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Video Console Supply Chain
Console Hardware
Marketing
Software
Retail and Distribution

Chain Diagram
Sale Figures by Origin

For all of its maturity, Japanese companies have dominated the video console industry. The Big Three console producers are Sony #1, Nintendo #2 and Sega #3, and without a doubt, these three companies are the main drivers of the industry. All the power is located here, as they have the resources and capital to license software developers, launch expensive marketing campaigns and hire third party manufacturers to create their line of products under their name.


The locus of control for console development is in Japan

Console Hardware

Sony, Nintendo and Sega have all contracted with outside manufacturers, sometimes Japanese and sometimes from other countries, to product parts for their consoles. When Microsoft enters the market, there will be a shift in the supply chain away from Japan and towards the US. However, the significance of this shift may depend on the success of the X-Box itself, as some indicate that it will be difficult to have 4 successful consoles in one market.

The main parts of the video console are the CPU, the processing chip, memory, the graphics chip, storage media, and peripherals (modem, ethernet, controllers, etc.) For example, Sony is designing their 128-bit CPU in conjunction with Toshiba. The Sega Dreamcast CPU was developed with Hitachi, and its GPU is produced by NEC's VideoLogic. One of Dreamcast's operating system, Windows CE, is developed by--interesting enough--Microsoft.


VideoLogic's PowerVR2 technology is the graphics chipset powering Sega's Dreamcast and is a testament to the industry's increasingly modular character

They are also building fabrication facilities (called fabs) to make their 300-Mhz MIPS processing chip. On one hand, Sega has hired Imagination Technology PLC to produce their PowerVR chipset for the Dreamcast; Nintendo, on the other hand, has a customized 400-MHz PowerPC processing chip that is being supplied IBM Corp. The new Microsoft X-Box console will feature a 600-MHz Intel Pentium II chip.

Microsoft has also hired Nvidia to produce a graphics chip called NV25, which can transform 300 million micropolygons per second. Nintendo Dolphin will feature a graphic chip made by NEC Corp., who have built a new facility on Kyushu (a southern Japanese island) for the production of this chip. It will also feature a 200-Mhz DRAM embedded graphic chip by ArtX Inc., and 1-transistor SRAM technology by Mosys Inc.


nVidia will be providing the guts to the Microsoft X-Box

Nintendo has hired Matsushita Electric Industrial Co. Ltd. To provide DVD technology for their Dolphin console. Microsoft will collaborate on their DVD-ROM drive with Dolby Digital and DirectX. All of the other consoles of this generation of video games, whether they feature CD-ROM or cartridge storage media, have also contracted outside manufacturing and development companies.

The trend in the manufacturing and development process is to hire big name companies to source the major parts of the console, companies with experience and reliability. Defective consoles that feature bugs will be slaughtered by the media.

Marketing

On a related note, the one segment of the supply chain that can rival technological development is marketing. Marketing is the force that creates markets and creates demand for the consoles, and there is a direct correlation between the strength of the marketing push and the total sales. All of the major players in the console industry feature their own expansive marketing departments.

Software

The video console industry is closely tied to the software industry, who are contracted to develop games for the individual console companies. They follow two separate supply chains which will finally be consumed simultaneously by the final customer.


Zelda 64, widely heralded by critics as the best game of the millenium

The standard business model is to control the manufacturing of software titles for the respective video consoles, which means license fees and licensing agreements for software developers. Some of the more successful software developers have been Midway Games, Acclaim Entertainment, Electronic Arts (EA Sports) and id Software. In the case of Nintendo, however, they also are a leading maker of game software such as the bestsellers Super Mario Brothers and The Legend of Zelda.

As soon as a game's concepts have been mapped in the form of a design manual, a development team is assembled and the specific parts of the game's creation allocated to different specialized workers. Along the way, an extensive marketing effort may be launched and in some cases, there can be feedback during the developmental stages.

d
Computer graphic intensive games such as Final Fantasy 8 for the Playstation feature movie-like budgets; Final Fantasy 8 costed over $20 million to develop

Video games can take anywhere between 18 months to develop a typical game to 3 years for massive undertakings like SquareSoft's Final Fantasy VII. Funding will be provided either by internal resources or from the publishers or distributors of the game. Since the software developer does not handle manufacturing or distribution, it receives a percentage royalty on the wholesale price of sales (usually 20%-30%).

Publishers are responsible for the manufacturing and distribution of the software titles, and some maintain distribution departments or companies that will handle distribution internally.

Retail and Distribution

Generally, the distribution channel for the video games industry includes retail chains like malls and department stores, specialty stores, mail order, discount stores (especially for software) and the Internet. Oftentimes, the battle for limited shelf-space is what keeps prices competitive.


Retailers such as Electronics Boutique, a national chain,
are pursuing an online and "bricks and mortar" strategy

Online distribution of games and consoles allow companies to bypass the retailer and distributor, so that they can lower selling prices of their products and increase their margins. An automated ordering process allows both cost-savings through lower overheads and efficiency enhancements by stripping out manual processing, which in turn can lead to more competitive pricing and a better quality of service. Therefore, as long as retailers are not involved in the content or creation process of software or consoles, their role within the supply chain will continue to diminish.

Chain Diagram


Sale Figures by Origin

Because none of the console hardware marketed and sold in the United States is actually produced domestically, it may be of interest to note the breakdown the originating nations of import hardware sales figures (from the International Trade Commission website).

Country

1992

1994

1996

1998

1999

In 1,000 Dollars

Japan

780,890

873,963

350,580

786,835

523,797

China

17,769

82,548

77,200

294,191

206,672

United Kingdom

1,791

2,378

12,307

36,421

38,272

Korea

1,790

1,455

731

22,831

31,469

Taiwan

32,765

29,802

13,082

7,661

11,379

Mexico

7

6,385

83,538

11,896

7,693

Hong Kong

17,030

5,990

3,745

6,041

3,445

Sub Total

852,042

1,002,521

541,183

1,165,876

822,727

All Others

1,270

12,970

23,906

5,813

7,621

Total

853,312

1,015,491

565,089

1,171,689

830,349

As evinced from the above, Japan is consistently the top assemblor of console hardware (console parts are manufactured all over the world) although China and Korea have exhibited aggressive growth the past few years. To view exports from Japan from 1994-1995 as a chart, click here.

Even though Japan is the center of hardware development, it is clear from the above chart that the biggest markets lay not in Japan but in the U.S. followed by Europe.


Sonic Adventures -- Emerald Coast