Activision Case Study
Descripción
Spring
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Activision: The Kelly Slater’s Pro Surfer Project Team 1: Amrit Thind, Arjun Singh, Kevin Castlunger, Oliver Huber, Paris Koumbarakis, Vitor Mascarenhas 05.02.2015
Course: New Product Development and Service Innovation
1a) What are the competitive dynamics of the video game industry in 2002? The main competitive dynamics in the video game industry in 2002 can be drawn through the different levels in the whole supply chain in the gaming industry (see Appendix, Figure 1 for further information regarding the single players). In the video game industry the top three competitors in 2002 regarding the Platform Providers were Sony, Microsoft and Nintendo (Sega exited the market in 2001). All three were slashing prices to capture market share and promote adoption. This price war was initiated by Sony in mid 2002 by cutting its Playstation 2 price from 299$ to 199$ (Smith, 2005, p 12). Critical competitive components that directly influence strategic developments can be found besides the competition at the Platform Provider in each of the other chains (Appendix, Figure 1). Looking for examples for the developers/studios competition could arise in form of a forward integration in the value chain (even though only a few independent studios could afford to finance their own games). ID Software, for example, the creators of Doom, funded each release itself and relied on publishers such as Activision only for marketing, PR, and distribution to retailers. Publishers such as Activision should pay attention to the whole supply chain. Furthermore, they should be able to learn from the “failures” of their main publisher competitors such as Ubi Soft (with Surf riders), Rockstar (with Surfing H30) or Mattel (with Championship Surfer). Looking at the reviews of each of those titles it seems clear, that the new title of Activision clearly has the potential to outrun its competition. 1b) What does Activision need to do well to compete effectively in this industry? Factors such as using the increased technology to provide better graphics, including a 2-‐ player mode, simplifying the control, reducing a repetitive game play, increasing the visuals and camera effects, including good music and providing a playable (not too difficult/not too easy) game title could bring the KSPS title huge success. Crucial in that sense is also to provide a “bug free” solution with a beta test phase to insure smooth game play. Furthermore, they should look at the current titles from Ubisoft (Sunny Garcia Surfing) and Infogrames (TransWorld Surf) and provide additional features the other titles don’t have (such as Mini-‐Missions, different wave break elements, populated waves etc.) Besides the technical aspects of KSPS, it is also important to focus on the right target groups (see Figure 2), use the right sales channels (for example Wal-‐Mart and Best Buy), use the right studio to develop the game (here they had slight problems with IRC), increase awareness, provide a unique marketing campaign and provide the KSPS on the right consoles at the right time like the Christmas quarter, since sales boom at the beginning “over 50% of a game’s sales occurred in the first three months after its release (Maccormack & D’angelo, 2005, p. 2).“ Last but not least we know that by 2002, 60%–80% of the company’s games were based on well-‐ known brands or names, such as Spiderman, the Star Trek franchise, or skateboarder Tony Hawk. Moving on with that process, Activision additionally increased its development capacity through the acquisition of studios, thereby expanding its IP library. Given the steady consolidation in the industry, Activision’s goal to take advantage of scale should be used as a competitive advantage. Smaller companies were facing constrains concerning capital, had higher cash flow volatility, and had to spread their fixed costs over a smaller revenue base. Providing a game title with such a well-‐ known brand and name (like Kelly Slater) Activision should therefore generally make use of their strategic and organizational resources.
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2) Evaluate Activision's Green Light process for game development. What are its strengths and weaknesses? How would you improve this process? The Green Light process (Appendix, Figure 2) shows a clear guideline to develop a game. Following table shows the main pros and cons of the process.
Staged approach allows to weed out the less successful games earlier in the process.
Time Consuming Process (Involvement of senior managers)
Tracking & monitoring of progress Risk & excessive Investment reduction for potentially unsuccessful projects
Higher costs Danger of sticking with a because as “once you get beyond prototype, it’s hard to see a project cancelled.”
Budgeting allows rough-‐cut profit & loss forecast
Competitive analysis, besides positioning, allows early stage evaluation and modifications Prototype allows first impression of how the products looks like, gives a common understanding and where improvements are needed Coordination between production, brand management, marketing, and finance Provides an opportunity for constructive feedback from a big-‐picture perspective
If Market Research isn’t done probably the danger exists that good projects got squeezed out even though they could have been successful.
Improvements: As there will always remain a certain risk, the whole Green Light process seems quite elaborated. Slight improvements can be made in regards to the high influence of the marketing department (as seen for games such as Tony Hawk or Mechwarrior 2). In that sense a more diverse and elaborated market research study with a higher involvement of the employees can increase the success rate even more. 3) When should Activision launch the “Kelly Slater's Pro surfer” game? Be prepared to share your reasoning and analysis in class. Looking at the big picture, most video game sales occur in the fourth quarter. Additionally the majority of new game sales happen in the first three to five months. Activision faced slight problems as competitors were already releasing big titles for the Christmas rush. Furthermore other surfing titles were already released a year before and last but not least Kelly Slater was not as involved with interviews or publicity due to his training. Our suggestion: Nevertheless based on the information of the case it seems reasonable to recommend Activision to release its new title KSPS in September as it would allow the
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game to be part of the Christmas rush where about 50% of the sales of video games occur. Therefore Activision would have to get started on its beta testing to work out the final bugs for the KSPS title. What happened: Looking at the actual case they released KSPS for the main consoles in September 2002 (for Mobile Phone and Microsoft Windows in 2003) where reviewers such as websites like GameRankings and Metacritic gave the different version on the different consoles in average of 8 out of 10 points. Finally, when comparing KSPS sales with the ones of the competitions titles, it shows that KSPS outsold them by a substantial amount. Appendix, Figure 1: Video Game Industry Platform Providers • Chief source of revenue came from royalties received from publishers Content Providers • Content owners typically received royalties of 10% of the retail price of the game Developers (or Studios) • Independent or owned by either a publisher or a platform provider • Independent studios typically looked to publishers for linancing • Cash advance covering costs plus a small margin • Publisher was granted publishing and distribution rights • If volume requirements are met, the studio receives royalties ranging from 5% to 20% of sales. Publishers (Activision) • Venture capital funds, assessing market opportunities, linancing game developments, marketing and promoting the resulting products Retailers • Specialty toy stores, electronics superstores and discounters • Large retailers such as Wal-‐Mart and Best Buy accounted for almost 50% of sales • Average game price 40-‐50$, gross margins of retailers, 25%–30%
Figure 2: Target Market •
2.2M kids surf in the US (25.6% participation growth in past year)
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75% of kids who read Surfing Magazine are 24 and under -‐ Crossover to video game industry
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74% surfers (who read Surfing Magazine) said they own a PlayStation
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37% said they own a GameBoy
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79% said they have Internet access
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Figure 3: Green Light Process
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