Preview

Sony Porter's Five Forces

Good Essays
Open Document
Open Document
825 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Sony Porter's Five Forces
In this paper, we will examine the video game console industry and apply Porter’s Five Force model to SONY. Sony is a big media conglomerate with businesses in the gaming, music, movies/entertainment and electronics industries. It has a strong brand image, a wide product range and had over $75 billion in sales in 2010. For the purposes of doing this analysis, we will concentrate on Sony’s performance in the video game industry, understand its current position with respect to its competitors and recommend a strategy that it should adopt in the near future. The video game industry (often referred to as interactive entertainment) is the economic sector involved with the development, marketing and sale of video games. Applying the Five Force model to SONY reveals the following:

Rivalry Among Existing Competitors: HIGH
The Sony Playstation faces mostly two rather equally balanced competitors – Microsoft’s XBOX and Nintendo’s Wii. The R&D costs are very high here due to the extensive amount of technological know-how and brand identity needed to develop these products. The switching costs are high since the games are not portable from one platform to another. There is a constant pressure to innovate and churn our faster and more powerful consoles every few years or else the competition will surpass/kill you. The profit margins on the actual game consoles sold are quite low and sometimes even non-existent. This is because the business model of these companies is such that they rely largely on the royalties earned on the actual games (discs) sold. In other words, this is a two-sided market – on one hand the 3 companies in this industry manufacture gaming consoles and there is a separate group of game development companies which make the games that run on their consoles). All these attributes indicate that the existing industry rivalry is quite high.

Threat of New Entrants: LOW
In the video game industry the barriers to entry are quite high. Because of the high

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    During the PlayStation 2 era, Sony had a complete domination of the market at 89 million consoles sold vs. Xbox and GameCube’s roughly 20 million each. Recently, Sony production delay set it back in its war vs. Microsoft’s, and to win the future Sony needs to reclaim its total domination within the hardcore, 16-25 year old computer savvy, gaming market. The Wii is carving its name outside the target market of Sony, and it isn’t cost effective attack both the hardcore gaming market and casual gaming market because they want different things. To be successful in the future, Sony needs to turn its attention to Microsoft and focus on what it is already successful at.…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Michael Porter’s competitive forces model is probably one of the most often used business strategy tools and has proven its usefulness on numerous occasions. The five forces consists of traditional competitors, new entrance, customers, suppliers and substitute products and services. When we look at blockbuster’s industry it has many different aspects to it when considering the dimensions of its industry. First of the five forces is Buyer Power which is high when buyers have many choices. Hollywood video is probably Blockbuster’s main competitor when we consider a company that rents both movies and games. However Netflix has become a video rental leader and to continue to domcate the…

    • 1598 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We focus our area of expertise which is to entertain everyone, especially the household. We do not enter the segment that we don’t excel such as hardcore video games (wars, violence, etc.)…

    • 8431 Words
    • 34 Pages
    Powerful Essays
  • Powerful Essays

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    Microsoft and Sony both use a loss leader strategy, pricing their consoles lower than the production cost; thus, increasing the market for higher margin sales of related software, licensing fees, accessories, and downloadable content. As such, both firms sacrifice console profit to attract customers to adopt their ecosystem. This pricing strategy for game consoles, coupled with each console’s respective launch dates, has immense effect on setting the competitiveness of the companies for years to come. Historically, higher initial pricing methods bottlenecked initial uptake on consoles, and is often followed by price cuts to encourage greater adoption. During the launch of Xbox 360 and PS3, the price disparity and subsequent price drops hugely altered consumer purchasing decisions. The lower…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    The Industry, domestically the video game software industry was worth $9.5 Billion in 2007, with expected growth to be $12.5 Billion in 2011. Projections for growth were even larger in international markets, with emphasis on Asian countries. There are two basic forms of hardware that can be used to play a video game a computer, or a gaming console, like an Xbox. Some hardware makers also make their own software, but the most successful games usually come from developers, or third-party software manufacturers. Developers specialize in the development of the games itself, leaving the sales and distribution to publishers. Historically the two branches of the value chain were separate, but as the industry evolved and as we dissect the case study, the economic efficiencies to be gained by combining both efforts under one company will be realized. Some problems with independent software development include the potential risk for a game, or piece of software to be a failure, and not sell. This puts enormous pressure on the firm to develop successful games, because a lackluster game could lead to economic loss if the development costs prove to be more than the revenues. Other problems include finding the right partnership between developers and publishers, as the two companies’ goals may not always align.…

    • 1652 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Responding to the Wii

    • 1022 Words
    • 5 Pages

    One of Sony’s largest threat and competitor is Nintendo. Nintendo sold 32.4 million units for the Wii, while Sony sold 15.5 million units. While Sony was occupied retaliating to Microsoft’s X-box video game console, Nintendo rose to take number one position in the video game industry. In 2007, Sony lost 9.7% of its Operating Margin, while Nintendo was up to 58.8% in millions of dollars. This is an important issue because Sony has been at the top of the…

    • 1022 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    Porters Five Forces

    • 936 Words
    • 4 Pages

    PESTEL ANALYSIS POLITICAL FACTORS/ CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Government interference | Threat | * Government stability | Opportunity | * High Government controlled financial institutions | Threat | ECONOMIC FACTORS /CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Level of disposable income | Opportunity | * Low Economic freedom index rating | Threat | * Low cost of labour | Opportunity | | | | | SOCIAL FACTORS /CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Peer-to-peer recommendation | Threat/opportunity | * Population/ Demographics e.g. Generation Y | Opportunity | * Concept of face | Opportunity | | | TECHNOLOGICAL FACTORS /CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Social media boom | Opportunity | * Marketing information system (IT) | Opportunity | * Changing communication technology | Threat/Opportunity | | | ENVIRONMENTAL FACTORS /CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Climate change | Threat | * Energy supplies | Threat /opportunity | * Air pollution | Threat/opportunity | | | LEGAL FACTORS /CHINA | KEY DRIVERS | IMPACT ON KOYO JEANS | * Employment laws | Threat | * Company laws | Threat | * Business regulations | Threat | | | | | POLITICAL FACTORS/ HONG-KONG | KEY DRIVERS | IMPACT ON KOYO JEANS | * Non-interventionist government | Opportunity | * Low or corruption free governance | Opportunity | *…

    • 936 Words
    • 4 Pages
    Powerful Essays
  • Powerful Essays

    Sony Playstation 3 Case

    • 1178 Words
    • 5 Pages

    * Sony products were usually significantly more expensive than the products of the competitors e.g. Betamax vs. VHS, PSP vs. Nintendo DS, PS3 vs. Xbox 360 and Nintendo Wii…

    • 1178 Words
    • 5 Pages
    Powerful Essays
  • Powerful Essays

    There are several strategy-shaping business and economic characteristics of the console segment. These include the intensity of competition, the relationship between console manufacturers and game producers, and global economic health. The major business characteristic that shapes strategy is the competition, combined with the large size of the industry. The market is dominated by three global firms - Microsoft, Sony and Nintendo. They are all locked into the same technology cycle, and the dawn of each cycle provides an opportunity for tremendous gains or losses in market share. The strategies of each of these firms are heavily influenced by the competition and the technology cycle.…

    • 1516 Words
    • 7 Pages
    Powerful Essays
  • Better Essays

    Video Game Console

    • 1204 Words
    • 5 Pages

    Each new console release was quickly followed by a superior offering by industry competitors. Some members including Sony and Microsoft were losing money on console sales in the hope of increasing market share and profiting from the subsequent games sales.…

    • 1204 Words
    • 5 Pages
    Better Essays
  • Good Essays

    competes virtually in its own market, pursuing the casual gamer. Microsoft and Sony lose money on sales of their…

    • 1411 Words
    • 6 Pages
    Good Essays
  • Good Essays

    This deal reflects a Nintendo’s strategy to 1) ramp up the network effect and 2) create a lock-in of game players who play games outside. One of the key features of Nintendo DS, a successful portable game device, is its Wi-Fi connectivity, which allows users to play games with other players online around the world.[i] The utility of such online gaming will increase as the number of game players increases. Therefore, the network effect plays an important role. “McDonald’s already offers wireless connection in many US restaurants, but charges a fee.”[ii] Nintendo is attempting to remove the barrier of game players to enter the online gaming world by paying a sum to the access point provider, Wayport, and providing free and safe proprietary Wi-Fi connection. Another important factor to ramp up the network effect in this case is the number of “Hotspots” where Wi-Fi connection is enabled. McDonald’s is one of the world’s most recognized restaurants, operating and franchising more than 30,000 local restaurants in 119 countries.[iii] It is a perfect partner of Nintendo in terms of boosting up the network effect.…

    • 635 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Block Buster

    • 4592 Words
    • 19 Pages

    2. Use Porter’s Five Forces Model to analyze the mail rental and video-on-demand industries in the US. Given this analysis, are these industries attractive or unattractive?…

    • 4592 Words
    • 19 Pages
    Good Essays
  • Good Essays

    In the earliest day, major industry players of video game were Atari (from US) and Namco (from Japan).They introduced video game in the form of arcade game in 1970s. In mid-1990s, the notable Japanese industry player Sony introduced PS, a video game which armed with superb graphic technologies. Such product captured wider range of audience and drove the industry to grow substantially. With the convergence of various technologies as illustrated below, video game markers realized the blooming opportunities arisen in video gaming sector. As such, Sony introduced PS2 in 2000, followed by the launching of Xbox by Microsoft in 2001. Along with the advancement of technology beyond 2000, video game makers (e.g. Sony and Microsoft) utilized various technologies, such as broadband, high-resolution graphics and unlimited storage space in hard drive to encompass their game consoles into the all-in-one gaming hubs for various entertainment purposes. In addition, along with users’ increasing demand on graphic’s resolution in the market, there existed a fierce competition for the resolution of video game (e.g. blue-ray graphic introduced by Sony vs. HD-DVD graphic introduced by Toshiba).…

    • 1256 Words
    • 6 Pages
    Good Essays