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1° generation Odyssey The first home video game system 1966 1979 Atari The first home video game console Nintendo 1989 Sega 2006 Nintendo Wii New console with a new type of controller (three dimensional motion and acceleration 1991 mid ‘70-mid ‘80 Rapid 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 360 New console of Microsoft with internet connectivity (Xbox Live) Super Nintendo 1994 PS 2000 PlayStation 2 The new console of Sony Ability to play DVDs mid ‘80-1990 Rise and success of Nintendo . monopolistic practices patents internal ultimate product assembly outsourcing manufacturing focus on high quality games/software Variety on games 1996 Nintendo 64 Watershed point: market saturated with poor quality product; Atari bankrupted. Market plummeted. X BOX 2001 1994-2005 Sony entrance and success in the market. 3D innovative technology lower costs strategy (CDS and DVDs) focus on high n°of game titles 2004 Nintendo DS The 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 3 BluRay technology 300$ SEGA NFL 2K1 Phantasy star online First 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

Video games market timeline

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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

Home Video Game Market