Thursday, February 21, 2013

The Battle of the Games & the Next Generation Customer

Our generation has witnessed the video game market since its earliest stages and has watched it grow as the different competitors in this multibillion dollar industry introduce different technologies and consoles that revolutionize not only the way people play, but also the way people interact and socialize. Besides having owned six different consoles throughout my life and still being an active player, I have always found this topic very interesting. This is an industry in which competitors have come and gone, and like the battle between VHS and Beta or HD DVD and Blu-ray, the survivors have not always been those that offer the best technology, but those who understand the customers and understand how best to market to them.

In 1971, Magnavox and Atari introduced the first very simple video game consoles that could be connected to the TV. In 1976, Fairchild released the VES, the first cartridge-based console, and RCA and Atari followed shortly after. Nevertheless, in 1977 Fairchild and RCA abandoned their game consoles, leaving only Atari and Magnavox in the market. Many other companies launched their own consoles, but Atari dominated the market until the early 1980s, until the video game market crash in 1983.
It was until 1985 when Nintendo revived the video console market by introducing its NES console, with a great hit with the Super Mario Bros game. This was followed by the release of several consoles, such as the Sega Genesis in 1989, which had great success with the Sonic the Hedge Hog game, and the Super Nintendo Entertainment System. Other better consoles tried to enter the market, such as the 3DO, the Atari Jaguar, and Apple Macintosh’s Apple Bandai Pippin, but they did poorly either because they were too expensive, it was complicated to program for, or they were not accepted by the customers.
Consoles became more powerful, and the strong competition required companies to update them every few years. In 1995, Sega released the Sega Saturn and Sony the first PlayStation, while Nintendo followed with the Nintendo 64 in 1996. In 1998, Sega introduced the Dreamcast and in 2000 came the PlayStation 2, which was again very successful. In 2001 Nintendo came up with the Nintendo GameCube and Microsoft joined the competition with the Xbox, which was the first console to have a hard drive to save games and Ethernet for high speed online gaming through Xbox Live.
Next came the Xbox 360 in 2005 and in 2006, only one year later, came the PlayStation 3, with its PlayStation Network for online gaming, and the Nintendo Wii. The first two had DVD readers, hard drives and high definition graphics, while the later one did not. Nevertheless, it included motion tracking, which was shortly added to the Xbox 360 through the Kinect and to the PlayStation 3 through the PlayStation Move.
This history shows us the importance to the gathering and identification of customer insights, the design of valuable customer experiences, and the design thinking process. We know that companies can differentiate their consoles with price and technology, such as power, speed, graphics, motion, memory, compatibility and connectivity, but it is important to understand what really makes the difference to the customer when deciding between the different options.
The rivalry is stronger than ever, and as these companies fight to introduce their next products, they have to be careful from hackers and security breaches. Not only do they have to win their customers with their products, but they also have to maintain their confidence and trust. These companies have millions of players connected to a network and all their information, so a security breach can cause a lot of damage to their future performance.  For example, Microsoft recently was attacked by a hacker and Sony suffered a hack in 2011, releasing personal information of its customers, costing the company $170 million dollars and hurting their reputation. (Article 1)
After the fast evolution in gaming technology, six years have passed since the last consoles were introduced to the market. Gamers are very excited about the next technology and everybody wants to know who will win the next battle between the big three. The Playstation 4 was announced on February 20, 2012 and is expected to be released around Christmas. (Article 2) There are also rumors that Microsoft will introduce the Xbox 720 in time for Christmas, but the question is, which one will come out first and which one will wait. (Article 3) It is said that Sony usually waits to be second, since it fears competitors might copy their specs and release a better console. This might be possible, but I believe there is more to it than just the technology.
I believe it is important for companies to understand their different customers, how they live, how they play and what they value. Obviously, customers are segmented by different demographics, but in particular, who a person plays with strongly influences the next console they will purchase. Social gaming increases switching costs for customers and creates loyalty within groups, since friends will have the same type of console and will persuade others to buy it. When introducing a new generation of consoles, retaining their current users is a challenge, but understanding how to get complete groups of friends to switch, from the competitors’ to theirs, is a greater one.



Thursday, February 14, 2013

Generative Research Design

 
Generative Research Design
 

 
The things that I can’t live without are my wife, my family, my health, my friends and of course peace and happiness, which I represent by a picture of my wife in the sunset. These are the things that I need in my life and the things I consider difficult for me to live without. It is obvious that the people in my life will not be with me forever, but the memories and learnings I get from them will stay with me. Nevertheless, if I lose my health, my peace and my happiness, I will no longer be able to live as I am today.

The things that are important to me are my religion and beliefs, my country, my work, exercising, increasing knowledge and having fun, which I represented by a picture of me skiing and playing golf. All these things are a very important in my daily life and they complement and allow me to keep the things I cannot live without.

I usually get my news from national magazines and newspapers, as well as from my hometown’s local newspaper. To read the information, I look at them online through my computer, but mostly through apps in my iphone. I have several apps where I can read the news, such as CNN, Bloomberg, The Economist, Forbes and The New York Times. A very useful app that consolidates all the information is Flipboard. With this app, I can select all the sources I want to look at and in the cover page, I can read the day's most important and updated news out of each one of them.