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

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User Involvement, Creativity and Lock-in in the Video Game Industry Yuko Aoyama Clark University (USA) Hiro Izushi Aston Business School (UK) Presentation at the Creative Industry and Intellectual Property, London, May 22-23, 2008

The role of the user An essential source of information in product development (Lundvall, 1988, 1992; von Hippel, 1976, 1977, 1989)

The role of the user (2) Customers are notoriously lacking in foresight (Hamel and Prahalad, 1994, p.99).

The role of the consumer Traditionally, largely consultative Innovators 2.5% Early Adopters 13.5% x! 2sd x! Early Majority 34% sd x Late Majority 34% x + sd Laggards 16%

Open source development The culture of the Internet Peer-to-peer interactions Possibilities for a new logic in the market system Redefined boundaries and relationships between the producer and consumers

Peer-to-peer interactions Communal collaboration Universally applicable to any industry? Always beneficial to firms?

Sharing of innovations/knowledge Costs Benefits Sharing of other resources Voice Reputation from peers

Peer-to-peer interactions in core gamer communities GameSpy s Fileplanet (www.fileplanet.com) Planet Unreal (www.planetunreal.com) Cyberathletes

Video Games Fans and hobbyist groups have always been the foundations

Origin: Pastime among engineers at the Tech Model Railroad Club, MIT Spacewar: The first video game 1962

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

Comic market (comiké)

User-led innovation in the video game industry Depends upon the presence of fan communities Existed from the beginning New technology accelerates peer-topeer interactions further

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

7 6 5 4 US market in 2007 (million units) 3 2 1 0 Nintendo Wii Sony PS3 Microsoft Xbox 360 4 3 2 Japanese market in 2007 (million units) 1 0 Nintendo Wii Sony PS3 Microsoft Xbox 360

Dependant variable: Do you prefer Wii to PS3 and Xbox 360? (No: 0; Yes: 1) Coefficient estimate Standard error Wald chisquare Sig. Odds ratio Intercept 0.90 0.86 1.09 0.30 Gender (Male: 0; Female: 1) Hours of play per day Do you like action/shooting games? (No: 0; Yes: 1) 2.12 0.63 11.36 0.00 8.36-1.15 0.46 6.26 0.01 0.32-1.19 0.61 3.74 0.05 0.31

Product development of Nintendo Wii [Wii] was unimaginable for hard-core gamers. Don t listen to your customers

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 of 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

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.

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).

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

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