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SegaNet vs. MSN Gaming Zone
A Strategy Comparison
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Outline Framework for Analysis The Gaming Industry Comparison
The Winner
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Framework: Determinants of On-line Success
Context and Competition Content Community Connectivity Communications
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Context and Competition
Information Content Value Proposition Customer Acceptance Differentiation via Personalization Industry Structure First Mover Advantage Switching Costs and Lock in Issues facing incumbants Issues facing new entrants
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Context $8B computer games market. 2% are On-line games.
Gamer Population Growth $8B computer games market. 2% are On-line games. Gamer population to double from 1997 to 2002. Revenues to grow from $127M to $770M in 2003
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Competition Platform/Game Specific Networks Platform-Neutral Networks
First and Third party games for specific platforms Subscriptions and pay-per-use. Platform-Neutral Networks Access to different gaming platforms No cross-platform gaming Advertising and subscription revenues On-line PC Game Networks Simple on-line PC games like solitaire, Bingo Based on advertising revenue
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Content Types Quality Presentation Delivery
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Content SegaNet Game Zone Console network
Limited title selection compared to console selection Action, RPG, Sports, Strategy No test ability Dynamic site graphics PC Network Numerous titles Free, Retail, Premium Static graphics
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Connectivity Types of Alliances Affiliation Programs Link with Portals
Connectivity with Suppliers Channels
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Connectivity SegaNet Game Zone Focus on Alliances
Content: Third party publishers Traffic: Genuity Services: Amazon.com Technology: Innomedia Entertainment: FamilyWonder, Nike Mainly Internal Alliances External Content: Third party publishers Technology: WildTangent Entertainment: Cases Ladder
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Community Types of Communities Mechanisms for Nurturing Transaction
Interest Fantasy Relationships Mechanisms for Nurturing Multi-user Dimensions Chat Channels Conferencing systems/Bulletin Boards etc.
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Community SegaNet Game Zone Traditional New Some traditional methods.
Society Insider Information New VMU Voice-Over IP Some traditional methods. No special mechanisms to unite users.
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Communications Types Mechanisms Stakeholder coverage Message
Customer Service/Personalization
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Communications SegaNet Game Zone
Targeted to its niche market customers. Message: “You’re an insider.” Leverages MSN. Message: “Welcome to Las Vegas”
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The Future Gaming will be included in our definition of entertainment.
Technology Improvements Next generation consoles Built-in entertainment features Game evolution Broadband connectivity
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The Winner First-mover advantage may not matter.
Xbox on the horizon. Responsiveness to technology counts. Hit Games count more. Intense entertainment experience will win. Time for a new market leader?
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