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1° generation
OdysseyThe first home video
game system
1966 1979Atari
The first home video
game console
Nintendo
1989
Sega
2006
Nintendo WiiNew console with a new type of
controller (three dimensional motion and acceleration
1991
mid ‘70-mid ‘80Rapid growth of the home video game market.New entrants, still Atari dominates
Arcade game.Vertical structure: Atari fabricated the console, the hardware and the game.
Microsoft Xbox 360New console of Microsoft with
internet connectivity (Xbox Live)
Super Nintendo
1994PS 2000
PlayStation 2The new console of
SonyAbility to play
DVDs
mid ‘80-1990Rise and success of Nintendo
.
● monopolistic practices● patents● internal ultimate product assembly● outsourcing manufacturing● focus on high quality games/software● Variety on games
1996Nintendo 64
Watershed point:market saturated with poor quality product; Atari bankrupted. Market plummeted.
X BOX
2001
1994-2005Sony entrance and success in the market.
● 3D innovative technology● lower costs strategy (CDS and DVDs)● focus on high n°of game titles
2004
Nintendo DSThe first portable gaming device
2000 2006
THE ERA OF ONLINE VIDEO-GAMING.Console wars Re-ignition. Companies competing over new online features and technology
2006 onwards.
Nintendo with its WII radical innovates the market and triumphs over
competitors. Phisically and socially played games changed the meaning of video gaming. INTERACTION.Radical product innovation made viable by cutting-edge technology and core technology innovation
PlayStation 3BluRay technology
300$
SEGANFL 2K1Phantasy star onlineFirst online “massively-multi-player”
Nintendo declines
Microsoft :
● invests in online features● community creation of users● talent acquisition
cassettes
CDs
variety of games
Facility to find games
Nintendo Wii’s innovation scope was radical, core, generational, competence enhancing and disruptive from the users’ knowledge perspective. It tapped needs no one else had thought before.
Acquisition of talented external developers becomes common strategy to all major competitors, along with extreme software fragmentation
Home Video Game Market-A timeline-
Francesco Aliprandi - Silvia Podestà- Luisa Figueroa