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3DO



Power Play: 3DO in 32-bit Video Games
        By: Christina Connolly
competitive analysis


    1994             Nintendo            Sega              3DO
 Market Share          45%               45%                7%
  Retail Price         $250              $400              $700
   Net Sales           $4.7B              $4B              $21M
                                    Virtual Reality   First CD-ROM
Special Offerings   Super FX Chip   Theme Parks           system
competitive
                 800

                 700



                                                                                 layout
                 600

                 500

                                                       Retail Price
                 400

                 300

                 200

                 100

                  0
                       Nintendo     Sega         3DO

                                                                      0.0300
                                                                0.0700




5.0
                                                                                             Ninten
                                                                                             Sega
                                                                                  0.4500
4.5                                                                                          3DO
                                                                                             Others
4.0
                                                       0.4500
3.5

3.0
                                           Net Sales
2.5

2.0

1.5

1.0

0.5

 0
      Nintendo         Sega       3DO
product lifecycle



    • 1994 video game
    industry



• CD Rom systems
impact of profitability
                                     Threat/Power

                                      Gaming Industry

Competitive Intensity   High
                               Low
Bargaining power of
Suppliers


Bargaining power of
Customers
Threat of New
Entrants


Threat from
Substitutes



                                     Profit
perceptual map
                      Popularity
                  (market share)
                         High




Retail Price
     Low                           High




                         Low
value chain

                        3DO

         Console                  Game
       Manufacturers            Developers

                 Distribution


                       Retail


                       Gamer
the situation

3DO is a laggard entrant into the video game industry.
  While they are attempting to be first to market with
  premiere technology, their competitors are using the
  same technology as an upgrade, undercutting 3DO in
  cost and capitalizing on their popularity
product and dilemmas

 Launching an expensive product in a capitalized market while
  larger players are offering comparable upgrades at a fraction
  of the cost
 Disjointed production system
 Single port console
 5 button controller
consumer and dilemmas

 Young demographic with minimal disposable income
 Loyalty to larger market players
 Demand Side Increasing Returns
    Popularity of a console hold great value within each
     social network
technology and dilemmas

 Introducer of CD-ROM consoles
    First time video consoles can be used for more than just games
        Pictures
        Videos
 Licensing of manufacturing and game development
    Required no accountability of quality
 Laggard to market, leading to decreased efficiency and high
  retail cost
 Lack of accountability led to sub-par game publishing
 Inferior graphics
 Generic Soundtracks
partnering and dilemmas
  Retail
     Panasonic
  Manufacturing
     Matsushita
     AT&T
     Sanyo
     Toshiba
     GoldStar
     Samsung
  300 Software Developers
  Widespread licensing led to a competition among the partners and a
   lack of accountability for quality of the product
business model
 “that is missing one part”

Trip Hawkins’ initial goal:
                                      Console
                                      Concept
                    Required
                    Technology
                                                Hawkins:
                    (Dave Needle)
                                                “my goal is
                                                to be out to
Game                                            market first”
Development
(independent                  Gamer
developers)
business model issues
                           • no contract of mutual expectations
Game Development
                           • no quality requirements
(independent developers)   • no time pressure


Console Concept
                            • missing a piece, and no formal
                            agreements to fill it
Required Technology
(Dave Needle)


                           • entering an already competitive market
 Hawkins: “my
                           • requires the consumer to be the test market
 goal is to be out         • limits market research
 to market first”          • increases likelihood of error
                           • may decrease quality of product


                           • The gamer is paying premium costs for minimal
      Gamer                consideration
suggestions

 Adapt to market trends
    Multi-player console
    6 button controller
 Maintain control over product
    Licensing standards
 Focus on efficiency (as opposed to speed)
    A product is only useful if consumers will use it
    Decreased retail price
 Marketing
    Capitalize on consumer identity to produce brand loyalty
Sources
      quot;Essays.cc - Nintendo.quot; Free Essays, Cliff Notes & Term Paper Database. 21
       Mar. 2009 <http://www.essays.cc/free_essays/b2/iev101.shtml>.
      quot;Game Genre Lifecycle: Part I.quot; Lost Garden. 21 Mar. 2009 <http://
       lostgarden.com/2005/05/game-genre-lifecycle-part-i.html>.
      quot;Power Play (C): 3DO in 32-bit Video Games.quot; Harvard Business School
       (1995): 1-9.
      quot;The Video Game Critic's 3DO Console Review Page.quot; Video Game Reviews
       by the Video Game Critic. 21 Mar. 2009 <http://www.videogamecritic.net/
       3doinfo.htm>.

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3 Do

  • 1. 3DO Power Play: 3DO in 32-bit Video Games By: Christina Connolly
  • 2. competitive analysis 1994 Nintendo Sega 3DO Market Share 45% 45% 7% Retail Price $250 $400 $700 Net Sales $4.7B $4B $21M Virtual Reality First CD-ROM Special Offerings Super FX Chip Theme Parks system
  • 3. competitive 800 700 layout 600 500 Retail Price 400 300 200 100 0 Nintendo Sega 3DO 0.0300 0.0700 5.0 Ninten Sega 0.4500 4.5 3DO Others 4.0 0.4500 3.5 3.0 Net Sales 2.5 2.0 1.5 1.0 0.5 0 Nintendo Sega 3DO
  • 4. product lifecycle • 1994 video game industry • CD Rom systems
  • 5. impact of profitability Threat/Power Gaming Industry Competitive Intensity High Low Bargaining power of Suppliers Bargaining power of Customers Threat of New Entrants Threat from Substitutes Profit
  • 6. perceptual map Popularity (market share) High Retail Price Low High Low
  • 7. value chain 3DO Console Game Manufacturers Developers Distribution Retail Gamer
  • 8. the situation 3DO is a laggard entrant into the video game industry. While they are attempting to be first to market with premiere technology, their competitors are using the same technology as an upgrade, undercutting 3DO in cost and capitalizing on their popularity
  • 9. product and dilemmas  Launching an expensive product in a capitalized market while larger players are offering comparable upgrades at a fraction of the cost  Disjointed production system  Single port console  5 button controller
  • 10. consumer and dilemmas  Young demographic with minimal disposable income  Loyalty to larger market players  Demand Side Increasing Returns  Popularity of a console hold great value within each social network
  • 11. technology and dilemmas  Introducer of CD-ROM consoles  First time video consoles can be used for more than just games  Pictures  Videos  Licensing of manufacturing and game development  Required no accountability of quality  Laggard to market, leading to decreased efficiency and high retail cost  Lack of accountability led to sub-par game publishing  Inferior graphics  Generic Soundtracks
  • 12. partnering and dilemmas  Retail  Panasonic  Manufacturing  Matsushita  AT&T  Sanyo  Toshiba  GoldStar  Samsung  300 Software Developers  Widespread licensing led to a competition among the partners and a lack of accountability for quality of the product
  • 13. business model “that is missing one part” Trip Hawkins’ initial goal: Console Concept Required Technology Hawkins: (Dave Needle) “my goal is to be out to Game market first” Development (independent Gamer developers)
  • 14. business model issues • no contract of mutual expectations Game Development • no quality requirements (independent developers) • no time pressure Console Concept • missing a piece, and no formal agreements to fill it Required Technology (Dave Needle) • entering an already competitive market Hawkins: “my • requires the consumer to be the test market goal is to be out • limits market research to market first” • increases likelihood of error • may decrease quality of product • The gamer is paying premium costs for minimal Gamer consideration
  • 15. suggestions  Adapt to market trends  Multi-player console  6 button controller  Maintain control over product  Licensing standards  Focus on efficiency (as opposed to speed)  A product is only useful if consumers will use it  Decreased retail price  Marketing  Capitalize on consumer identity to produce brand loyalty
  • 16. Sources  quot;Essays.cc - Nintendo.quot; Free Essays, Cliff Notes & Term Paper Database. 21 Mar. 2009 <http://www.essays.cc/free_essays/b2/iev101.shtml>.  quot;Game Genre Lifecycle: Part I.quot; Lost Garden. 21 Mar. 2009 <http:// lostgarden.com/2005/05/game-genre-lifecycle-part-i.html>.  quot;Power Play (C): 3DO in 32-bit Video Games.quot; Harvard Business School (1995): 1-9.  quot;The Video Game Critic's 3DO Console Review Page.quot; Video Game Reviews by the Video Game Critic. 21 Mar. 2009 <http://www.videogamecritic.net/ 3doinfo.htm>.