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Course Description:   E-Commerce and High Technology Market

Section:              “U”

Professor Name:       Detlev Zwick

Student Name:         Lei Li
                      Carlos Saito
                      Masashi Shinkawa
                      Ying Zhang


Date:                 September 28th, 2005
1. Executive Summary

The success of EyeToy Play and failure of its successor EyeToy Groove made Sony Computer

Entertainment Europe (SCEE) confused about their new product and technology, the: EyeToy. In

order to determine what product, market, and technology strategy SCEE should take, we give

detailed analysis of gaming market, customer segmentation, and technology trends. There are three

alternatives for EyeToy: 1) Repositioning EyeToy to women to children customersExpand target to

non-traditional gamers, 2) Redesign the product to focus on traditional gamersIntegrating EyeToy

to PlayStation platform and 3) Withdrawing EyeToy from PlayStation platform. We have looked at

fiveour criteria in attempting to arrive at a recommendation. These criteria are: profitabilityprofits,

future growth, company’s image, easy to implement and ; risk, customer satisfaction, and brand

    consistency. We recommend that SCEE should withdraw EyeToy from PlayStation platform after

evaluating each alternative by these fiveour criteria. We found that the critical concept of EyeToy

is not aligned with that of PlayStation. PC gaming is a potential market that SCEE should develop

EyeToy game separately on PC platform to attract more women and children customers.

2. Main Problem

The main problem is that the sales of EyeToy Groove didn’t meet the expectation of SCEE, casting

the doubt on the potential of EyeToy in the world market. We can go deep into the problems from

three different perspectives, of the product, marketing and technology.

    Product Issues: Is there ongoing software market for EyeToy?


•       Product Price: Is EyeToy Groove too expensive for customers?

                                                                                                     2
•   Product Pipeline: Is the concept of pipeline of EyeToy; EyeToy Play2, EyeToy Chat, EyeToy


    Kinetic, SingStar, and Personalized games applicable as a new product line in the market?


•   Peripherals: Is camera a substitute or a complement of controller?



Marketing Issues: To whom and how should EyeToy focus in the Market?


•   Bundling: Should camera be sold bundling with software or separately?




•   Targeting: Who are the EyeToy’s core customers? Could EyeToy refocused on other customer


    segment such as women and children?


•   Promotion: Which is the efficient method of promoting EyeToy in the market?



Technology Issues: Is EyeToy technology suitable for the game of PlayStation?


•   Technology Innovation: Can EyeToy be used to develop more complex and speedy games?




•   Technology Adaptation: If EyeToy technology is not a perfect option for PlayStation, is there


    any other application EyeToy can be used?

3. Analysis

3.1 SWOT Analysis of SCEI/SCEE

3.1.1 Strength

Brand Equity  SCEI/SCEE havehas a philosophy and motivation for developing games that are


                                                                                                3
different from any other game developers’. They invested heavily on research and development

(RR&D) to ensure many game titles are available for PlayStation 2. They have been successfully

establishing a PlayStation’s “cool” image by constantly updating the hardware and by providing

many attractive and innovating software.      

 High Technology/ Product Innovation  SCEI’s games haves successfully won the hearts and

minds of customers. It has provided extremely high-quality 3D graphics and audio, complex

movement support, and wide variety of peripherals, including not only the standard key controller,

but also gaming-specific devices such as joysticks, game-pads, steering wheels, and headsets, with

which games feel most comfortable and excited for customers.

3.1.2 Weakness

Limited Budget/ Lengthy Process  SCEE’s development and marketing budgets for new games

are rather limited, though both budgets should be increased to produce “pillar” titles. Also, with the

current human resources such as developers and programmers, developing a game typically

requires 3 years which is quite lengthy process, considering the changeable customer demand.

EyeToy’s Infant Technology  Compared to the current popular titles, the EyeToy cannot support

the complex behavior or exciting movement at this stage. Due to the EyeToy camera's need to

"see" the player as they play, the camera can be very finicky about how much light is in the room.

Different games have a different tolerance for varying light conditions.

3.1.3 Opportunity

 Market Potential  The Video Gaming market is still growing. For example, U.S. computer and

video game software sales grew 4% in 2004 to $7.3 billion which is more than doubling of industry

software sales since 19961   . Since most development efforts remained skewed toward traditional
                                                                                                    4
“hard-core” gamers and failed to catch on with a wide demographic, there is a room to develop for

non-“hard-core” gamers such as women and children.

Third-Party Developer  The third-party developers have become more powerful in the market by

providing many successful titles and accumulating its know-how. SCEE can continue innovating

new technology with the support of third-party developers.

3.1.4 Threat

Personal Computer Game  PC games have gradually increased the performance. In 2003, $1.1

billion came from the PC software industry which is about 15% of video-game console software

sales2 . PC games have shown a remarkable degree of evolution and flexibility as the PC user has

shifter to mass-market consumer.

Competitors  Competition to become a leading platform provider has been intense because of the

strong rivals, such as Microsoft and Nintendo. Also, the competitors have tried to catch up with the

new EyeToy-like technology.

Large Budget  The increasing size and cost of projects will make it hard for developers to

survive. It is necessary to spend a huge budget if developers want to create attractive software.

3.2 Key Success Factor of PlayStation 2


Product Innovation  It is the key contributor to the success of SCEI. SCEI provided highly

compatible PlayStation hardware which can connect with all kinds of peripherals and support a

variety of software from SCEI and third party vendors. On the other hand, SCEI improved the

quality of game graphics and audio, making them appealing to more and more game players.




                                                                                                    5
Variety of Software  PlayStation 2 accounted for 53.3% software market share in early 2004.3

Actually SCEI didn’t make any money on selling their hardware. It is the software and the royalties

from third party software vendor driving the profit. SCEI targeted their customers with a variety of

popular software, including Action (30%), Sports (18%), Shooters (10%), Family Entertainment

(10%), Racing (9%), Role-Playing (9%), and Fighting (5%)4 . Moreover a timely introduction of

software to the market is also a key for SCEE to be success in the future market.



Brand Image  As we mentioned before, SCEI has a reputation as “The first and the best” due to

their ever growing number of attractive games.       Sony brand is well regarded amongst most

consumers. High brand awareness and their good image in consumers will help SCEE to maintain

its market leadership.



Correct Targeting/Positioning  SCEI put most development efforts skewed toward traditional

‘hard-core’ gamers which are male, 20 - 30 years old and have been playing games for 9.5 years5

because ‘hard-core’ games generated the majority of revenues of SCEI. For ‘hard-core’ gamers,

PlayStation 2 is the platform that makes them experience a great adventure because SCEI has a

 series of challenging games.



3.3 Core Competence of EyeToy


Product innovation  The idea of using cameras in games was not new, but the revolution of

connecting a camera to the PS2 and interpreting the incoming video signal was very innovative.

This innovation dramatically increases its popularity in consumers.


                                                                                                  6
Marketing promotion  SCEI lunched a series of marketing campaigns to introduce EyeToy. In

order to educate people about what EyeToy was and how to use it, SCEI allowed users to ‘sample’

the product in the introduction period. This proved very successful. SCEI sold over 2.5 million

 copies in Europe within 8 months.



Different Targeting/Positioning  EyeToy targeted on a much broader demographic than

traditional games and became a new revenue driver due to two reasons: 1) it is easy to play even for

parents and girls. 2) It includes 12 mini-games which appeal to different consumers.



3.4 Gap between “KSF of PS2” and “Core Competence of EyeToy”


Product Variety  SCEE could not prepare many variety of software at the beginning because not

so many software titles had met expectations of SCEI’s criteria of ‘EyeToy–required’ game.

Customers would be very skeptical about the future potential of EyeToy technology; thus they

hesitated to purchase EyeToy camera before they can confirm the potential of software variety.



Targeting Gap  EyeToy’s new concept does not seem to meet the hard-core users demand

because EyeToy required games are not so sophisticated and high video quality for them. One

reason for EyeToy to success in the first place is that SCEI combined most popular mini-games

with new technology of camera which is totally new to customers. However, most of buyers were

current PlayStation 2 users because and fewother platforms’ users didn’tbuyers want to switch from

other platform to PlayStation 2 only because of the EyeToy. That means the penetration of

PlayStation 2 platform didn’t change so much. Thus, SCEI should have paid more attention to the

interest of core users to succeed in a short-run.
                                                                                                  7
4. Alternatives

4.1 Alternative I – Expand target to non-traditional gamers

One alternative is to expand the target to non hard-core gamers, such as women and children with

the concept of “Easy Learning” and “Simplicity”. Considering that there are many existing users

who demand the extremely high quality games, the EyeToy technology still may still not be enough

to make them feel satisfied; thus in this alternative, SCEE must provide as many and wide variety

of software as possible by lowering the current “EyeToy-required” criteria, and put a emphasis on

acquiring as many new customers as possible in a short-run. This would make current “hard-core”

gamers expect to the EyeToy ’s future potential as well.

4.2 Alternative II – Redesign the product to focus on traditional gamers

In this alternative, SCEE should redesign the EyeToy technology, and create more innovative

software that is capable to meet the requirements of the traditional “hard-core” gamers. For

example, a combination of the EyeToy and traditional gaming would be a good alternative. SCEI

 has a main goal regarding its gaming console “Satisfy their main customers by pushing the edge

that gamers have come to expect from the PlayStation brand”6 . Therefore, toward this sustainable

goal, the company must keep pursuing more advanced products and targeting at current hard-core

gamers.

4.3 Alternative III – Withdraw EyeToy from PlayStationS2 platform

In this alternative, SCEI should withdraw EyeToy from PlayStation platform and adapt it to the

growing PC game market. SCEE has spent tremendous time, money and human resource to

establish a current high status of PlayStation. However, it is highly possible that this existing

excellent brand image will be diluted by the EyeToy’s infant technology. Therefore, the company
                                                                                                8
has to stop integrating EyeToy and PlayStatation 2 and focus all resources to     pursue more


high-quality 3D graphics/sound and complex movement support toward the next generation

platform. without EyeToy technology.

5. Evaluation and Recommendation

For our evaluation, we have used a matrix analysis, which is a systematic comparison of two

categories of items. The alternatives are represented by the row heading of the matrix and the

criteria as the column heading.




We can put the table in appendix


                                                                                            9
In order to reach a recommendation we have developed the following criteria to evaluate the

alternatives that we develop.




Profitability  Profit, as many other businesses, is the main criteria and it is considered the

Company's ability to generate an adequate return on invested capital. In the Alternative 1, the

product will be not profitable at all since the customer base of children and women is not as large as

that of current target will be only 0% of the custgamersomers7 , which are represented by the non-

gamers such as children and women. Alternative 2 is the worst because , high R&D cost of

launching new technology may rreduce the profit enormously in a short run and bring about the

huge risk of its failure. increase the average developing cost of non-EyeToy games that will be

required to work under a whole concept. Alternative 3, it would be the most profitable alternative.

PlayStation traditional games can efficiently keep being improved without any extra expense.

SCEI can focus on the development of next generation platform which is expected to bring new

features and huge success. PlayStation 3 is predicted to sell over 200 millions consoles8 .

Future growth  We evaluated the sustainable growth potential of its video game business. We

 consider that the Alternative 1 will not be able to maintain a sustainable growth because the


                                                                                                   10
product’s target is represented only by a small percentage of the customer base. On the other hand,

with Alternative 2 and 3 the company can capture their main customers. In the alternate 2, if the

EYETOY technology can successfully be redesigned to meet the expectations of the hard-core

gamers, then we believe it can achieve the best long-term sustainable growth.

Company’s image  It is represented by the ability to distinguish in the marketplace and the

absolute commitment to provide the highest quality to the main customers. As mention before,

since the main goal SCEI is to satisfy their main customers, we believe that targeting to the hard-

core gamers in the Alternative 2 and 3 are the best choices. In alternative 2, SCEI definitely will

boost the company’s image and therefore strengthen its global image as an innovator. .

Easy to implement  We evaluated the difficulty of implementation, in terms of time, human

capital and resources that each alternative will require to be developed.        We consider that

Alternative 1 13 is the easiest choice because they can finish the marketing efforts. Alternative 32

is the next easiest because they do not need a big change of current technology and marketing

strategy. Alternative 212 is the most difficult because it will require the creation of a total new

concept in terms of Research and Development (R&D).

Customer satisfactions  It consists of reinforcement of the relationship with the main customers

over time, through respond to the attitudes and preferences they demand. Alternative 1 will not be

able to meet customers’ expectations, Alternative 2 23 is still possible; however, regarding the

Alternative 332, PlayStation has proven to be the most successful gaming console in the world,

delivering the most demanding experience for intense gamers.

6. Recommendation and Implementation


                                                                                                 11
Based on our analysis above, we recommend that SCEI withdraw EyeToy technology from

PlayStation 2 pPlatform. To implement this recommendation, SCEI should just stop all the current

marketing effort and save additional expenses for EyeToy-PlayStation technology. Instead, SCEI

should take the following action: “Transferring the EyeToy technology to a PC platform”. By

doing this, SCEI can expect:


•   PC Customer Base: SCEI can expand its customer base in the PC market because PC gamers


    tend to prefer the family entertainment software (20% of total software share) compared to

    Console gamers (10%)9 .


•   PC Customer Satisfaction: SCEI can clearly distinguish the product portfolio between


    PlayStation 2 and PC games. PC users who could not play EyeToy games are willing to play

    EyeToy because they do not need to switch to PlayStation 2 platform.


•   Increase of Camera Sales: EyeToy cameras will be well-accepted by PC gamers because they


    are more common peripherals in the PC market than Console game market.

To implement this recommendation successfully, SCEI should take following marketing mix

strategy and time schedule:


•   Product: It is necessary to standardize EyeToy camera for adapting to PC games. The base


    technology used is the same as that of existing EyeToy, but the new device-driver is necessary

    to develop26.


•   Promotion: Since online promotion is less expensive and applicable than in-store promotion,


                                                                                               12
SCEI should uUsing popular magazine to deliver the information of this new PC games, and

    heavily useing intensive online promotions to get the core customers’ awareness. Providing by

    sampleing by ( free download is one of the options. )Also, it should use popular PC magazines

    to deliver the information of this new PC games ; While hosting a showroom in retail stores to

    educate customers.


•




•   Price: It should be reasonable, around $20 for software, which is almost same as current other


     PC software titles.


•   Place: It is possible to sell the EyeToy software through oRetail stores, sony stores, On-line


    website, large r.etail chains, and Sony stores. Considering the EyeToy’s new concept, SCEI

    can focus on an on-line sales strategy to instill the image of totally new concept of PC game.


•




•   Timeline: It required 12 to 16 months to launch the EyeToy in PC market. Developing new


    device-driver must be required for 2 to 6 months, then pre-production including

    measurement/reliability test is for 7 months, production and promotion can be done for 3

    months almost at the same time.   Timeline:


•




                                                                                                     13
1
    Bibliography
 Entertainment Software Association, <http://www.theesa.com/facts/top_10_facts.php>
2
  Entertainment Software Association、<http://www.theesa.com/facts/sales_genre_data.php>
3
  Exhibit 4 Video-Game Consoles, Course kits of MKTG 6525, page 63
4
  Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php>
5
  Entertainment Software Association, <http://www.theesa.com/facts/top_10_facts.php>
6
  http://www.us.playstation.com/about.aspx
7
  Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php>
8
  http://www.ps3land.com/
9
  Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php>

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Sony eyetoy final_report

  • 1. Course Description: E-Commerce and High Technology Market Section: “U” Professor Name: Detlev Zwick Student Name: Lei Li Carlos Saito Masashi Shinkawa Ying Zhang Date: September 28th, 2005
  • 2. 1. Executive Summary The success of EyeToy Play and failure of its successor EyeToy Groove made Sony Computer Entertainment Europe (SCEE) confused about their new product and technology, the: EyeToy. In order to determine what product, market, and technology strategy SCEE should take, we give detailed analysis of gaming market, customer segmentation, and technology trends. There are three alternatives for EyeToy: 1) Repositioning EyeToy to women to children customersExpand target to non-traditional gamers, 2) Redesign the product to focus on traditional gamersIntegrating EyeToy to PlayStation platform and 3) Withdrawing EyeToy from PlayStation platform. We have looked at fiveour criteria in attempting to arrive at a recommendation. These criteria are: profitabilityprofits, future growth, company’s image, easy to implement and ; risk, customer satisfaction, and brand consistency. We recommend that SCEE should withdraw EyeToy from PlayStation platform after evaluating each alternative by these fiveour criteria. We found that the critical concept of EyeToy is not aligned with that of PlayStation. PC gaming is a potential market that SCEE should develop EyeToy game separately on PC platform to attract more women and children customers. 2. Main Problem The main problem is that the sales of EyeToy Groove didn’t meet the expectation of SCEE, casting the doubt on the potential of EyeToy in the world market. We can go deep into the problems from three different perspectives, of the product, marketing and technology. Product Issues: Is there ongoing software market for EyeToy? • Product Price: Is EyeToy Groove too expensive for customers? 2
  • 3. • Product Pipeline: Is the concept of pipeline of EyeToy; EyeToy Play2, EyeToy Chat, EyeToy Kinetic, SingStar, and Personalized games applicable as a new product line in the market? • Peripherals: Is camera a substitute or a complement of controller? Marketing Issues: To whom and how should EyeToy focus in the Market? • Bundling: Should camera be sold bundling with software or separately? • Targeting: Who are the EyeToy’s core customers? Could EyeToy refocused on other customer segment such as women and children? • Promotion: Which is the efficient method of promoting EyeToy in the market? Technology Issues: Is EyeToy technology suitable for the game of PlayStation? • Technology Innovation: Can EyeToy be used to develop more complex and speedy games? • Technology Adaptation: If EyeToy technology is not a perfect option for PlayStation, is there any other application EyeToy can be used? 3. Analysis 3.1 SWOT Analysis of SCEI/SCEE 3.1.1 Strength Brand Equity  SCEI/SCEE havehas a philosophy and motivation for developing games that are 3
  • 4. different from any other game developers’. They invested heavily on research and development (RR&D) to ensure many game titles are available for PlayStation 2. They have been successfully establishing a PlayStation’s “cool” image by constantly updating the hardware and by providing many attractive and innovating software.   High Technology/ Product Innovation  SCEI’s games haves successfully won the hearts and minds of customers. It has provided extremely high-quality 3D graphics and audio, complex movement support, and wide variety of peripherals, including not only the standard key controller, but also gaming-specific devices such as joysticks, game-pads, steering wheels, and headsets, with which games feel most comfortable and excited for customers. 3.1.2 Weakness Limited Budget/ Lengthy Process  SCEE’s development and marketing budgets for new games are rather limited, though both budgets should be increased to produce “pillar” titles. Also, with the current human resources such as developers and programmers, developing a game typically requires 3 years which is quite lengthy process, considering the changeable customer demand. EyeToy’s Infant Technology  Compared to the current popular titles, the EyeToy cannot support the complex behavior or exciting movement at this stage. Due to the EyeToy camera's need to "see" the player as they play, the camera can be very finicky about how much light is in the room. Different games have a different tolerance for varying light conditions. 3.1.3 Opportunity Market Potential  The Video Gaming market is still growing. For example, U.S. computer and video game software sales grew 4% in 2004 to $7.3 billion which is more than doubling of industry software sales since 19961 . Since most development efforts remained skewed toward traditional 4
  • 5. “hard-core” gamers and failed to catch on with a wide demographic, there is a room to develop for non-“hard-core” gamers such as women and children. Third-Party Developer  The third-party developers have become more powerful in the market by providing many successful titles and accumulating its know-how. SCEE can continue innovating new technology with the support of third-party developers. 3.1.4 Threat Personal Computer Game  PC games have gradually increased the performance. In 2003, $1.1 billion came from the PC software industry which is about 15% of video-game console software sales2 . PC games have shown a remarkable degree of evolution and flexibility as the PC user has shifter to mass-market consumer. Competitors  Competition to become a leading platform provider has been intense because of the strong rivals, such as Microsoft and Nintendo. Also, the competitors have tried to catch up with the new EyeToy-like technology. Large Budget  The increasing size and cost of projects will make it hard for developers to survive. It is necessary to spend a huge budget if developers want to create attractive software. 3.2 Key Success Factor of PlayStation 2 Product Innovation  It is the key contributor to the success of SCEI. SCEI provided highly compatible PlayStation hardware which can connect with all kinds of peripherals and support a variety of software from SCEI and third party vendors. On the other hand, SCEI improved the quality of game graphics and audio, making them appealing to more and more game players. 5
  • 6. Variety of Software  PlayStation 2 accounted for 53.3% software market share in early 2004.3 Actually SCEI didn’t make any money on selling their hardware. It is the software and the royalties from third party software vendor driving the profit. SCEI targeted their customers with a variety of popular software, including Action (30%), Sports (18%), Shooters (10%), Family Entertainment (10%), Racing (9%), Role-Playing (9%), and Fighting (5%)4 . Moreover a timely introduction of software to the market is also a key for SCEE to be success in the future market. Brand Image  As we mentioned before, SCEI has a reputation as “The first and the best” due to their ever growing number of attractive games. Sony brand is well regarded amongst most consumers. High brand awareness and their good image in consumers will help SCEE to maintain its market leadership. Correct Targeting/Positioning  SCEI put most development efforts skewed toward traditional ‘hard-core’ gamers which are male, 20 - 30 years old and have been playing games for 9.5 years5 because ‘hard-core’ games generated the majority of revenues of SCEI. For ‘hard-core’ gamers, PlayStation 2 is the platform that makes them experience a great adventure because SCEI has a series of challenging games. 3.3 Core Competence of EyeToy Product innovation  The idea of using cameras in games was not new, but the revolution of connecting a camera to the PS2 and interpreting the incoming video signal was very innovative. This innovation dramatically increases its popularity in consumers. 6
  • 7. Marketing promotion  SCEI lunched a series of marketing campaigns to introduce EyeToy. In order to educate people about what EyeToy was and how to use it, SCEI allowed users to ‘sample’ the product in the introduction period. This proved very successful. SCEI sold over 2.5 million copies in Europe within 8 months. Different Targeting/Positioning  EyeToy targeted on a much broader demographic than traditional games and became a new revenue driver due to two reasons: 1) it is easy to play even for parents and girls. 2) It includes 12 mini-games which appeal to different consumers. 3.4 Gap between “KSF of PS2” and “Core Competence of EyeToy” Product Variety  SCEE could not prepare many variety of software at the beginning because not so many software titles had met expectations of SCEI’s criteria of ‘EyeToy–required’ game. Customers would be very skeptical about the future potential of EyeToy technology; thus they hesitated to purchase EyeToy camera before they can confirm the potential of software variety. Targeting Gap  EyeToy’s new concept does not seem to meet the hard-core users demand because EyeToy required games are not so sophisticated and high video quality for them. One reason for EyeToy to success in the first place is that SCEI combined most popular mini-games with new technology of camera which is totally new to customers. However, most of buyers were current PlayStation 2 users because and fewother platforms’ users didn’tbuyers want to switch from other platform to PlayStation 2 only because of the EyeToy. That means the penetration of PlayStation 2 platform didn’t change so much. Thus, SCEI should have paid more attention to the interest of core users to succeed in a short-run. 7
  • 8. 4. Alternatives 4.1 Alternative I – Expand target to non-traditional gamers One alternative is to expand the target to non hard-core gamers, such as women and children with the concept of “Easy Learning” and “Simplicity”. Considering that there are many existing users who demand the extremely high quality games, the EyeToy technology still may still not be enough to make them feel satisfied; thus in this alternative, SCEE must provide as many and wide variety of software as possible by lowering the current “EyeToy-required” criteria, and put a emphasis on acquiring as many new customers as possible in a short-run. This would make current “hard-core” gamers expect to the EyeToy ’s future potential as well. 4.2 Alternative II – Redesign the product to focus on traditional gamers In this alternative, SCEE should redesign the EyeToy technology, and create more innovative software that is capable to meet the requirements of the traditional “hard-core” gamers. For example, a combination of the EyeToy and traditional gaming would be a good alternative. SCEI has a main goal regarding its gaming console “Satisfy their main customers by pushing the edge that gamers have come to expect from the PlayStation brand”6 . Therefore, toward this sustainable goal, the company must keep pursuing more advanced products and targeting at current hard-core gamers. 4.3 Alternative III – Withdraw EyeToy from PlayStationS2 platform In this alternative, SCEI should withdraw EyeToy from PlayStation platform and adapt it to the growing PC game market. SCEE has spent tremendous time, money and human resource to establish a current high status of PlayStation. However, it is highly possible that this existing excellent brand image will be diluted by the EyeToy’s infant technology. Therefore, the company 8
  • 9. has to stop integrating EyeToy and PlayStatation 2 and focus all resources to   pursue more high-quality 3D graphics/sound and complex movement support toward the next generation platform. without EyeToy technology. 5. Evaluation and Recommendation For our evaluation, we have used a matrix analysis, which is a systematic comparison of two categories of items. The alternatives are represented by the row heading of the matrix and the criteria as the column heading. We can put the table in appendix 9
  • 10. In order to reach a recommendation we have developed the following criteria to evaluate the alternatives that we develop. Profitability  Profit, as many other businesses, is the main criteria and it is considered the Company's ability to generate an adequate return on invested capital. In the Alternative 1, the product will be not profitable at all since the customer base of children and women is not as large as that of current target will be only 0% of the custgamersomers7 , which are represented by the non- gamers such as children and women. Alternative 2 is the worst because , high R&D cost of launching new technology may rreduce the profit enormously in a short run and bring about the huge risk of its failure. increase the average developing cost of non-EyeToy games that will be required to work under a whole concept. Alternative 3, it would be the most profitable alternative. PlayStation traditional games can efficiently keep being improved without any extra expense. SCEI can focus on the development of next generation platform which is expected to bring new features and huge success. PlayStation 3 is predicted to sell over 200 millions consoles8 . Future growth  We evaluated the sustainable growth potential of its video game business. We consider that the Alternative 1 will not be able to maintain a sustainable growth because the 10
  • 11. product’s target is represented only by a small percentage of the customer base. On the other hand, with Alternative 2 and 3 the company can capture their main customers. In the alternate 2, if the EYETOY technology can successfully be redesigned to meet the expectations of the hard-core gamers, then we believe it can achieve the best long-term sustainable growth. Company’s image  It is represented by the ability to distinguish in the marketplace and the absolute commitment to provide the highest quality to the main customers. As mention before, since the main goal SCEI is to satisfy their main customers, we believe that targeting to the hard- core gamers in the Alternative 2 and 3 are the best choices. In alternative 2, SCEI definitely will boost the company’s image and therefore strengthen its global image as an innovator. . Easy to implement  We evaluated the difficulty of implementation, in terms of time, human capital and resources that each alternative will require to be developed. We consider that Alternative 1 13 is the easiest choice because they can finish the marketing efforts. Alternative 32 is the next easiest because they do not need a big change of current technology and marketing strategy. Alternative 212 is the most difficult because it will require the creation of a total new concept in terms of Research and Development (R&D). Customer satisfactions  It consists of reinforcement of the relationship with the main customers over time, through respond to the attitudes and preferences they demand. Alternative 1 will not be able to meet customers’ expectations, Alternative 2 23 is still possible; however, regarding the Alternative 332, PlayStation has proven to be the most successful gaming console in the world, delivering the most demanding experience for intense gamers. 6. Recommendation and Implementation 11
  • 12. Based on our analysis above, we recommend that SCEI withdraw EyeToy technology from PlayStation 2 pPlatform. To implement this recommendation, SCEI should just stop all the current marketing effort and save additional expenses for EyeToy-PlayStation technology. Instead, SCEI should take the following action: “Transferring the EyeToy technology to a PC platform”. By doing this, SCEI can expect: • PC Customer Base: SCEI can expand its customer base in the PC market because PC gamers tend to prefer the family entertainment software (20% of total software share) compared to Console gamers (10%)9 . • PC Customer Satisfaction: SCEI can clearly distinguish the product portfolio between PlayStation 2 and PC games. PC users who could not play EyeToy games are willing to play EyeToy because they do not need to switch to PlayStation 2 platform. • Increase of Camera Sales: EyeToy cameras will be well-accepted by PC gamers because they are more common peripherals in the PC market than Console game market. To implement this recommendation successfully, SCEI should take following marketing mix strategy and time schedule: • Product: It is necessary to standardize EyeToy camera for adapting to PC games. The base technology used is the same as that of existing EyeToy, but the new device-driver is necessary to develop26. • Promotion: Since online promotion is less expensive and applicable than in-store promotion, 12
  • 13. SCEI should uUsing popular magazine to deliver the information of this new PC games, and heavily useing intensive online promotions to get the core customers’ awareness. Providing by sampleing by ( free download is one of the options. )Also, it should use popular PC magazines to deliver the information of this new PC games ; While hosting a showroom in retail stores to educate customers. • • Price: It should be reasonable, around $20 for software, which is almost same as current other PC software titles. • Place: It is possible to sell the EyeToy software through oRetail stores, sony stores, On-line website, large r.etail chains, and Sony stores. Considering the EyeToy’s new concept, SCEI can focus on an on-line sales strategy to instill the image of totally new concept of PC game. • • Timeline: It required 12 to 16 months to launch the EyeToy in PC market. Developing new device-driver must be required for 2 to 6 months, then pre-production including measurement/reliability test is for 7 months, production and promotion can be done for 3 months almost at the same time. Timeline: • 13
  • 14. 1 Bibliography Entertainment Software Association, <http://www.theesa.com/facts/top_10_facts.php> 2 Entertainment Software Association、<http://www.theesa.com/facts/sales_genre_data.php> 3 Exhibit 4 Video-Game Consoles, Course kits of MKTG 6525, page 63 4 Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php> 5 Entertainment Software Association, <http://www.theesa.com/facts/top_10_facts.php> 6 http://www.us.playstation.com/about.aspx 7 Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php> 8 http://www.ps3land.com/ 9 Entertainment Software Association, <http://www.theesa.com/facts/sales_genre_data.php>