Beruflich Dokumente
Kultur Dokumente
Version: 1.0
Date: 26.01.2010
Table of Contents
Page
2. Internal analysis 4
2.1. General analysis 4
2.2. SWOT analysis 5
2.3. Predecessor analysis 6
3. External analysis 7
3.1. PEST analysis 7
3.2. Porter's 5 forces 8
3.3. Competitors 10
3.3.1. Nintendo 11
3.3.2. Microsoft 12
3.3.3. PC 13
3.4. Customer analysis 14
4. Marketing Mix 17
4.1. Product details 17
4.2. Price 18
4.3. Distribution 19
4.4. Promotion 20
4.4.1 Marketing slogans and logo
4.5. Marketing Objectives 21
2. Internal analysis
We will start with a further review on our company to build a knowledge base
by providing several information and analyses in order to understand the
following content better.
2.1 General
Brand awareness
• Place 29 in world-wide brand value ranking
• Place 3, behind Nokia and Samsung, in the segment “Consumer
Electronics”
• Well-known products
◦ VAIO notebooks
◦ PlayStation and PlayStation Portable
◦ DVD players, HiFi, TV
Strengths
– high quality products: the predecessors of the PlayStation 4 always got
the best test results for hardware performance
– “on the edge” - support of new technologies (BluRay)
– free online gaming
– PlayStation Network Store for downloadable contents (gameplay videos,
game demo versions)
Weaknesses
– high price in comparison to our competitors
– difficulties concerning game development (complicated hardware
architecture)
Opportunities
– unique, PlayStation 4-only exclusive games
– motion control to target casual gamers (especially women)
– growing countries with improving living standards
Threats
– Cloud Computing as a new kind of gaming experience
– Could also be considered as an opportunity!
This part will provide main information on the predecessor referring to sales. A
more detailed analysis of the market share will be given later in the 3rd chapter.
Launch date
- PlayStation 3 November 11, 2006
- PlayStation 3 Slim September 1, 2009
Price
- at launch $599
- now $299
3. External analysis
In the following part you will be presented several external anayses referring to
the video game console market. They play an important role in our marketing
plan since the game console market is highly competitive. After a short view
into the PESTL analysis and Porter's 5 forces, there will be a deeper insight into
our main competitors, namely Nintendo, Microsoft and the PC. At the end the
customer analysis will end this chapter that is needed to understand how and
why the goals are set.
Political:
• different taxes and currencies → have impact on revenue
• USK, PEGI (age restrictions)
• provide easier software development kits (it was hard to program for the
PlayStation 3)
Economical:
• growing market in industrial countries
• small market in lower developed countries
Social:
• TV set as requirement to use PlayStation 4
• growing group of “Digital Natives“ → more acceptance regarding video
games
• GreenIT → using environmental friendly raw materials, less power
consumption
• new innovations in video games, more interactive gameplay regarding
game controlling
Technological:
• new upcoming disk formats (BluRay3D), computing units (CPU, GPU)
• adapt to several video standards (e.g. NTSC/PAL)
Legal:
• different regulations referring to content and age restrictions:
USK (Germany) ↔ PEGI (Rest of Europe + North America)
Porter's five forces is a framework for the industry analysis and business
strategy. It uses concepts developing, Industrial Organization economics to
derive five forces that determine the competitive intensity and therefore
attractiveness of a market. Attractiveness in this context refers to the overall
industry profitability. An "unattractive" industry is one where the combination
of forces acts to drive down overall profitability.
Competition
Nintendo WiiHD
XBOX 720
Suppliers
Hardware Substitutes
Game Publisher Cloud Gaming
Game Developer
Consumer:
Since the PlayStation 4 is a consumer product, we highly depend on sales.
Therefore the consumer has a high bargaining power on our product. The
market for casual gamers has increased heavily due to Nintendo's sport and
fun games. Also, sales increased after reducing the price of the PlayStation 3.
New entrants:
The risk of new entrants is very low due to the development phase that has to
be done to release a new gaming console → A lot of money is needed to enter
the market. Market saturation is already reached with only 3 consoles.
Furthermore, the main problem are the game developers, who wouldn't create
games for a new, unkown and unexperienced platform if they are not sure how
this platform will sale.
Suppliers:
There is a high power of suppliers regarding hardware.
We have to calculate our prices regarding the prices of the hardware units we
use. Prices for the PlayStation 3 used to be high, since the output of IBMs Cell
Processors was lower than expected. There was also a shortage of blue LEDs
needed for the BluRay Drives.
Game developers and publishers provide the games for our console, therefore
we have to listen to their needs and demands. Thus we want to have more
games developed for the PlayStation 4 than for the PlayStation 3 (due to the
complicated architecture).
Subtitutes:
The only substitute is the upcoming Cloud Gaming Service (OnLive.com). There
is a huge potential that is not measurable yet, since it is still in beta status.
3.3. Competitors
Our direct competitors are the consoles from Total units sold (Dez. 2009)
Nintendo and Microsoft. Furthermore, it is
possible to use the PC as a gaming device. 32 Mio. Units
26%
The Nintendo Wii was dominating the console 56 Mio. Units
47%
sales from the very beginning due to its lower
starting price and innovative controlling
33 Mio. Units
technique. Nevertheless we are on second 27%
Playstation 3
place in Japan. On the other hand, the XBOX Xbox 360
Wii
360 is very popular in the USA. Thus we are
still on 3rd position, but very close to
Microsoft's XBOX 360. We expect to become
2nd place in the 3rd quarter of 2010 after our
latest price discount.
3.3.1. Nintendo
Nintendo soon developed into a video game company, becoming one of the
most influential in the industry and Japan's third most valuable listed company,
with a market value of over US$85 billion. Nintendo is the fifth largest software
company in the world.
Strengths:
• innovative ideas (e.g. "Wiimote")
• longstanding experience in the video game industry
• Nintendo characters are well-known (e.g. "Mario")
• also develops handhelds
Weaknesses:
• no multimedia-support implemented yet
• gained the image of focussing on youth
• policy of strict content guidelines for video games
• no HighDefinition gaming due to lower performance
3.3.2. Microsoft
Strengths:
• combination of multimedia and gaming
• huge range of third-party developers
• “Halo“-series is well-known
• large turn-out in the US market
Weaknesses:
• “new“ to the game console industry
• security and copy protection of the Xbox has always been incomplete
• no development of handhelds
• lower performance and image quality compared to PlayStation 3
3.3.3. PC
The personal computer can also be used to play games in several ways.
Strengths:
• open platform
• open in technology and performance
• more possibilities (at the moment)
Weaknesses:
• Games are not adjusted to certain systems
• more expensive than consoles
• You first have to set up your PC and install a game in order to play it
These tables show how our customer base looks like, how they use our
products and how their gaming behaviour might be. Groups of people we target
are marked by a cross. The main target groups are marked by a yellow
background color.
Games X X X X
Movies X X X X
Music X X X
Internet X
As you can see, our main target group are people of an age from 18 to 30. We
will take a closer look on them concerning gaming in the following table.
Games 18 – 30
We have a small customer base that may
Male be labeled as “male casual gamers”. There
are still possibilities to increase this
Casual gaming customer base, e.g. with party games.
This will be our main target group for the
PlayStation 4. As the Nintendo Wii showed,
Female there still is great potential in the feminin
sector, especially for sports, logic, fun and
multiplayer games.
This is our current main target group. They
frequently play games that are mainly
Male released for the PlayStation, e.g. action,
role-playing, sports and racing games.
Frequent (“hardcore”) Those people are mostly loyal customers
gaming and are aware of our technical advantages.
There are not many female hardcore
Female gamers, they do not play an important role.
4. Marketing Mix
The Marketing Mix sets up all activities that are directly related to our product.
Everything that is planned to get the PlayStation 4 on the market is decided
here. The classical Marketing Mix, that we will use in our marketing plan,
contains four elements describing product policy as well as pricing, distribution
and promotion strategy.
The additional screen on the console can be used to control the console without
turning on the TV, e.g. to listen to music with help of the console.
4.2. Pricing
We will again start at a relatively high price and will lower it after 2 years to
300 USD when production costs have fallen.
There will be Christmas bundles with a second controller and one mainstream
PlayStation exclusive game, still for about 400 USD, to increase sales during
Christmas time. The game to be bundled is not chosen yet.
4.3. Distribution
As usual we will distribute the console through resellers in several local stores
(e.g. GameStop) and online stores (e.g. Amazon) with a common lauch date.
Thus production for our launch-stock has to be done until September 2012.
The total starting stock will be 800.000 consoles for the first month
• 200.000 for the Japanese market
• 300.000 for the North American market
• 150.000 for Europe
• 50.000 for other countries
30 % will be provided to online stores like Amazon. The rest will be distributed
selective to the local stores, depending on their accomodation regarding
discounts.
For warranty issues, a „Pickup & Return“ service will be provided for 2 years.
4.4 Promotion
There are two instances that are responsible for promotion of the Sony
PlayStation 4. At first, this is Sony itself, of course. At second, it is the
distributor, who also is interested in the successful sale of our product.
Sony:
• place advertisements of the console on TV, in the afternoon as well as in
the evening
• place advertisements of PlayStation 4 Games on TV, according to their
target group
• place advertisements in video game magazines
• be present on video game trade fairs
• be present on technology and computer trade fairs
• advertisements on the internet
Distributor:
• place advertisements on TV
• place advertisements in their own booklets
• place advertisements in their stores
The PlayStation 3 had a lot of very catchy (memorizable) slogans. Most of them
substituted the letter “e“ or “E“ with the number “3“, which looks like a
horizontal mirrored “E“. This is of common use in the internet speech of
younger generations, but it also refers to the “3“ in “PlayStation 3“.
We want to have slogans for the PlayStation 4 similar to those. The “4“ can
substitute the letter “A“, but can also substitute the word “for“.
All these objectives are based on numbers and facts of the predecessor, the
PlayStation 3.
Profitability
The break-even point of the PlayStation 4 is expected to be reached 3 years
after launch.
This will be an improvement of half a year in comparison to the PlayStation 3.
Revenue
Costs
0 10 20 30 40
Mio. units sold
Launch
The launch date of the PlayStation 4 is set to be in October 2012. You will find
further information in “Price and distribution”.
There are three values that can be considered when evaluating the success of
the PlayStation 4.
• market share
• sales volume (and therefore takeover)
• customer satisfaction
The first and second one, market share and sales volume, are both measurable,
objective values. The Sony Market Research Team will, at the middle of every
quarter, task an independent market research company with the providing of
these numbers.
Also, the Sony Market Research Team will quarterly do a survey to find out the
users' satisfaction with the product.
The results of these tasks are used to check whether we reached our goals or
not. We want to be permanently informed about
• market share and market trends
• weaknesses and strength of our marketing plan
• weaknesses and strength of the PlayStation 4 itself