Value Chain Management and Competitive Strategy in the Home Video Game Industry
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1 Abstract Number: 008-0286 Abstract Title: Value Chain Management and Competitive Strategy in the Home Video Game Industry Fernando Claro Tomaselli Luiz Carlos Di Serio Luciel Henrique de Oliveira São Paulo Business Administration School – Getulio Vargas Foundation (FGV-EAESP) Department of Production Management and Industrial Operations Av. 9 de Julho, 2029 - 01313-902 - São Paulo - SP – Brazil. Phone: (55) 11 3281-7780 [email protected] • [email protected] • [email protected] POMS 19th Annual Conference La Jolla, California, U.S.A. May 9 to May 12, 2008 ABSTRACT The Videogame industry has a high clock speed (FINE, 1998), evolving at a high velocity, with a lifecycle of five to six years for consoles, which features a new generation of consoles, where new companies and technologies appear and disappear. As the disk drive industry studied by Christensen (2001), the short history of the videogame industry is characterized by the introduction of incremental technological innovations and disruptive innovation, which leads various companies to success or failure. This article seeks to analyze the structure and dynamics of this industry value chain, by comparing the strategy of the leading companies in this market, showing their similarities and differences in an attempt to redefine the business itself, by managing its value chain, showing that mistakes in this management process can lead to the loss of billions of dollars in one generation of consoles or to an almost monopolistic control of the market. Key words: videogame industry; innovation; value chain; strategy. 1. Introduction The world has changed from the industrial age to an economy that emphasizes services, which represents a shift from tangible goods to intangible goods and from the management of supply chains to the management of value chains. In this system, companies are increasingly inter- related and form partnerships even while competing more intensely with each other, without having a clear distinction between markets (Kim and Mauborgne, 2004). In this climate, leading companies arise in different industries, and companies that were never thought to be competitors, such as Sony and Microsoft, now compete for the home video game market, estimated at more than USD 33 billion (Cliff, 2006 and Edwards, 2006). Moreover, these companies seek to create a new market 2 not yet explored, with great potential for growth and profit (Kim and Mauborgne, 2004), and with the video game console 1 as the center of home entertainment that could dominate the digital living room. The video game industry is new and dynamic, existing only since the 1970s; its appearance was inter-related to the personal computer industry. In this industry, home video game consoles stand out as a segment with great economic significance. The video game console also presents a number of features of interest to the management field. Three factors make the video game industry particularly important for study. First, the industry of video game consoles has a high clockspeed (Fine, 1998), with a life cycle of five years for consoles, where each cycle introduces an incremental technological innovation that can lead to the success and failure of several companies (Christensen 2000). Second, there is a unique integration between consoles (hardware) and its main complementary good, the games (software) that form an integrated system that enables the study at each cycle of how value chains are managed, and the influence of new entrant competitors, buyers and suppliers (Porter, 1985) using the traditional manufacturing approach as well as by an the information economy in a sector characterized by strong network effects (Shapiro and Varian, 1998) point of view. The third factor, is that the Internet and the convergence of technologies is changing the way people deal with entertainment and the industry of consumer electronics. There were solutions for communication between devices and integration of functions in a single device, such as mobile phones. But this new era goes beyond the convergence of technologies. It’s characterized by Digital convergence, the integration of different technologies in the same digital environment, allowing for full integration between hardware, software and services, which is rendered possible by connectivity 1 A video game console is an interactive entertainment computer or electronic device that manipulates the video display signal of a display device (a TV, monitor, etc.) to display a game. The term "video game console" is used to distinguish a machine designed for consumers to buy and use solely for playing video games from a personal computer, which has many other functions, or arcade machines, which are designed for businesses that buy and then charge others to play. 3 (Tomaselli and Di Serio, 2007). The video game console is one of the best examples of the union of these factors. This paper seeks to identify the factors critical to success in the industry of home video game consoles and new factors that may arise and contribute to the success of this dynamic and constantly changing industry. Starting from the analysis of the structure and dynamics of the value chain industry of video games through comparison of the strategy of leading companies in this market, searches show similarities and differences in an attempt to redefine the management of their own business in the value chain. For this analysis, we use references as a theoretical basis to emerging strategy, value of innovation, management and dynamics of the value chain and the information economy. For the development of this research, we consider two specific objectives: mapping the value-chain and power relationship in the video game consoles industry, and identifying the vertical and horizontal movements in search of migration to links in the chain of value that have better earning potential. 2. The Theoretical Background 2.1. The Entertainment Industry The entertainment industry is growing increasingly global in importance. Issues such as quality of life and improvements in the quality of individuals’ free time are increasingly relevant in the context of modern society. Thus, the entertainment industry is increasingly gaining economic importance. Voguel (2001) says that entertainment is something that stimulates, encourages and manages conditions of pleasant amusement and adds that the entertainment should emotionally 4 involve the individual, either passively or actively (e.g. listening to music or playing the piano), in a pleasurable experience that is satisfactory for the body and soul. The concept of entertainment is associated with free time that one can devote to this activity. The demand for entertainment is related to the cost of the time required to produce and consume, and to various activities of entertainment competing for the limited time and money of consumers (Voguel, 2001). Thus, the participants in the video game industry compete not only among themselves but also with other forms of entertainment, as the hours that a person goes into a cinema, for example, are hours that he can not spend playing video games. Voguel (2001) reports that in 2000, Americans spent 120 billion hours and 200 billion dollars on entertainment. Overall, the total expenditure came in the middle trillion dollars (increasing each year), and time spent with video games was distributed as follows: 2% on home video games, 0.2% in arcades 2, 0.3% in the cinema, and 1.6% on home video (which was less than the time spent on TV, estimated at 46.1%). Increasingly, the video game is occupying the space of traditional media such as television, especially among the new generations, and the fact that the Internet evolved beyond the personal computer, allowing access via mobile phones and video games, increases this potential and creates opportunities for new business models (Venkatraman, 2000), which include, for example, games online, in networks, via video game consoles, via personal computers and even via mobile phones. In this new reality, home entertainment products have greater relevance to the consumer electronics industry and entertainment, and become a central theme in companies’ strategies. Proof of this was the relevance of the issue during the Consumer Electronic Show (CES), the largest consumer electronics fair in the world, held in January 2006, where companies such as Toshiba, Sony, Dell, Intel and AMD displayed versions of their home entertainment products. Several 2 Exclusive video game equipment for commercial use, available in public places such as theme parks, or specialized establishments. 5 companies announced associations with various partners, such as Intel, which partnered with actor Morgan Freeman for filmmaking, and with the network NBC to broadcast the winter Olympics via Intel Viiv 3 technology. These examples show the current trend towards convergence between various media and technology. 2.2. Innovation and Competitiveness Christensen (2000) defines two concepts of technological change: "incremental changes", which are enhancements of the product on the dimensions of performance usually valued by customers, and the "radical changes", which redefine the trajectories of performance and bring a new proposal of value to the customer and additional features. These radical changes are the only discernible source of competitive advantage and enable the emergence of new markets. Companies try to boost the technology within their markets and thereby become prisoners of the financial structure and the