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PEPPERDINE UNIVERSITY THE GEROGE L. GRAZIADIO SCHOOL OF BUSINESS AND MANAGEMENT MBAM 619.11 STRATEGIC MANAGEMENT PROFESSOR SUNIL MEHROTRA SPRING 2009 SEMESTER 3DO Case Study
HISTORY Philips CD-I   1991 1995 1992 Sega CD   1993 3DO   1994 Sega 32X Atari Jaguar   1994/1995 Sony PS-X  Sega Saturn   64 bits Power PC 64 bits SGI 3DO M2 Accelerator Nintendo 64   32 bits Motorola 16 bits Motorola 32 bits RISC Machines 32 bits Hitachi 64 bits 68000 32 bits LSI R3000 32 bits Hitachi ,[object Object],[object Object],[object Object],[object Object]
3DO Ownership Roles & Responsibilities: Matsushita: Manufactured double speed CD-ROM AT&T: Proprietary graphics processor chips Electronic Arts: Video game software Time Warner: Largest entertainment company Kleiner Perkins: Funding from Silicon Valley venture capital firm 3DO: Put it all together
COMPETITIVE ANALYSIS Expensive Affordable Better Performance Simple Functions Philips CD-I   Sega CD   3DO   Sega 32X Sony PS-X  3DO M2 Accelerator Nintendo 64   Sega Saturn   Atari Jaguar
SIZE, GROWTH, PROFITABILITY MAP Growth Rate Profitability Key:  Smaller Company  Larger Company Philips CD-I   Sega CD   3DO   Sega 32X Sony PS-X  3DO M2 Accelerator Nintendo 64   Sega Saturn   Atari Jaguar
VALUE CHAIN Customer Retailer Physical hardware  Components are Gathered by the  Manufacturer and  Prepared for assembly. Manufactures assemble The video game console Using the different  Hardware components. Video game consoles  Packaged and ready to Be shipped to retail Stores worldwide. Video game consoles Are sold in retail stores Along with the video  Games to be played on  Them. Customers first  Purchase the video Game console and  Then purchase the Games to be played  On them. This is  Usually first done at The same retail  Location at least for The first video  Games purchased.  Blank CDs or cartridges are a form of raw  materials for video  game software. Computer software Engineers write codes To add sound, graphics, And function to create An enjoyable video game. The final video game Whether in CD or  Cartridge format are  Then prepared for  Distribution to retail  Stores. Raw Materials Manufacturer Distributor Raw Materials Manufacturer Distributor Video Game Console (Hardware)‏ Video Game Disc (Software)‏
VALUE CREATION PROCESS Raw Material     Software     Distributor     Retailer     Customer Price paid by customer $40 $37 $5 $31 Blank CD Buy games in bulk Reduce risk Economies of scale $3 per disc royalty to Hardware manufacturer Additional profits Markup $3 $3 Profit Value Added $20 $3 $6 $6 $7 Shelf space Own sales force Store experience Key: $2-$4 manufacturing cost Video game created Graphics, Audio, Interactive Code writing Most value added if enjoyable game $2 CD ROM Video Game
Founder of video games. European consumer electronics. Pioneer of CDs. High speed high performance cartridges. Leading manufacturer of arcade games. From EA.  50-50% build-craft. Good relations. Special Sauce failed $249 Atari Jaguar. Electronics retailers across US Only 5 game titles. 50 more promised 64-bit Jaguar manufactured by IBM. $200 CD-ROM add on CD-ROM Atari failed Large market audience 54% of US market Amusement centers and theme parks Japan first: TV, magazine, event marketing Customer $1,000 CD-I then lowered to $499. Budget model for $400 then $299. Launched in Japan for $500 in 1994. US in 1995. US based retailers Sega Channel $450 price High end electronic stores. Toy and mass merchant channels $700 price $75/game Distributor Retailer GoldStar and Samsung license CD-I technology Columbia, TriStar, Sony Music for game material. License fee $3-$9/disk. Acclaim, EA, 160 others License to Acclaim and Capcom. Strong games Microsoft->OS for Saturn Support Kodak CDs $3/disc royalty Licensees free to publish anything 300 developers Video Game (Software)‏ CD-I because created CDs with Sony 32-bit Playstation 16-bit Super NES. Silicon Graphics-> Project Reality 64-bit, 100MB for $250. Super Game Boy 16-bit then 32-bit Time Warner & TCI->Sega Channel. At&T-> Edge 16. Hitachi  -> Saturn. Genesis 32X add on cartridge $150 32-bit. RISC MP 600MB of content Graphics by AT&T Peripheral ports. AT&T, Sanyo, Toshiba, GoldStar, Samsung make  3DO .PC compatible Manufacturing Technology (Hardware)‏ CD-ROM CD-ROM CD-ROM. Super FX chip. Project Reality Cartridge CD-ROM Sega CD CD-ROM  Double speed made by Matsushita.  Raw material (Format)‏ Philips Sony Nintendo Sega 3DO Video Game Systems
PORTER’S 5 FORCES LOW- MEDIUM Since hardware manufacturers Wanted to make a profit on the  3DO System, they had a lot of  Power over pricing and cost issues.  3DO licensed the manufacturing  so they do not have much power  over suppliers. They needed to  Manufacture the 3DO to some  Specs but the overall look and feel Differed. MEDIUM-HIGH Customers wanted enjoyable video  Games whether the technology was Superior or if the system offered Other capabilities. Customers have To make the first purchase of the  Console, but at such a high price  ($700) this was difficult to do. Once The console was purchased, 3DO Gained back some power because Customers need to buy games to  Play. LOW There are a lot of barriers to entry When trying to establish a video Game system. Crucial relationships Must be made with hardware and Software companies.  Manufacturing and development Requires a lot of capital, time, and Resources. MEDIUM Substitutes to video games can Be arcade games which Sega  Has mastered, amusement parks, Or even physical sports which Can make children go outside Rather than staying in to play Video games. Overall, the  Industry will continue to perform Strong because there are a few Very close substitutes to video  Games. HIGH There is a lot of competition within the industry With players such as Sega, Sony, and Nintendo. These companies manufacture their own  Systems which allow them to take a loss on the Console in order to make up for the difference  In video game sales. Price for the console is a Very competitive aspect of the industry  Because once a console is purchased, further  Games need to be purchased. But the  Decision to purchase is mainly based on the  Availability of enjoyable video games.
PORTER’S 5 FORCES Competitive Rivalry Bargaining power  of Suppliers Bargaining power of Customers Threat of New  Entrants Threat from  Substitutes High Low Moderate Profits Video Game Industry (3DO Perspective)‏ Threat
WHY 3DO FAILED ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
WHAT 3DO SHOULD HAVE DONE ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]

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3 Do Case Study

  • 1. PEPPERDINE UNIVERSITY THE GEROGE L. GRAZIADIO SCHOOL OF BUSINESS AND MANAGEMENT MBAM 619.11 STRATEGIC MANAGEMENT PROFESSOR SUNIL MEHROTRA SPRING 2009 SEMESTER 3DO Case Study
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  • 3. 3DO Ownership Roles & Responsibilities: Matsushita: Manufactured double speed CD-ROM AT&T: Proprietary graphics processor chips Electronic Arts: Video game software Time Warner: Largest entertainment company Kleiner Perkins: Funding from Silicon Valley venture capital firm 3DO: Put it all together
  • 4. COMPETITIVE ANALYSIS Expensive Affordable Better Performance Simple Functions Philips CD-I Sega CD 3DO Sega 32X Sony PS-X 3DO M2 Accelerator Nintendo 64 Sega Saturn Atari Jaguar
  • 5. SIZE, GROWTH, PROFITABILITY MAP Growth Rate Profitability Key: Smaller Company Larger Company Philips CD-I Sega CD 3DO Sega 32X Sony PS-X 3DO M2 Accelerator Nintendo 64 Sega Saturn Atari Jaguar
  • 6. VALUE CHAIN Customer Retailer Physical hardware Components are Gathered by the Manufacturer and Prepared for assembly. Manufactures assemble The video game console Using the different Hardware components. Video game consoles Packaged and ready to Be shipped to retail Stores worldwide. Video game consoles Are sold in retail stores Along with the video Games to be played on Them. Customers first Purchase the video Game console and Then purchase the Games to be played On them. This is Usually first done at The same retail Location at least for The first video Games purchased. Blank CDs or cartridges are a form of raw materials for video game software. Computer software Engineers write codes To add sound, graphics, And function to create An enjoyable video game. The final video game Whether in CD or Cartridge format are Then prepared for Distribution to retail Stores. Raw Materials Manufacturer Distributor Raw Materials Manufacturer Distributor Video Game Console (Hardware)‏ Video Game Disc (Software)‏
  • 7. VALUE CREATION PROCESS Raw Material  Software  Distributor  Retailer  Customer Price paid by customer $40 $37 $5 $31 Blank CD Buy games in bulk Reduce risk Economies of scale $3 per disc royalty to Hardware manufacturer Additional profits Markup $3 $3 Profit Value Added $20 $3 $6 $6 $7 Shelf space Own sales force Store experience Key: $2-$4 manufacturing cost Video game created Graphics, Audio, Interactive Code writing Most value added if enjoyable game $2 CD ROM Video Game
  • 8. Founder of video games. European consumer electronics. Pioneer of CDs. High speed high performance cartridges. Leading manufacturer of arcade games. From EA. 50-50% build-craft. Good relations. Special Sauce failed $249 Atari Jaguar. Electronics retailers across US Only 5 game titles. 50 more promised 64-bit Jaguar manufactured by IBM. $200 CD-ROM add on CD-ROM Atari failed Large market audience 54% of US market Amusement centers and theme parks Japan first: TV, magazine, event marketing Customer $1,000 CD-I then lowered to $499. Budget model for $400 then $299. Launched in Japan for $500 in 1994. US in 1995. US based retailers Sega Channel $450 price High end electronic stores. Toy and mass merchant channels $700 price $75/game Distributor Retailer GoldStar and Samsung license CD-I technology Columbia, TriStar, Sony Music for game material. License fee $3-$9/disk. Acclaim, EA, 160 others License to Acclaim and Capcom. Strong games Microsoft->OS for Saturn Support Kodak CDs $3/disc royalty Licensees free to publish anything 300 developers Video Game (Software)‏ CD-I because created CDs with Sony 32-bit Playstation 16-bit Super NES. Silicon Graphics-> Project Reality 64-bit, 100MB for $250. Super Game Boy 16-bit then 32-bit Time Warner & TCI->Sega Channel. At&T-> Edge 16. Hitachi -> Saturn. Genesis 32X add on cartridge $150 32-bit. RISC MP 600MB of content Graphics by AT&T Peripheral ports. AT&T, Sanyo, Toshiba, GoldStar, Samsung make 3DO .PC compatible Manufacturing Technology (Hardware)‏ CD-ROM CD-ROM CD-ROM. Super FX chip. Project Reality Cartridge CD-ROM Sega CD CD-ROM Double speed made by Matsushita. Raw material (Format)‏ Philips Sony Nintendo Sega 3DO Video Game Systems
  • 9. PORTER’S 5 FORCES LOW- MEDIUM Since hardware manufacturers Wanted to make a profit on the 3DO System, they had a lot of Power over pricing and cost issues. 3DO licensed the manufacturing so they do not have much power over suppliers. They needed to Manufacture the 3DO to some Specs but the overall look and feel Differed. MEDIUM-HIGH Customers wanted enjoyable video Games whether the technology was Superior or if the system offered Other capabilities. Customers have To make the first purchase of the Console, but at such a high price ($700) this was difficult to do. Once The console was purchased, 3DO Gained back some power because Customers need to buy games to Play. LOW There are a lot of barriers to entry When trying to establish a video Game system. Crucial relationships Must be made with hardware and Software companies. Manufacturing and development Requires a lot of capital, time, and Resources. MEDIUM Substitutes to video games can Be arcade games which Sega Has mastered, amusement parks, Or even physical sports which Can make children go outside Rather than staying in to play Video games. Overall, the Industry will continue to perform Strong because there are a few Very close substitutes to video Games. HIGH There is a lot of competition within the industry With players such as Sega, Sony, and Nintendo. These companies manufacture their own Systems which allow them to take a loss on the Console in order to make up for the difference In video game sales. Price for the console is a Very competitive aspect of the industry Because once a console is purchased, further Games need to be purchased. But the Decision to purchase is mainly based on the Availability of enjoyable video games.
  • 10. PORTER’S 5 FORCES Competitive Rivalry Bargaining power of Suppliers Bargaining power of Customers Threat of New Entrants Threat from Substitutes High Low Moderate Profits Video Game Industry (3DO Perspective)‏ Threat
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