought price parity, but as we head into the crucial holiday season You did
not even edit the content downloaded from Net.Microsoft has gone a step further and lopped another $50 off the
price of its console beginning Nov 2.
This is a daring strategy for Microsoft, but it's one that's likely to work at least well enough to gain some ground
over the holidays and fight its way back into the competition.
The companies employ the following price strategies to gain market share:
both the competitors. Loss leading strategy defined success for Xbox360 and PS3. It is a risky strategy, but is
effective for the volumes of sales required.
Page 12
REFRENCESREFRENCES
SUGGESTIONS FOR IMPROVEMENT:
UNDERCUTTING: Relying on loss making strategies, Sony must make sure not to
The financial success for Sony PS4 will depend upon striking the balance between these
two contradictory recommendations.
Page 13
REFRENCESREFRENCES
Refrences
[1] http://atmega32-avr.com/how-playstation-works-2/,
DOA: 10/11/2014.
ATmega32AVR,
2012.
Web.
[2] http://www.hongkiat.com/blog/evolution-of-home-video-game-consoles-1967-2011/,
Hongkiat, 2014. Web. 10/11/2014.
[3]
Clemmer,
Lee.
Media
Analytics
Lead,
SAP.
http://www.forbes.com/sites/sap/2013/11/14/ps4-vs-xbox-one-winner-emerges-viasocial-media-analysis/, Forbes 2014. Web. 12/11/2014.
[4] http://www.vgchartz.com/article/252097/2014-year-on-year-sales-and-market-shareupdate-to-october-25/, VG Chartz, 2006. Web. 10/11/2014.
[5] www.gamesradar.com/things-sony-needs-improve-ps4/, Future US Inc, CA, USA,
2014. Web. 13/11/2014
[6] Marketline Case Study, Microsoft Xbox One: The Battle against Sony PlayStation 4,
November 2013. Refrence Code: ML00013-039. Web. 10/11/2014.
Page 14