User Involvement, Creativity and Lock-in in the Video Game Industry - - PowerPoint PPT Presentation

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User Involvement, Creativity and Lock-in in the Video Game Industry - - PowerPoint PPT Presentation

User Involvement, Creativity and Lock-in in the Video Game Industry Yuko Aoyama Hiro Izushi Clark University (USA) Aston Business School (UK) Presentation at the Creative


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User Involvement, Creativity and Lock-in in the Video Game Industry

Yuko Aoyama Hiro Izushi

Clark University (USA) Aston Business School (UK) Presentation at the Creative Industry and Intellectual Property, London, May 22-23, 2008

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The role of the user

  • An essential source of information

in product development

(Lundvall, 1988, 1992; von Hippel, 1976, 1977, 1989)

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The role of the user (2)

  • “Customers are notoriously lacking in

foresight”

(Hamel and Prahalad, 1994, p.99).

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The role of the consumer

  • Traditionally, largely “consultative”

x

sd x

sd x +

sd x 2

  • Early

Majority 34% Late Majority 34% Laggards 16% Early Adopters 13.5% Innovators 2.5%

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Open source development

  • Possibilities for a new logic in the market

system

  • Redefined boundaries and relationships

between the producer and consumers

The culture of the Internet Peer-to-peer interactions

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SLIDE 6
  • Universally applicable to any

industry?

  • Always beneficial to firms?

“Peer-to-peer” interactions Communal collaboration

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Sharing of innovations/knowledge

Costs Benefits

  • Sharing of other resources
  • “Voice”
  • Reputation from peers
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Peer-to-peer interactions in core gamer communities

  • GameSpy’s Fileplanet

(www.fileplanet.com)

  • Planet Unreal (www.planetunreal.com)
  • “Cyberathletes”
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SLIDE 9

Video Games

Fans and hobbyist groups have always been the foundations

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Spacewar: The first video game 1962

Origin: Pastime among engineers at the Tech Model Railroad Club, MIT

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Bedroom coders

  • Richard and David Darling, Codemasters
  • Philip and Andrew Oliver, Blitz Games/

Interactive Studio

  • Darren and Jason Falcus, Optimus

Software/ Atomic Planet Entertainment

David Darling Darren Falcus Andrew Oliver

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Comic market (comiké)

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User-led innovation in the video game industry

Depends upon the presence of fan communities

  • Existed from the beginning
  • New technology accelerates peer-to-

peer interactions further

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Rate of product innovation Number of products Number of firms in the industry Profit margins Rate of process innovation Fluid Transitional Mature Discontinuities

A dominant design appears

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1 2 3 4 5 6 7

Nintendo Wii Sony PS3 Microsoft Xbox 360

1 2 3 4

Nintendo Wii Sony PS3 Microsoft Xbox 360

US market in 2007 (million units) Japanese market in 2007 (million units)

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Coefficient estimate Standard error Wald chi- square Sig. Odds ratio Intercept 0.90 0.86 1.09 0.30 Gender (Male: 0; Female: 1) 2.12 0.63 11.36 0.00 8.36 Hours of play per day

  • 1.15

0.46 6.26 0.01 0.32 Do you like action/shooting games? (No: 0; Yes: 1)

  • 1.19

0.61 3.74 0.05 0.31

Dependant variable: “Do you prefer Wii to PS3 and Xbox 360?” (No: 0; Yes: 1)

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Product development of Nintendo Wii

  • “[Wii] was unimaginable for hard-core

gamers.”

  • Don’t listen to your customers
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Don’t listen to the users

  • “Online gaming normally belongs to the most

aggressive players, and they can be a very vocal group. For the casual player, this kind

  • f interaction can be very intimidating. I

believed if we catered to only this very vocal group of hard-core players, we could never truly expand the audience.” Satoru Iwata at Game Developers Conference’s keynote speech on 23 March 2006

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Producer status quo

  • “Although our business is to provide our

customers with surprises and fun that have not existed before, we are doing this less and less while not realizing it. We have come to compete on specifications – programming 50% more data than last year, setting more tracks, scenes and options, increasing the length of a game to complete, etc.”

  • Satoru Iwata in an interview with PC Watch,

2006.

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Status Quo Users

  • “The difficulty we were faced with at the

development of the Wii’s interface was how to convince those users and game designers who were accustomed with traditional interfaces. This was a big hurdle. Teamed up with industrial designers, we felt as if we were challenging their conventional wisdom, if not we were waging a war against those users and game designers. Of course, we did not see them as our enemy. However, we had to challenge them as they were conservative, being used with the status quo in the industry.”

Shigeru Miyamoto, Director of Information & Development (2007).

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Hardcore Gamer’s Reaction to Wii

  • “Now we’re in the 21st century. … Sadly,

some companies haven’t caught on... There’s Nintendo, for example. … Right now, it seems like they’re forgetting that …nothing will change them into a field of worthy competitors.”

Hardcore Gamer Magazine, 20 November 2006

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Conclusions

  • Risk of over-application
  • User motivation is a key: not applicable

to every industry

  • User communities can lock firms in to

an existing trajectory