From Video Gaming to Learning: Thinking Outside the Game Box
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With the international launch of Sony's PlayStation 3 and Nintendo's Wii in recent weeks, the seventh generation of video gaming has kicked into high gear. To adopt a baseball analogy: following Microsoft's launch of Xbox 360 a year ago in the top of the seventh inning, and months of anticipation this year through the game console industry's "seventh inning stretch," we now move into the bottom of the seventh with the PS3 and Wii launched and production levels rising to meet pent-up consumer demand. Among these three gaming industry titans--Nintendo (TSE: 7974, OTC: NTDOY.PK) , Sony (TSE: 6758, NYSE: SNE) and Microsoft (Nasdaq: MSFT)--which is best positioned to win market share in 2007 and beyond?
Brief Review of Sales History
Starting with Nintendo, let's go back in time a product cycle or two and review the competitive landscape (data for figure to the right come from financial reports on Nintendo's website).
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What to Expect in 2007
PS3, Wii and Xbox 360: With ongoing supply contraints on the PS3 and Wii this holiday shopping season, the Xbox 360 and even the older generation PS2 should continue to do well as substitute gift items for those who need to have something to put under the tree and don't have the time to stand in line for hours to buy the newly released PS3 and Wii game consoles. However, as production of the seventh generation consoles rises heading into 2007, it is likely that hardcore gamers will increasingly choose the PS3 for its superb graphics and speed, and that families and occasional gamers will favor the more affordable Wii for a swing of its enticing motion-sensitive remote controller. Nintendo and Sony are each forecasting sales of 6 million units of their seventh generation consoles by the end of March 2007; however, because the Wii targets a much broader audience than does the PS3, I wouldn't be surprised if the Wii far outsells the PS3 over the next few years.
DS, PSP: Nintendo's DS is likely to continue to outperform Sony's PSP. Exceptionally strong sales of the DS and DS Lite in Japan over the past year indicate that international sales could do better than expected in 2007 as the variety of software titles expands. Nintendo's strategy of appealing to the non-gamer community seems to be working, as evidenced by an increasing percentage of top-selling software titles outside of the traditional action, adventure and role-playing game areas. According to sales on Amazon, about half of the top 25 software titles in Japanese for the DS are on educational topics: cooking skills, common sense and proper manners, Japanese language skills (kanji characters), English language improvement, "brain training," math calculational skills, trivia learning, music creation, and even "how to become a better stock investor." By contrast, currently just four of the top 25 software titles in English (Brain Age, Big Brain Academy, Tetris, and Cooking Mama) cover topics outside of traditional game software areas. Clearly, there remains an opportunity for Nintendo to increase international sales by reaching wider audiences, much as the company has succeeded in doing in Japan.
Will Microsoft Release a Handheld?: This is pure speculation (i.e., I have neither a news source nor inside information here) but I believe it conceivable that Microsoft (headquartered in Redmond, Washington, where Nintendo of America is also located) could release a handheld gaming device to compete with the DS and PSP. In fact, given the tremendous success that Nintendo has had with the DS, it ought to be in Microsoft's best competitive interest to prioritize entry into the handheld market as well. Micrososft launched Xbox years after Nintendo, Sony, Sega and others had pioneered the gaming industry through its initial five generations. Microsoft's recently released portable music player Zune is also very late to the competition with Apple's iPod (Nasdaq: AAPL) and a host of MP3 players offered by SanDisk (Nasdaq: SNDK) and many other companies. Given Microsoft's product history of playing "follow the leader" on the hardware side, a late arrival to the battle for dominance of the handheld gaming device would be right in line with Microsoft's typical modus operandi, wouldn't it?
Is It Time to Buy Nintendo (i.e., the stock)?
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Applying Video Gaming Technology to Learning
On the second possibility enumerated above: Recall Apple's deliberately grammatically incorrect "Think different" advertising slogan from the late 1990s? Well, speaking of disruptive technology, I think that, even moreso than Apple, it is Nintendo that might really be onto something different. As prominently stated in company president Satoru Iwata's message in Nintendo's 2006 annual report, "the development of games that are more complex and graphically intense has been the focus of game companies for too long. . . . Nintendo has implemented a strategy which encourages people around the world to play video games regardless of their age, gender of cultural background. Our goal is to expand the gaming population." Nintendo's continuing success in executing on its audience-broadening strategy is the not-so-secret formula that can boost the company into the lead in seventh generation hardware and software sales.
Raising the bar still further will involve going beyond gaming as we now know it. If you will, try to imagine our society's future as a global techno-culture. Consider the benefits of more widespread application of gaming devices or their functional equivalents to assist with all types of learning for people of all ages and abilities, though particularly for school-aged children. In my view, the triggering event for an unprecedented expansion of the game-related industry will come when gaming technology becomes an integral part of our educational system. Across the Pacific in Japan, we are already seeing a shift of emphasis towards learning (as opposed to "just for fun" gaming), with housewives, commuting workers and retired people buying practical cooking, language practice and brain fitness software for the DS with such vigor that the titles become bestsellers. There are also a few popular Japanese software titles covering standard academic subjects such as science, history and geography. This trend towards increased usage of gaming devices to run a broad range of educational software is in sharp contrast to the current prohibition of gaming devices in our schools (e.g., a "no electronic equipment" policy bans students from carrying gaming devices, MP3 players and cell phones at my son's middle school in a suburb of Seattle).
I look forward to the day but cannot predict when gaming devices will transition from being prohibited to being required as educational aids in our schools. While we wait, we should view as a "buy signal" any significant introduction of gaming technology into "video learning" pilot programs. By the time the application of gaming hardware and software becomes broad-based, in school as well as out, any alert investor should already own stock in the companies leading the charge. Right now, it's still early days but, if history is any guide, we can expect this new video learning business to be Nintendo's to lead and Microsoft's to follow.
1 Comments:
Good reading your poost
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