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MULTI-SIDED PLATFORMS








                 Same pattern, but
                 diΩerent business model:                                                                                               83
                 Nintendo’s Wii
                                                                                                                                         PATTERNS
                 KP       KA        VP        CR        CS

                                      "family"
                                      console
                                      console             casual
                                                          casual
                                                          gamers
                                                          gamers
                                     a                    gamers
                                     access to
                                     access to ccess to
                          KR          console  CH        developers
                                                           game
                                                           game ame
                                                           g
                                      users &
                                                         devel
                                     cheap game          developersopers
                                     cheap game
                                      devel
                                      develop-op-
                                      develop-
                                     ment costs                             Sony and Microsoft competed with costly, proprietary, state-of-the-art
                                     ment costs
                                                                         technology aimed at avid gamers and subsidized it in order to gain market
                 C$                      R$      profi table              share and keep hardware prices aΩordable. Nintendo, on the other hand,
                                                 profi table rofi table rofi table rofi table
                                                 p p p
                                               hard
                                               hard
                                               hardware sales
                                               hard
                                               hardware salesware salesware salesware salesware sales
                                               hard
                                                  royalties
                                                  royalties              focused on a market segment that was far less sensitive to technological
                                                                         performance. Instead, it lured customers with its motion-controlled
                                                                         “fun factor.” This was a much cheaper technological innovation compared
                                                                         to new, more powerful chipsets. Thus, the Nintendo Wii was less costly
                Wii Focus                                                to produce, allowing the company to forego commercialization subsi-
                Nintendo’s Wii changed all this. Like its competitors, the Wii is based on a   dies. This is the main diΩerence between Nintendo and rivals Sony and
                double-sided platform business, but with substantially diΩerent elements.   Microsoft: Nintendo earns money from both sides of its double-sided
                Nintendo aimed its consoles at the huge audience of casual gamers rather   Wii platform. It generates profi ts on each console sold to consumers and
                than the smaller “traditional” market of avid gamers. It won the hearts   pockets royalties from game developers.
                of casual gamers with relatively inexpensive machines equipped with a      To summarize, three interlinked business model factors explain the
                special remote control device that allows players to control the action   commercial success of the Wii: (1) low-cost diΩerentiation of the prod-
                with physical gestures. The novelty and fun of motion-controlled games   uct (motion control), (2) focus on a new, untapped market that cares less
                such as Wii Sports, Wii Music, and Wii Fit attracted enormous numbers   about technology (casual gamers), and (3) a double-sided platform pattern
                of casual gamers. This diΩerentiator is also the basis for the new type of   that generates revenues from both “sides” of the Wii. All three represent
                double-sided platform that Nintendo created.             clean breaks from past game sector traditions.
          !"#$%&'(%)*+(%,,---:5                                                                                                       /012013---245/-67
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