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MULTI-SIDED PLATFORMS  Wii versus PSP/Xbox


                         Same Pattern, DiΩerent Focus






              82

                PATTERNS  KP       KA        VP        CR        CS



                                               high per-
                                               high per-
                                                                   hardcore
                                               formance ormance    hardcore
                                               f
                                                                   gamers
                                                                   gamers
                                               consoleconsoleconsole  gamers
                                   KR                  CH
                                                                    game
                                               console              game
                                                                  developers
                                                                  devel
                                                                  devel
                                               audienceaudience   developersopersopers
                                                                                     Sony and Microsoft dominated the game console market until Nin-
                                                                                  tendo’s Wii swept the sector with a fresh approach to technology and
                         C$                       R$       hardwarewareware       an astonishingly diΩerent business model. Before launching the Wii,
                                                           hardware
                                                           hard
                                                           hard
                                                         sale
                                                         sale
                                                         sales at a losss at a losss at a losss at a losss at a loss
                                                         sale
                                                         sales at a loss
                                                         sale
                                                           royalties              Nintendo was spiraling downward, rapidly losing market share, and tee-
                                                           royalties
                                                                                  tering on the edge of bankruptcy. The Wii console changed all that and
                                                                                  catapulted the company to the market leader position.
                         PSP/Xbox Focus                                              Traditionally, video console manufacturers targeted avid gamers
                         Video game consoles, today a multi-billion dollar business, provide good   and competed on console price and performance. For this audience of
                         examples of double-sided platforms. On one hand, a console manufacturer   “hardcore gamers” graphics and game quality and processor speed were
                         has to draw as many players as possible to attract game developers. On the   the main selection criteria. As a consequence, manufacturers developed
                         other hand, players only buy the hardware if there is a suΩicient number   extremely sophisticated and expensive consoles and sold them at a loss
                         of interesting games available for that console. In the game industry, this   for years, subsidizing the hardware with two other revenue sources.
                         has led to a fi erce battle between three main competitors and their respec-     First, they developed and sold their own games for their own consoles.
                         tive devices: the Sony Playstation series, the Microsoft Xbox series, and   Second, they earned royalties from third party developers who paid for
                         the Nintendo Wii. All three are based on double-sided platforms, but there   the right to create games for specifi c consoles. This is the typical pattern
                         are substantial diΩerences between the Sony/Microsoft business model   of a double-sided platform business model: one side, the consumer, is
                         and Nintendo’s approach, demonstrating that there is no “proven” solution   heavily subsidized to deliver as many consoles as possible to the market.
                         for a given market.                                      Money is then earned from the other side of the platform: game developers.


          !"#$%&'(%)*+(%,,---:.                                                                                                       /012013---245/-67
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