9
Evolution of Strategic Alliances in the Context of Digital Transformation

9.1. Introduction

This chapter is devoted to the types of cooperation established in different sectors: civil space (telecommunication satellites), e-health and the video-gaming industry.

We have chosen these industries because they have already been affected by the use of digital technologies and will continue to do so.

In the case of e-health in particular, digital technologies have provided extra value for health professionals, industries and also for patients. The economic potential of a connected health market has sparked strong interest from heterogeneous actors. Value chains are being reconfigured with a notable redefinition of intermediate activities in new ecosystems. The role of platforms has become essential.

In these three areas, inter-firm cooperation has developed greatly, and with different modalities.

9.2. Aerospatial sector

Like other high-tech sectors that use the terminology developed in the 1980s and 1990s, the aerospatial sector demonstrates many factors and trends that will be detailed in section 9.2.1. Section 9.2.2 will be devoted to the evolution of cooperation agreements during the period 1990–2016.

9.2.1. The specificities of the aerospatial sector

9.2.1.1. The features of the aerospatial products

Three salient activities constitute the axes of the aerospatial industry. These are space transportation (conventional launchers and US space shuttles operating until 2011), satellites (telecommunications, remote sensing, geolocation, meteorology) and land stations. At the same time, these categories combine into a complex network of systems, subsystems and components during the manufacturing process.

“The construction of the launcher requires assemblying and integrating metallic elements (structure, cap), propulsion systems, fuel, cells and other components (turbopumps, equipment boxes, board computers, inertial guidance, telemetry, etc.) which are produced thanks to the combination of mechanical engineering, the chemical industry and electrical and electronic engineering firms […]” [OEC 85].

Properly speaking, a satellite is composed of two fundamental elements: a platform and a payload, containing the equipment that will provide the satellite with its mission and specificity. Generally, the payload is provided by an electronics company while the platform remains under the responsibility sphere of an aerospace firm.

As [GUG 02] observed, “the emergence of system products is a feature of the globalization of markets making inter-firm cooperation agreements attractive”.

9.2.1.2. Massive investment in intangible assets

One of the most important features of the space sector is that it demands an enormous amount of fixed and intangible investments, which are the source of barriers to entering and exiting markets. All “space products” (be they launchers or satellites) are the result of systems, subsystems and components that can be produced in different countries.

The development of space activities gave countries originally engaged in this adventure the possibility of developing new technical processes and testing many technologies, despite the fact that the high technological level of the space sector is more focused on integrating external technologies rather than on generating its own technology. Space production is closely linked to other high-tech sectors and results from the application of diverse techniques issued from the combination of aerospace, computer and composite materials industries. The space industry has also benefited from technical changes that affected the telecommunications and semiconductors sector.

In this industry complexity derives from the need to continuously integrate technical innovations. This results in an extension of the development phase for certain space products which do not fully comply with a large-scale manufacturing logic.

“The satellite industry is craft, even haute couture! Satellites are tailor-made and the volumes are not very large; on a good year, the prime contractors receive about 20 orders, but some years it barely amounts to a dozen satellites” [BLA 10].

The costs of designing and launching new products are steadily increasing. This increase proves the extent of complexity and diversity of basic technologies [COL 02]. At the same time, the life span of satellites has substantially expanded. This is shown in Table 9.1, the Intelsat satellite series is representative of the spectacular growth of space telecommunications.

Table 9.1. Intelsat Satellite life span (elaborated by the author on the basis of information provided by Intelsat)

  Intelsat 1 (Early Bird) Intelsat 7 Intelsat 20 Intelsat 36
Launch year 1965 1993 2012 2016 (August)
Life span Initially planned for a life span of 18 months (4 years duration) 14-18 years Minimum span 15 years (24 years) Minimum span 15 years

9.2.1.3. High entry and exit barriers

The intensity of barriers to entry (capital, R&D, know-how, etc.) and exit (sunk costs related to investment in machinery, equipment, etc.) varies according to the spatial activity in question. While barriers are lower in satellite activity, they are still high for launchers.

In the field of launchers, the costs of entry refer not only to the costs of the equipment and the necessary infrastructure required for manufacturing and testing the prototypes, but most importantly the research costs. The technique of launchers is far more complex than that of satellites. These key technologies (cryogenic propulsion for the upper stages of launchers) demand considerable expenses in R&D.

The high threshold for initial fixed investment is so large that it can only be assumed by governments and public funding, at least at the beginning of the project. In fact, in the United States (NASA) and in Europe (CNES, European Space Agency), the initial investment was obtained via national space agencies. Based on the success of the first public space program, private structures later emerged. This is how Arianespace, a private European company settled in France, was founded and is now responsible for the commercialization and operation of space launch systems such as Ariane. In the United States, private investors also have an important role. SpaceX (or Space Exploration Technologies Corporation) was founded in 2002 by Elon Musk, a private provider with whom NASA entered into a freight contract for the International Space Station (ISS) under the COTS program.

In both sectors (launchers and satellites), the learning curve (several years for satellites, at least a decade for launchers) gives decisive advantages to first movers.

9.2.2. Supply structure and dynamics in the aerospace industry: numerous alliances

Understanding the space sector as a whole involves taking into account the “competition-cooperation” dyad. As we have seen in Chapter 6, these two concepts are inexorably connected.

In this chapter, it is mainly inter-firm agreements in the field of telecommunication satellites that we will study because with regard to the aerospace industry, they constitute a privileged application market and are the most open to international competition.

9.2.2.1. The 1980s: the consortium, a privileged form of cooperation

In the industry we are studying, consortiums and joint ventures were the most common forms of cooperation in the 1980s.

“The choice of industrial consortiums as a privileged, if not exclusive, form of cooperation in these sectors [aeronautics and space] is directly linked to their “strategic” or “political” character. In all these sectors the threat of a monopoly or quasi-monopoly situation is more than real and the constitution of industrial alliances is the means for certain companies and certain countries to continue to produce, in such a way that a minimum degree of competition remains on world markets” [CHE 88a].

Table 9.2. Agreements in the telecommunications satellite industry (elaborated by the author on the basis of Euroconsult data, 1990 and specialized press)

Agreements according to geographical origin of firms Participating firms Organizational forms of the agreement Motivations underlying the alliance
United States/Japan agreements
  Melco-Ford Aerospace   Knowledge acquisition
  Toshiba-GE (General Electric) Informal base  
  NEC-Hughes Aircraft    
Agreements between European countries
Eurosatellite MBB-Aerospatiale Franco-German consortium Satellite production agreement (Spacebus satellites destined to export)
Satcom International Matra Espace British Aerospace (BAe)
(Aeritalia, Selenia Spazio, Fokker)
EIG Satellite production and commercialization agreement (Eurostar platform destined to export)
Matra Marconi Space (MMS) Matra (15%) GEC Marconi (49%) French-British Joint-venture Global alliance for spatial activities
3A Aerospatial Alcatel Espace Alenia* Franco-Italian alliance Global agreement (technical, industrial and commercial cooperation)
United States/European agreements
  Aerospatial
Ford Aerospace
French-American consortium Production of Arabsat satellite
  Alcatel Espace
Ford Aerospace
Outsourcing Satellite production

* In April 1991 this agreement was followed by a participation of three firms (45%) in one of the biggest American spatial firms, Space Systems Loral (SSL), a spatial branch mainly possessed by Ford Aerospace and acquired by Loral in October 1990. Mitsubishi and Deutsche Aerospace have also taken part in this alliance.

The consortium of prime contractors and subcontractors brings together industrialists for a sufficiently long period (the time required to carry out a program), which may exceed 10 years. In the space industry, we may encounter two types of consortia:

  • – an alliance with a large company, a prime contractor, and a host of subcontractors. In general, these subcontractors are smaller in size;
  • – a consortium of equal or almost equal partners, “where the question arises concerning industrial and technological leadership within the alliance, as well as a discussion about labor division between firms” [CHE 88a].

During this period, the type of consortium integrated between American companies on the one hand and European and/or Japanese companies on the other hand demonstrated the predominance of the American prime contractor.

9.2.2.2. The 1990s-2000s: acceleration of the restructuring process of the aerospatial industry via the renewal and development of new alliances

The cooperation agreements concluded during this decade differ from those concluded in the previous period:

  • – consortium is no longer the preferred form for industrialists who desire to conclude an agreement. We are gradually moving towards strategic alliances (between rivals);
  • – agreements between European companies are now made on the basis of financial and commercial requirements. From a historical perspective, while the policy adopted by the European Space Agency (ESA) was necessary, its contribution was nonetheless insufficient to efficiently prepare the European space industry for facing stiff international competition. Unlike the major American competitors, at the moment, no single European company was capable of single-handedly carrying out the totality of a satellite. The European Space Agency had yet to reach a size that allowed it to compete with the United States on an equal footing.

In parallel with the production agreements, the telecommunication satellites sector also experienced large-scale concentration in the form of external growth. For a long time, the sector concentrated on the level of American manufacturers: Hughes Aircraft (purchased by General Motors in 1985) and Ford and General Electric, who took control of RCA in 1986. In the 1980s, almost three-quarters of the world market for civilian telecommunication satellites were supplied by these three firms.

In the 1990s, important maneuvers took place in the industry. For a start, Loral acquired Space Systems/Loral division of the Ford car company in 1990. Nine years later, General Motors decided to sell Hughes Space and Communications to Boeing. In 1994, Martin Marietta and Lockheed, who long benefited from contracts with NASA and the Defense Department (DoD), announced the merger of their military and space activities.

On the European side, two poles emerged in the 1990s: one with Matra Marconi Space (MMS) and the other with Aerospatiale, Alcatel and Alenia (Italy). The end of the 1990s was marked by several mergers that led to the consolidation of the European industry in the face of the all-powerful American companies:

  • – after Aérospatiale was privatized in 1998, the two French historical competitors, Aérospatiale and Matra, decided to merge in 1999;
  • – on October 14, 1999, there was a merger agreement between Aerospatiale Matra and Daimler-Chrysler Aerospace (DASA);
  • – on June 12, 1999, the German DASA and the Italian CASA (Construcciones Aeronautica) merged.

In July 2000, as a result of these mergers, the European Aeronautical Defense and Space Company (EADS) was created. Astrium became a satellite subsidiary of the EADS group. A Dutch company, EADS registered its offices in Amsterdam. It then became the European leader and world’s second largest aerospace and defense industry ahead of BAE Systems - until that moment known as British Aerospace, the world’s fourth largest defense and aerospace company.

The second European grouping in 2000 was Thales Alenia Space, a joint venture between France and Italy, founded in April 2007 by Alcatel-based space activities. At the end of the 2000s, the sector was composed of five major players:

“From the five manufacturers of telecommunication satellites in the world, three are American. These are Loral, Boeing and Lockheed-Martin. The other two are European, EADS-Astrium and Thales Alenia Space. Each manufacturer holds about 20% of the world’s market and offers a production capacity of about four satellites per year” [BLA 10].

During the 2000s, EADS implemented a number of business reorganization plans, which were more or less successful [DAI 15a]. With a failure of the merger with the British firm BAE (opposition of the Germans), the strategic plan Vision 2020 conceived by Louis Gallois yielded less than average results.

Thus Marwan Lahoud, President of EADS France, could say before the Economic Affairs Committee to the National Assembly on October 16, 2013:

“[…] while civilian activity is experiencing an exponential growth of 5%, the military and the space sector are stagnating or even slightly decreasing. Confronted against such lasting trends and having confirmed the failure of the merger with BAE, it had to be assumed that the balance between the two activities was not possible”.

9.2.2.3. The 2010s: new technological and competitive challenges

With the arrival of Tom Enders in 2012 as the CEO of EADS and the change of the name “EADS” to”Airbus Group” in 2013, the strategy of internationalization quickly became stronger:

“What we are revealing today is an evolution, not a revolution. This comes as a logical step in the development of our company. Today, we affirm the predominance of commercial aviation in our Group. We are restructuring and reorienting our Space and Defense businesses as a means of reducing costs, improving profitability and obtaining a better position in the market. Our change of name is a simple way of placing the whole company under the aegis of our best brand, a symbol of internationalization, innovation and integration, and also the trademark that represents two-thirds of our turnover. This cannot help but reinforce the message “we make things fly”. Tom Enders (Airbus Group, 2013).

Nowadays, Airbus Group is composed of three renamed entities: Airbus (civil aircraft), Airbus Defense & Space (Cassidian, Airbus Military and Astrium) and Airbus Helicopters (Eurocopter).

The period 2010-2016 yielded contrasting results for telecommunication satellites in the international market. To begin with, the early 2010s were rather favorable to European groups. Thalès Alenia Space (TAS) and Astrium accounted for 32% of the market share over the 2009-2011 period [PRO 12]. On the other hand, in 2013, the decline in backlogs affected the activity of Astrium and TAS, resulting in downsizing policies. At the same time, competition against American companies intensified, with Boeing strengthening its position in the fast growing segment of electrically powered satellites. While maintaining the same performances, this type of technology makes it possible to manufacture satellites which are lighter than those functioning on the basis of chemical propulsion. On the other hand, Loral, the world leader in telecommunication satellites offers satellites at very competitive prices enabling the firm to accumulate orders. At the same time, European companies witnessed a significant recovery in the years 2015-2016: as a matter of fact, Astrium and TAS accounted for around 30% of 2015 orders for telecom satellites. The rise in the dollar was also favorable for them over the period to the point that Astrium is now emerging as one of the world leaders in electric-powered satellites.

At this point, it is important to reckon that the intensity of rivalry between different players in the space telecommunications sector must not overshadow the development of cooperative strategies. [FER 13, FER 15] studied cooperative relations between TAS and Astrium in the telecommunications satellite industry. The authors showed that cooperation exists between these two competitors and has caused numerous tensions, not only at an inter-organizational level but also at an intra-organizational one.

In the space sector, other developments are anticipated which will have a direct and indirect impact on the telecommunications satellite markets. In a report published in July 2016, Fioraso recalled the three elements that are currently revolutionizing the sector: a drastic reduction in the costs of launchers and probably satellites, an acceleration of digital technology with the identification of space as a major provider of valuable data (Big Data) and increasing competition on the part of emerging countries [FIO 16]. The data obtained from the space sector is attracting growing interest from digital players such as GAFA (Google, Apple, Facebook, Amazon), but also One Web, Virgin Galactic and a whole constellation of start-ups. The arrival of new entrants will have repercussions on the way in which the actors already present in the market interact (cooperation, coopetition). Finally, the report is also a meditation on how the offer will evolve towards “applications guided by the uses and not only driven by technological progress”.

9.3. E-health: towards a new ecosystem?

Health systems in developed countries and particularly the French health care system are facing numerous challenges: an aging population, the management of dependency, an explosion of chronic diseases and the significant increase in healthcare expenses. E-health is considered as one of the solutions for alleviating a part of these structural difficulties. Nevertheless, the development of such practices also raises many questions in relation to technical solutions (mainly the digital coverage requirements for the whole territory), the confidentiality of personal data and the responsibility for patients in the case of a domiciliary follow-up in parallel with the strengthening of doctor-patient interactions.

E-health also raises many questions concerning the markets and positioning of the various companies involved. Is it too early to speak of the development of a new ecosystem?

9.3.1. E-health: still an ambiguous concept?

The notion of e-health has been defined in a variety of ways. An ample definition [ITU 08] would suggest including telemedicine, prevention, electronic patient monitoring for remote chronic disease diagnosis, self-measurement via connected objects and communication of results via electronic means (quantified self), personal electronic medical records, electronic refund of care, etc.

Other authors have restricted the field of e-health to digital services for the well-being of the individual and placed great emphasis on the use of information and communication technologies (ICT). Mitchell has defined e-health as “the combined use of the Internet and information technologies for clinical, educational and administrative purposes, both locally and remotely” [MIT 99]. Other authors have suggested associating technologies with changing attitudes, in which the growing use of ICTs is necessary but not a sufficient condition:

“E-health is an emerging field at the intersection of medical informatics, public health and business, referring to health services and information delivered or enhanced through the Internet and related technologies. In a broader sense, the term characterizes not only technical development, but also a state of mind, a way of thinking, an attitude, and a commitment for networked, global thinking, to improve health care locally, regionally, and worldwide by using information and communication technologies” [EYS 01].

Among the most quoted definitions, we find the one from the World Health Organization, according to which cyber-health (or e-health) is:

“the use, in a safe and cost-effective manner, of information and communication technologies for health support and related areas, including health care services, health surveillance, health literature and education, knowledge and health-oriented research” [WHO 05].

The debate on terminology is not anecdotal because depending on the definition we adopt, the term will acknowledge a greater or smaller number of actors and more or less complex relational strategies.

9.3.2. E-health market: towards a greater number of actors involved?

In the past, the health sector used to refer to public and private health professionals, pharmaceutical firms, biotechnology, the medical equipment and technological sectors as well as more general services.

Nowadays, the dynamism of the e-health sector is attracting new investors. According to the statistics elaborated by PIPAME (2016), “e-health in France represents a market valued at 2.7 billion euros in 2014 and which could represent between 28,000 and 38,000 jobs. 15,000 jobs could originate in telemedicine, including 10,000 specifically generated by telemonitoring”.

The arrival of new entrants has encouraged the repositioning of certain “historical” players and significantly reconfigured the value chain. For instance, a study carried out by XERFI-PRECEPTA in 2013 revealed that there are five types of major players in the field of e-health. These are software publishers, service providers, medical device manufacturers, health data hosts and stakeholders (telecom operators, telehealth/telemedicine specialists, insurers and social welfare organizations, personal service providers, etc.).

image

Figure 9.1. Reconfiguration of the simplified value chain in the field of e-health

XERFI-PRECEPTA has quoted a few names for each of these categories: software publishers (McKesson, CompuGroup Medical, Corwin, Medisys, Meditrans, etc.); IT service providers (SSII/integrators such as Atos Origin or Sopra Group1); manufacturers of medical devices (Philips, Biotronik, Medtronic, Sorin, GE Healthcare, etc.); health data hosts (2CSI, Carestream Health, Cegedim, Cerner, Sigems, etc.); other players including telecom operators (Orange, SFR) and telemedicine and telehealth service providers (Intervox, H2AD, Wengo Santé, N2TS).

In parallel with the arrival of these manufacturers and service providers, “traditional” actors such as healthcare organizations will also have to adapt their activities to incorporate the use of information systems so as to integrate the work of different health professionals.

9.3.3. The IoT (Internet of Things) market: data at the heart of the value chain

E-health activities are associated with the collection of individual data that are almost unanimously regarded as the “new black oil” of the digital economy even if this metaphor with oil is partially false, as has been suggested by [VER 13]:

“We understand the metaphor, but it remains tiresome all the same […]. Oil is a non-renewable natural resource […], while data are not natural. Data are produced by technical devices developed by engineers according to certain objectives and which have found a source of funding … In some way, they are articulated with the real world, of which they are the trace, the symbol or the imprint. A reality that can sometimes even reflect the inalienable and non-transferable inner heart of the individual… Data may sometimes be extracted (like oil), but more often they are produced and freely exchanged by individuals. These are not scarce resources. Not only do they not wear out when used, but they may even progressively acquire value. This value, like their meaning, depends deeply on the context. Data can be monopolized, but is difficult to store, in particular because it becomes less costly to produce and because the multitude itself always ends up producing information at low prices. Data can also be used to constitute non-rival shared goods. Their value is therefore more than transitive (the whole is worth more than the sum of the parts). And at the same time, data is “more” than raw material or energy. Data becomes imperceptible at the same time that it represents the container and the content of the digital revolution. Data becomes the new code at the heart of the Internet machine, the flow from which all other applications get nourished, the principle of organization and regulation of the digital. Data simultaneously combines meaning, reason, imagination and even aesthetics, in a fluid and manageable format”.

Personal health information is at the heart of the strategies of various actors involved in creating and/or capturing value. Beyond the ethical and legal issues surrounding the protection of personal health information, digital technology is seen as a means of moving from a curative perspective to a preventive paradigm, under reserve of the support of customers for the incorporation of these new technologies. The early identification of certain diseases would reduce the cost of associated medical treatments. This is the reason why information collected in advance is the object of such enthusiasm today.

9.3.4. The intensification of inter-firm collaborative practices in the e-health ecosystem

Most of the actors involved in e-health do not control all of the activities in the value chain discussed above nor do they have all the resources and skills required. As a consequence, it is necessary for them to develop partnerships and collaborations, especially in the area of technology for large diversified groups and pure players. These trends are already observable nowadays.

  • Insurance and mutual health insurance companies partially finance the healthcare system in France and their main objective is to collect a large number of data concerning patients in order to prevent potential losses and to be able to adjust their insurance primes accordingly. The development of connected objects would allow them to set tariffs according to the (more or less) risky behavior of the insured. This would encourage the use of “pay how you behave”: paying according to behavior not only in the health field, but also in everyday life. From this perspective, the core business of insurance history could evolve from “regulator” insurer to “protective” insurer. Prevention offers in the area of insurance contracts based on connected objects are beginning to emerge in the market. Finally, in the battle over information, insurance companies and mutual societies will be obliged either to invest in start-ups or associate with firms specializing in technology in order to avoid any risk of disintermediation or uberization [DAI 17].

Table 9.3. Growth modalities of insurance companies in the field of e-health: between cooperation and external growth (participation share)

Insurance company Growth modalities
AXA Axa – Withings cooperation
Axa launched a complementary insurance health offer including a connected object: the O2 Withings activity tracker (a tracker that controls activity and sleep, as well as vital signs. This helps the user to improve their general health condition).
Withings offers a broad scope of connected objects in the field of health and well-being.
CNP Assurances CNP Assurances – Lyfe – MonDocteur.fr cooperation
In 2015 CNP Assurances launched a digital platform of services in the field of health (Lyfe) accessible at all times. In July 2016, an agreement was signed with MonDocteur.fr, the first French website for medical appointments. With 6000 medical offices including 60 medical and paramedical specialities in the directory of 550 French villages, the MonDocteur.fr website monthly manages more than 1.5 million medical appointments.
La MAIF Participation share
La Maif became the first shareholder of Numa (start-up accelerator) with an investment of 3 million Euros.
  • Assistants (or supporting companies) position themselves in the area of complementary services offered: call center platforms could take over from alerts initiated by a connected object. Supporting companies envision themselves as trusted third parties who could reassure end-users. Decades of assisting and repatriating people led companies at the heart of this historical profession to collect information and sensitive health data while guaranteeing confidentiality. Their call platforms have already been confronted with the stress of handling emergency calls in large numbers. This confirms that they are potentially able to handle information coming from connected objects. Support companies favor co-development partnerships with insurance companies.
  • Telecommunication operators are also “stakeholders” in the development of e-health, particularly through the Internet of Things (IoT). They develop cloud platforms and machine-to-machine (M2M) telecommunication networks which are in charge of communicating connected objects with Internet infrastructures (smartphones, servers, data centers, cloud, etc.) that exploit the information. This procedure will also encourage future partnerships. The example of the mobile network operator Orange is particularly significant in this collaborative approach.
  • – The strategy of Giant Internet (GAFA) or over-the-top (OTT) entrants for entering this sector consists of manipulating health data management (platform) and self-quantified via connected objects (iWatch) or sensors integrated into smartphones. In 2014, Apple proceeded with the creation of a HealthBook that centralized all health-related data (blood pressure, heart rate, biological parameters or blood glucose). More broadly, Apple tries to position itself as a platform, an aggregator of content and thus facilitate the journey of the user of connected objects (health and/or well-being).

Google has also launched a number of applications dedicated to e-health, and this performed with varying degrees of success. In 2007, Google created Google Health, but this application failed in 2012. As a response to Apple, Google then launched Google Fit, an e-health platform that arrived in the markets in 2014. A smartphone or a connected bracelet are the means for getting access to the application. All personal data is collected and can be viewed in the form of graphics.

Web players will probably need to develop partnerships with drug and equipment manufacturers, healthcare providers and healthcare organizations (payers).

  • Platforms for collecting, hosting and managing data (from connected objects and sensors). The growth of the IoT will severely depend on this type of technology because the use of a single platform will help to overcome the challenge of interoperability between different standards. What should the nature of the platform be like: unique, open, closed, with a declared owner? Many players are positioning themselves, either by developing their own platform, or by associating themselves with actors who master these technologies. Platforms hosting health-related data have to confront strict regulations from some countries. This is delaying their implementation and integration into pathways of coordinated care for the sick. For example, France is a clear case illustrating this problem.

As we have seen, there are numerous actors involved in e-health activities, which means that they are undoubtedly part of a business ecosystem whose outlines are not definitively drawn. Until now, the technological, economic and financial stakes are considerable not only for all the firms involved, but also for paying healthcare organizations and healthcare professionals. E-health also refers to other issues related to the improvement of the care path and placing the patient at the center of the system.

9.4. Consoles and the video-gaming industry

The video game sector (consoles and games) is a pillar of the entertainment industry, including not only hobbies, but mostly cinema. The industry has to deal with high network externalities, a lock-in phenomenon, increasing technological complexity because consoles are subjected to cycles, a structural upward tendency in the costs for developing games, and the predominant weight of strategic marketing [DAI 17]. This trend could be observed from the beginning of the 2000s by major events: the arrival of Microsoft in 2001 to the consoles segment, a growing interest of game publishers for other platforms, the emergence of new media as well as the unstoppable development of online gaming. All these elements contributed to a fundamental impact on the value chain and the strategy of the actors already in place.

9.4.1. A highly competitive oligopolic market

We are now witnessing the globalization of the video game market as well as its highly competitive character.

Ever since the year 1973, when Atari launched its first console (USA), the market saw various phases alternating between quasi-monopoly, duopoly and oligopoly:

  • – 1973-1983: quasi-monopoly of Atari;
  • – 1983-1986: quasi-monopoly of Nintendo;
  • – 1986-1994: Sega-Nintendo duopoly;
  • – from 1995 onwards: oligopoly with the arrival of Sony (PlayStation), Nintendo (N64 launched in 1996) and Sega (Saturn). From 1998, release of new consoles: launch by Sega of the Dreamcast (1998), by Sony of the PS2 (2000), by Nintendo of the Game Boy Advance (2001);
  • – 2001: this was a pivotal year in the evolution of market structures, not only because of the withdrawal of Sega from the consoles market in 2001 (The Dreamcast did not have the expected success) but also because of the arrival of Microsoft with the Xbox. At the same time, Nintendo launched the Gamecube.

Nowadays, the market is dominated by three major players: Microsoft, Nintendo and Sony.

9.4.1.1. Nintendo or the strategy of a pure player

Hiroshi Yamauchi is known both as the historical CEO and iconic figure of Nintendo. This entrepreneur largely contributed to the success of the firm by focusing on R&D activities. The arrival of Satoru Iwata to Nintendo in 2002 created a new dynamic based on reorganization of activities.

Known in particular for its portable consoles, Nintendo achieved considerable success in the 1990s as has been shown by the popularity of this form of entertainment in the younger audience. In 2006, the group decided to launch a new model console, the Wii, and thus adopted a different position from its competitors:

  • – an expanded target for players aged 7-77 and women;
  • – a console that is more “playful” than technically efficient. As a console, the Wii is less sophisticated than the PS3 and the Xbox 360. It does not include a DVD player and does not have very powerful processors. Its chip is limited to 750 MHz while that of its rivals reaches 3.2 GHz. From a technological point of view, Nintendo made a strategic decision expecting that the originality of the Wii would compensate for the slightest graphic quality among the general public. However, compared to its competitors, the Wii’s gameplay advances were incontestable (Box 9.2). Nintendo also capitalized on the success of games like EyeToy (Sony). As history later showed, the success of the Wii was immediate and sales exploded. Nintendo also announced that unlike its competitors, the Wii was not sold at a loss.

In November 2012, Nintendo tried to renew the considerable success of the Wii by launching the Wii U. Nevertheless, the results were far below expectations. The Wii U sold a limited number of units in comparison to the Wii. So far, Nintendo has not decided the fate of the Wii U. The launch of a new generation of consoles under the name Switch was expected for March 2017.

9.4.1.2. Sony: a long-standing unrivalled leader

Sony’s strategy in this business area dates back to the early 1990s after significant investment. The firm finally entered the market in 1994 with the succesful introduction of the PlayStation. The launch of this console followed the failure of its collaboration with Nintendo in the early 1990s when they had attempted to create a CD-ROM driver for Super NES. Its involvement in the video game industry was reflected in the creation of a subsidiary known as Sony Computer Entertainment (SCE), which held the manufacturing rights for the PlayStation and its video games, as well as for managing third-party publishers. Consoles and video games quickly became a strategic business unit (SBU). The success of the entire Playstation range contributed to making SCE a heavyweight in the market with the unparalleled success of the PlayStation 2, which, until the beginning of 2013, held the world record for console sales.

9.4.1.3. Microsoft: an important rival

From the moment it entered the console market, Microsoft made quick progress despite difficult beginnings: the Xbox was largely out distanced by the PS2. With the Xbox 360, and Xbox One starting in 2013, Microsoft became a dangerous competitor to Sony and achieved undeniable sales performances. The sales of the PS3 and Xbox 360 can be compared by taking a look at Table 9.4. The success was mainly due to competitive pricing policy for consoles. This choice allowed the firm to gradually attract a larger number of consumers while increasing its profits with the sale of the games. The figures in Table 9.4 show the commercial performance of various consoles and the distribution of market shares of the three players. After having produced it for 11 relentless years, Bill Gates announced the end of production for the Xbox 360 in April 2016.

Table 9.4. Total worldwide sales per platform (main video games consoles) (VGChartz, April 2016)

Ranking Consoles United States Europe Japan Rest of the world Global market
1 PlayStation 2 (PS2) 53.65 55.28 23.18 25.57 157.68
2 Nintendo DS (DS) 57.37 52.07 33.01 12.43 154.88
3 Game Boy (GB) 43.18 40.05 32.47 2.99 118.69
4 PlayStation (PS) 38.94 36.91 19.36 9.04 104.25
5 Wii (Wii) 45.38 33.75 12.77 9.28 101.18
6 PlayStation 3 (PS3) 29.30 34.34 10.41 12.35 86.40
7 Xbox 360 (X360) 48.88 25.79 1.66 9.12 85.45
8 Game Boy Advance 40.39 21.31 16.96 2.85 81.51
9 PlayStation Portable (PSP) 21.41 24.14 20.01 15.26 80.82
13 PlayStation 4 (PS4) 14.82 15.83 2.61 6.55 39.81
17 Xbox (XB) 15.77 7.17 0.53 1.18 24.65
18 GameCube (GC) 12.55 4.44 4.04 0.71 21.74
19 Xbox One (XOne) 12.85 5.45 0.07 2.35 20.72
21 Wii U (Wii U) 5.89 3.13 3.12 0.84 12.98
(Total of cumulated sales since launch, in millions of units)

With regard to the positioning of the three players in the “new generation of consoles” market, Sony continues leading the sales with its PS4, far ahead of Microsoft and Nintendo. The sales of the PS4 exceeded even those of the Xbox One and the Wii U considered together. It may be that a part of Sony’s strategy relies on a non-zoned platform which does not require a mandatory Internet connection.

9.4.2. Numerous alliances between console manufacturers and video-game publishers

In spite of overwhelming competition, consoles manufacturers are also engaged in “exclusive” partnerships with video game publishers (Box 9.3). This can be inferred from the fact that some games are exclusively dedicated to a console because exclusiveness may be temporary. Publishers engage in the production phase, take charge of the financing, manufacturing and marketing of the games. Among its many functions, the editor will select the titles to publish, finance the development of these titles, adapt the game for each of the broadcasting countries, ensure the production of the games, manage the distribution, and organize its marketing strategy.

Publishers are often large structures, sometimes with subsidiaries in several countries, but do not benefit from the plurality of distribution modes that exist in other sectors because this could make them vulnerable. Market dynamics based on innovation may weaken publishers because these cannot rely on a cumulative fleet nor on the creation of catalogs to cushion investments that are being challenged every six years, approximately when a new generation of consoles is launched. Nowadays, the costs of manufacturing games are increasing. This means that publishers seeking to minimize costs have to increasingly implement multi-platforms. As a consequence, publishers rely heavily on a limited number of very expensive titles.

Beyond the question of exclusivity, games obey two other logics: franchises and licenses. The press often assimilates these commercial transactions to agreements (Table 9.5 and Chapter 1). Franchises are fundamental to gaining a competitive advantage for publishers. Indeed, it is mostly the latter who negotiate with franchise manufacturers for the edition of new episodes (in the same way that it occurs with successful films that give rise to successive versions). These franchises allow publishers to retain exclusive rights.

Table 9.5. Microsoft and Sony’s main external growth operations and partnerships for the period 2000–2007

Mergers/acquisitions Partnerships/alliances
Console manufacturers
Microsoft 2002: Rareware acquisition
2002: Failure to acquire Sega and Squaresoft
2006: Lionhead Studios acquisition
2006: Massive acquisition
2002: agreement with Lionhead (Halo)
2002: agreement with Tecmo (DOA 3, DOA X, Ninja Gaiden)
2004: agreement with Electronic Arts*
2006?: partnership with Atari, Activision, Namco
2006: agreement with RealTime Worlds
Sony 2005: SN Systems acquisition (development tools) after almost a 10-year collaboration
2005: acquisition of Guerilla Games developer (Killzone)
2006: acquisition of Zipper Interactive developer (SOCOM: U.S. Navy SEALS) after a cooperation phase of 6 years
Agreements over different technologies (engines, etc.) integrated in the PS3**Development Kit
2005: signed agreement with Epic games who developed Unreal 3 technology, used in game engines
2005: agreement with Havok
2005: agreement with AGEIA Technologies
2007: global partnership with FIFA (from 1-01-2007 until 31-12-2014)

* This agreement can be considered historical in that Electronic Arts (EA) had long exclusively worked for Sony.

** These agreements refer to new development tools (and/or technologies) provided by console manufacturers and integrated in the development kits dedicated to each console, which are “at the disposal” of editors-developers.

Early 2010 was also an important year because of the various partnerships that took place between manufacturers and editors of video games. An emblematic example is the alliance signed in 2015 between Nintendo and Activision rivals on the market for children’s video games with figurines.

9.4.2.1. Still limited alliances between all the actors in the sector

So far, emphasis has been placed on the links between the game console manufacturers and publishers. However, we must bear in mind that other actors also play a role in this sector. For example, this is the case with development studios, which are devoted to creating games. In general, these are small businesses who design the game and create a master that is sold to the publisher. Until the mid-1990s, the creation (or development) of games was mainly done by teams integrated within publishing companies. Nowadays, development studios have become more autonomous giving rise to other problems associated with the nature of their subcontracting mission.

Along with these three main categories of players in video games, we should add:

  • – during the upstream phase: manufacturers of electronic components which are necessary for manufacturing and operating games and consoles. Issues in this area are becoming increasingly important (see section 9.4.2.2);
  • – on the downstream end: manufacturers of various accessories, retail trade (dedicated retailers and mass retailers) as well as specialized media.

At the end of the 2000s, IDATE highlighted the need to encourage industrial cooperation and open standardization in favor of innovation. Achieving this objective included interoperability, open standards and the use of open source software:

“Developing activities in a more open and better shared standard environment remains a fundamental question, which must aim at the progressive shift from technological competitiveness for content developers, towards creative and innovative competitiveness […]

These are the actions that should be taken next:

  • – The cooperative development of tools, software and platforms such as middlewares, which rely on interoperable and/or open and community-based international standards.
  • – The development of collective actions at the European level in view of promoting or enhancing technological growth that favors diversity, innovation and creation in an environment for equipment and software that is as open as possible. We should revisit the hypothesis of an emerging “European equipment manufacturer”, which could act as a catalyst for a global industrial movement with knowledge of the complexity of the stakes and strategy of each of the actors involved.
  • – The development of tools common to all players in the innovation synergy (competitiveness clusters, local productive systems, professional and institutional networks, service providers in networking and intermediation between actors, new cooperative practices within the company, etc.)” [IDA 07].

9.4.2.2. The evidence of coopetitive practices?

There are no strategic partnerships between console manufacturers. Despite this, apart from their independent activities, Sony and Microsoft have forged links with the same suppliers (IBM and Toshiba) in view of developing different products (and/or technologies). This led to the emergence of “coopetition” between the firms. From the year 2000, Sony was involved in an alliance with IBM2 and Toshiba to produce the Cell3 microprocessor (integrated in the PS3), but at the same time Sony embarked on the battle of DVD players in high definition against Toshiba, who was then involved in an alliance with Microsoft. Sony has successfully defended its Blu-Ray format (integrated in the PS3) against the HD-DVD, which was offered as an option with the Xbox 360 (Figure 9.2).

image

Figure 9.2. Relations between the main actors in video games [DAI 07, DAI 08a]

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset