This document discusses the history and strategy of Microsoft's Xbox video game console. It provides an overview of the company's vision in developing the Xbox, the competitive gaming industry, and Xbox's competitors. The document outlines the development and launches of the original Xbox console, Xbox Live online service, Xbox 360, and later Kinect motion control. It examines Microsoft's research, messaging, acquisition strategy, key success factors of Xbox Live, and how Xbox drove innovation in the gaming industry.
2. Overview
Companys Vision
New Product development Strategy
Video Gaming Industry
Competitors & Key product launches
Market Study- An user survey and market size
Product life cycle and stage at which XBOX live is
How Microsoft is trying to implement a growth strategy in the games console arena
(using the Ansoff matrix)
Key success factors of launching the Microsoft X box Live platform (Marketing mix 4-Ps
framework)
Key weaknesses of Microsofts Xbox
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3. Companys Vision & Idea generation
Companys vision :
Sales of PC software would not last forever and Microsoft had to look ways of future growth. To get a competitive edge, they
followed diversification strategy and changed the existing market
Idea Generation (thru R&D team)
In 1998 four engineers from Microsoft's DirectX team, Kevin Bachus, Seamus Blackley, Ted Hase and DirectX team leader Otto
Berkes, disassembled some Dell laptop computers to construct a prototype Microsoft Windows-based video game console.
The team hoped to create a console to compete with the Sony's upcoming PlayStation 2, which was luring game
developers away from the Windows platform.
The team approached Ed Fries, the leader of Microsoft's game publishing business at the time, and pitched their "DirectX
Box" console based on the DirectX graphics technology developed by Berkes' team. Fries decided to support the team's
idea of creating a Windows DirectX based console
Testing
During development, the original DirectX box name was shortened to Xbox. Microsoft's marketing department did not like
the Xbox name, and suggested many alternatives. During focus testing, the Xbox name was left on the list of possible names
to demonstrate how unpopular the Xbox name would be with consumers. However, consumer testing revealed that Xbox
was preferred by far over the other suggested names and "Xbox" became the official name of the product
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4. Business Advantage
Microsoft dominates in its core market of operating systems (PC) and desktop application
software
Had monopoly power (almost) in pc era
High revenue and profits have been healthy and steady
50 billion in profits over 27 years
4.2 billion annually invested in R & D
Had Strong financial backing & long term vision which made them stay despite incurring
losses in the beginning. They forced the key competitors, Sony & Nintendo to get into price
war for survival
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5. Video Gaming Industry.. ..Basic facts
The video gaming industry is characterized by a 5 year cycle: the games console has
roughly a 5 year life cycle before being replaced with new, improved technological
hardware
Highly Competitive area: Presence of Industry Giants like Sony , Nintendo .
Also, many giants have come and gone like Sega who retrenched from games
console market due to Sega Dreamcast flop in 1999. (Now they are games
developer only)
The console industry sells its products at prices that are below costs and makes
money through the sales of games in the form of licensing fees
Industry Structure
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7. History of popular gaming consoles(roughly 5 years)
Sega 6 yrs. 4 yrs.
Sega Mega Drive Sega Saturn Sega Dreamcast
(1989) (1995) (1999)
Nintendo 6 yrs. 4 yrs.
4 yrs. 7 yrs.
Nintendo Entertainment Game boy Nintendo 64 Nintendo Gamecube Nintendo w ii
Service(1985) (1989) (1996) (2002) (2006)
Sony
5 yrs. 4 yrs.
Sony PlayStation Sony PlayStation2 Sony PlayStation3
Pre launch (1995) Xbox Xbox live (2000) Xbox 360 (2006)
Xbox+Kinect
8. Microsofts Research sources
Internet
Special Interest Magazines
One-to-one Interviews
Internet Forums
2 Focus Groups
Natural Habitat Interviews (LAN
Findings : People Play video games for entertainment. a Good video game lets you
immerse yourself in the experience
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9. Valuing Customer Inputs (Turn Customer inputs into
innovation) [Article]
Strength :
Xboxs strength was best hardware, best online gaming, system link & Halo products
Insight :
it is not important how good a system is in numbers and specs but what it can do for the game
experience.
Strategy
The new campaign created by brand agency Landor stresses Games
No brand ads but game ads with a brand messages (Halo2 became a killer app of Microsofts Xbox)
New Slogan:
ITS GOOD TO PLAY TOGETHER
Why is it good to play together? IT IS MORE FUN!
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10. Messaging
PlayStation and Nintendo
TO CONVINCE :
people, aged 18-34 to to use their console system instead of not playing
games because they give you a break from everyday life
XBox
TRIES TO CONVINCE:
people, aged 18-34 to use their console system instead of not playing
games because you should play more to have more fun.
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11. Strategy
Acquire/ Retain
(bungie in 2000
to get HALO
games flagship)
12. Exciting Innovation that reduced the Complexity
[Article]
Created a console community
Access to Downloadable Games
Big, Fat, Delicious Downloadable
Content
Hard Drive Storage
Firmware Updates
Birth of the Media Center
Love of Local Multiplayer
Hello, High-Def
It Made Microsoft a Player
Avoided feature fatigue [Article]
Secured profits by not extending
product lines [Article]
Data Source
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13. Determining Key Success factors of Microsoft Xbox
Live! Platform
Marketing mix 4-Ps framework
Product Price
Superior technology (broadband-ready) Hard disk for data
safety
Exclusive games from developers
Variabilitycommunity character(subscribers find friends at
Gamers only pay costs of starter kit for the Xbox Live! Service
online chat, download games, additional levels, weapons and
(52 in UK and that Price covers 1 year online
characters,...)
subscription, Headset, and Xbox communicator. )
Safety aspect(disable downloading content)
With special emulator programs Xbox enables to play
After 1 year automatic renewing subscription with credit card.
PlayStation games.
(quick and easy)
Enable DVD and all other video and audio files as well as web
live streaming.
With Linux software, mouse, keyboard and USB ports it卒s gives
computers experience.
Promotion Place/Distribution
First broadband-ready gaming console
Xbox Live! service provides a powerful word-of-mouth marketing Microsoft distributes its software products over the Xbox Live!
for Microsoft because players interact with each other and platform exclusively for gamers to download fast, easy and safe
recommend games to play.
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14. How Microsoft implemented growth strategy
in the games console arena
2002 : Diversification Strategy by offering a 2006 onwards : Xbox became obsolete and replaced by
new product (XBOX) for a new market Xbox360 and that is extreme upgrading of Xbox. It can be seen
as product replacement at Product development strategy. ->
New technology, new features(Xbox Live! & Kinect changed the
game). Kinect allowed to integrate technology to what MS had,
giving episodic interactive TV and building connections with
organizations such as Sesame Street and National Geographic.
It's created a whole new level of two-way TV integration that's
given us a brand new growth spurt at this point in the lifecycle.
Products Products
Existing New Existing New
Existing
Existing
Market Product Market Product
Product
Expansion Development Expansion Development
Development
Market
Market
Market Entry into new Market Entry into new
New
New
Development Market Development Market
(Diversification) (Diversification)
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Ansoff Matrix
15. Market Survey Results before the launch of Xbox
360
Time Spent on playing video Online games
Time Spent on playing video games
Top Gaming consoles in use Console hardware sales ( in million $)
%age owning
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16. What Stage of Product Cycle XBOX was
2002 : Xboxs introduction stage was
stretched due to slow sales, no profit and
dragging growth. Sony卒s PS2 is two years in
sale ahead and located at growth phase
due to fast sales Nintendo卒s GameCube
behind PS2 but close to Xbox sales rate in
introduction phase
2006 : Xbox360 selling was increased with Kinect
launch. Referred to introduction phase Sony卒s
PS2 is located at maturity phase due to
tremendous sales Nintendo卒s GameCube way
behind Xbox and Xbox 360 sales rate but in
growth phase Xbox sales were declining with no
profit scored.
However, Xbox Live! is in growth phase captured
35m + subscribers for the service (billion $
revenue for Microsoft) Xbox
Pre launch Xbox live Xbox 360 Xbox+Kinect
17. Market in 2009
Acontroller free gaming and entertainment
experience-Xbox360addon
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18. Kinects Positioning
Easy to use and instantly fun, Kinectgets everyone off the couch. Want to join a friend in the fun?
Simply jump in.
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20. Product evolution
Xbox live Xbox+Kinect
(2002 ) (2010)
A sixth generation gaming console Xbox live service was shut down for a
Microsoft acquired bungie just before major upgrade.
Xboxs launch Adding a basic service Xbox live free
Flagship of Halo 2 which provided a Online Multiplayer Gaming Service with added features Launched a motion sensing(full body)
readymade fan base which is known as Voice chat , video chat Digitized avatars were introduced input device that enables a controller
killer app Friend list upto 100 users Available at low prices ($299 initially & free interactive gaming & entertainment
$279 in Aug 2007) experience
Windows live messenger integration
In partnership with Netfix , Bill Gates 8 million units were sold in first 60 days
In may 2009,it had 20 million subscribers
announced New Xbox live that claimed Guinness books of world
base
experience to raise the levels of records.
A bundle of gaming console, Halo
games and 1 year free subscription was service
sold to consumers
Xbox Xbox360
(2002) (2005)
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21. Current Standings
2012 Best Video Game Console Comparisons and Review
Data Source
Microsofts entertainment division, which includes the Xbox, posted a 45
percent sales gain to $8.91 billion in the fiscal year that ended in June
2011. The Xbox 360 outsold Nintendo Co. (7974)s Wii and Sony Corp.
(6758)s PlayStation 3 in 2011, and also sold better than any other TV-
connected devices, including DVD players and home-theater systems
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22. Weaknesses of Microsoft Xbox
Xbox Live! service requires broadband-access, but majority of European/Asian households are
not yet broadband-ready.
Initially (2001), Microsoft focused more on Japan market that was already hitting lows because
of boom in cellphone industry that delayed the launces in Europe.
Microsoft launched XBOX an year after Sonys playstation2 & lost a golden opportunity to beat
the competiation. By the time the competition arrived, Sony launched a number of improved
titles including Gran Turismo 3
Microsoft could not retain the talent and its key founder left the company early.
Lack of broadband-access will not enable future revenues streams as Microsoft expects
Subscription of Xbox Live! requires gamers to provide credit card details which primarily adults
can afford. Some (children,) can not afford a credit card.
In Europe, 60 per annum or 6 per month for use of Xbox Live! Platform is little expensive.
Moreover, subscription is automatically renewed and credit card user is automatically charged
without permission that leads to users distress
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23. Data Sources
http://www.video-games-survey.com/
http://forum.pcvsconsole.com/ http://www.xbox.com
http://www.wikipedia.com
Principles & Practice of Marketing by David Jobber
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24. Thank you
Group # 7
Roll #s Name
12PT1-092 Veeresh Srivastava
12PT1-093 Vikas Phalaswal
12PT1-094 Vikram Dhawan
12PT1-095 Vineet Sachdeva
12PT1-096 Vipul Kumar
A09PT2-098 Amit Makhija