With the development of a new technology, it seems man will always find new
ways of making money, so was E-Commerce born with the Internet. According to
Visa, E-Commerce activity in the region (Asia) has been growing at a rate of
80% to 100% a year. The largest growth has been from each country's own domestic
online commerce. Korea and Japan, for instance, reported over 95% growth in
terms of money spent on their domestic shopping sites. Huge conglomerates have
since been moving more of their commerce onto the Internet. A recent giant that
decided to join in the 'melee' is Sony with the launch of their much-anticipated
PlayStation 2(PS2).
On 13 September 1999, Sony Computer Entertainment Inc. announced that it would
establish a revolutionary computer entertainment system, PS2, as a platform
for Internet-based electronic distribution of digital content in 2001. (Sony
Computer Entertainment Charts PlayStation®2 Network Strategy, 13 Sept 1999)
According to the press release, PS2 users will be able to download extensive
computer entertainment content to hard disk drives to be provided by Sony Computer
Entertainment through a broadband access network. The PS2 will also carry USB
ports and later on, connectors to mobile phones and PDAs, allowing the same
Internet capabilities on TV as the smaller devices. More than just a games console,
the PS2 will offer support for DVD Video, be able to function as a set-top box
Internet access device and also feature a PC-Card interface through which it
can be connected to broadband networks.
Besides the above features, what differentiates PS2 from 1 is the amazing graphics
promised by its creators. PS2 is said to carry graphics like never before, humanizing
each character in its games and creating life-like environments to immerse the
player in. As such, Sony has named their new console the "Emotion Engine",
meant to evoke real emotions for the characters that the player is playing.
Some of the features on PS2 are listed in Appendix I.
Sony's Vision:
The Sony giant woke up when it realized that the future lay on the Internet.
Having already established itself as a consumer electric and media group, it
wanted to become an Internet company.
Today, there is a digital content market worth US $180 billion in Japan alone,
and Sony wanted to be the first to tap into it when it moves online. Hence,
the creation of PS2 was meant to capitalize on this market, in the hope that
people would use the console to purchase Sony digital products online with its
Internet broadband connection. They envisioned the day that consumers could
go online, play, chat, browse, e-mail and download music and movies, whilst
shopping for their favourite Sony product.
To do so, Sony is aiming to offer hardware, software, content and services that
can be used with broadband access, as a one-stop solution to a person's entertainment
needs. In particular, they hoped that PS2 could be used to sell all of Sony's
entertainment content, where users can just 'pay-and-play'. However, it would
seem that their E-Commerce strategy veers towards one of a closed market, where
only Sony products are available for purchase through the console. However,
their strategy would involve a greater streamlining of their marketing efforts
to their target audiences.
Some of the changes that Sony has added into PS2 include changing its hardware
and content, linking up with other conglomerates, having links with JP Morgan
and taking over Sakura Bank, setting up web stores and providing better security
for their E-Commerce channels.
In terms of hardware, Sony is building PS2 as a gateway product for the sale
of their unique entertainment content online. They have also been developing
unique content such as movies, music and games for future E-Commerce, a feat
that has stretched much of their capital. Indeed Sony was taking going online
seriously. Their ultimate aim was to develop a total Sony information and entertainment
community for users.
As of June 2001, Sony had made multiple plans and signed multiple contracts
with companies from all areas to serve their vision. Their initial goal was
to launch the PS2 online gaming service in the fall of 2001. PS2 would include
Web browsing, email, and chat. Hence Sony has linked up with companies such
as network equipment giant Cisco Systems, RealNetworks' Real Player and Real
Jukebox software, Sun Microsystems, America Online, RTIME and Sega to provide
additional services to PS2 consumers to enhance the overall Web experience.
Some of the promised features of PS2 included incorporating Cisco's software
into PS2 to give game users faster and broader access to the Internet, teaming
up with Real Networks to bring streaming audio and video to PS2, which would
include having Real Network's Real Player and Real Jukebox software on hard
drives that can be added to PS2 consoles. With this add-on, consumers will be
able to view video on demand, download music to be played off the PS2 and use
the console as an Internet radio. With Sun Microsystems, the Java platform developed
by Sun would be integrated into PS2 such that all Java applications can be run
on PS2, and allows highly secured and easy communication with other Java-enabled
clients such as wireless handsets, PDAs, interactive televisions and other network
devices. An alliance with AOL was an obvious move intended to outflank Microsoft
in the digital market. With PS2's new Internet capabilities, there was a need
to give it a push forward to keep ahead of Microsoft's XBox, touted to have
similar abilities in future. With this collaboration, PS2 players can use the
popular instant messaging, chat, e-mail functions while playing a video game.
Meanwhile, there are also plans to create a Netscape browser for PS2. According
to Kaz Hirai, President and CEO of Sony's PlayStation USA, "It's the first
step in moving the PS2 into a broadband environment."
From the commercial perspective, an alliance with RTIME is timely in helping
to build the tools for developers to support the PS2 network. RTIME, Inc. is
the leading provider of commercial networking software that enables real-time,
multi-user applications over the Internet and broadband networks. This will
allow gamers to do things such as talk to each other via a microphone or even
see each other with web cams. However, Sony has made no official announcements
about these possible features.
Finally, a surprising but nonetheless lucrative move on Sony's part, collaborating
with Sega (NewsFactor Network, 5 June 2001). This would not only expand both
of their online gaming market by at least two times but will also help each
other to overcome other competitors like Microsoft and Nintendo. This is despite
Sega's recent release of Dreamcast, which has been said to be a close competitor
with PlayStation. No concrete plans of the collaboration have been released
but it has been revealed that it would include the ability of both consoles
to play each other's games online.
A third feature that Sony had intended to incorporate into PS2 was virtual banking.
According to CNN, this surfaced in June 2001 and in tune with its E-Commerce
plans, Sony was to launch a full-service online bank. (CNN Asia, 8 June 2001)
Some suggested initial services include yen-deposit accounts, investment trusts,
credit cards, bank transfers and bill paying. Sony's takeover of Sakura Bank
and tying in with JP Morgan was intended for this purpose. This means that consumers
will be able to use the PS2 in the living room to debit those Sonystyle.com
purchases, downloaded through the Sony interactive television. These consumers
will even be able to use a special Sony credit card to pay for their purchases.
The next strategy would be using the current PlayStation websites that are existent
as a platform for E-Commerce. These websites provide places where the PS2 itself,
its peripherals and other compatible games can be sold. Currently the website
allows for online ordering and delivery offline, as to pre-empt their vision
of E-Commerce. The online availability of demos in these websites give customers
a hint of what they have in store for the potential consumers. Sony has also
invested in a pan-European E-Distribution Centre, nine contact centres across
Europe to support the websites, appointment of European transportation providers
for direct-to-home delivery and finally three return centres to process returns
and perform repairs on the PS2. (Accenture Case Study: PlayStation.com (Europe)).
This was no rash action on Sony's part for the current more primitive E-Commerce
can help Sony establish its potential customer base. At present, the customer
service department can keep the demographic information of the people who actually
already buy their products online, thus allowing narrow casting in its marketing
of the product. They would be able to anticipate what is the best way to target
each group in encouraging sales in E-Commerce in future. Moreover, with the
information they have from each current buyer, they would know that these are
the same people most likely to be the opinion leaders of their launch of PS2,
as well as the pioneer adopters of their future technology with the coming of
broadband.
Buyers aside, even with the running of fan clubs like the PlayStation Underground,
Sony can rally all its fans at a single area and do its selling there, for it
can be ensured that most of the people who are members are interested in the
PS2 and its capabilities. The presence of message boards and forums also provide
areas where Sony can monitor for feedback on their product and services and
learn how to improve on them. For e.g. Sony Computer Entertainment Australia
sells PS2 Entertainment Centre online. Customers are able to browse through
a product catalogue, collect their order over a secure connection. Other websites
include PlayStation Europe (ref. APPENDIX II) and PlayStation America.
Lastly, Sony needed to do something to ease the fears of buying online. It announced
that it would use technology from encryption software leader RSA Security to
protect the privacy and security of PS2 users. The software will secure all
data transmitted online during gaming and other entertainment activities, including
Web browsing and E-Commerce transactions. The software also will protect data
that is stored on the PS2's hard disk drive.
However, all this only shows how much time and effort Sony had spent in launching
and revamping the PS2 for its online strategy, yet why did Sony choose PS2?
Sony chose PS2 with many reasons in mind. It wanted to use the game to swell
the E-Commerce market before moving into networking. It had hoped to use PS2
to break into the E-Commerce market with the knowledge that the game already
had a huge following. Moreover Sony as a brand name would also help to market
the product as a safe and convenient way to buy online.
Firstly, Sony knew that much of its market of consumers lay with children and
young adults who made up the bulk of their PS2 fans. Selling PS2 to its young
adult fans would naturally sell the accompanying Internet capabilities and is
an expected strategy. However, Sony also knew that children who wanted PS2 would
in turn convince parents to purchase the game console and its accompanying capabilities.
As children can be more persuasive of adults than Sony themselves, Sony 'employed'
a case of indirect marketing. Thus, mothers and children would then be exposed
to the online shopping concept, two demographic groups which at present have
been left out in E-Commerce.
Besides the children and mothers, a new market that Sony was hoping to target
was the 'baby boomers' generation, which have yet to be engaged much in the
gaming industry. By adjusting their type of games and graphics in PS2, Sony
hopes to convince this group to purchase the console, and since they have much
buying power, also convince them to use the accompanying E-Commerce services.
The whole concept behind the above-targeted groups is to use the Sony brand
name and people's interest in PS2 to overcome their fear and hesitation in trying
out E-Commerce. Fears about privacy and insecure connections can be thus overcome
and hopefully more people would buy online.
Another major factor about PS2 that will set Sony above the rest is its already
established websites and fan following. With the websites in place, Sony has
been building trust and relations with its fans on the PlayStation websites,
where the people who visit them are most likely to be avid fans of the PS console.
This actually collects their targeted market at a certain point and makes marketing
so much easier for Sony. These people are also most likely to be IT-savvy and
capable of using whatever new features that the PS2 will carry.
Hence, indeed it would seem PS2 is the key for Sony's success in the E-Commerce
market. To date, Sony PS2 has been already released for sale in Japan and America.
So did it fulfil all the promises that Sony thought it would?
Unfortunately for Sony, since then development costs and production glitches
mounted, eating into profits in Sony's better-performing electronics division.
This arose from the sluggish PS2 game console sales, its costly handset recalls,
and the recent slump in Japan's PC market. The PS2 game console chalked up heavy
losses due to development and marketing costs for its launch, and a graphics
chip glitch. This was worsened by the inability of Sony to match up to the initial
demand for the game. Since its release, Sony made the mistake of accepting more
online orders than it could fulfil resulting in a major backlog in delivery.
This caused dissatisfaction among its potential customers and a loss of the
trust they need in order to encourage E-Commerce in the future.
Other supply complications have arisen as well, which forced Sony to limit production.
The U.S. and Japan have reportedly asked Sony to halt plans that would have
resulted in the PS2 game console being made in China. The request is due to
fears that the DVD capability of the PS2 could be converted to military use,
according to published reports (E-Commerce Times, Mar 2001). Military experts
were also quoted as saying that the PS2 contains a graphics processing facility
quick enough to help guide certain types of missile, such as the Tomahawk, towards
their target.
Already under such pressures, Sony still has to deal with the fear that its
competitors are close on its tail. The appearance of rival high-tech consoles
from Nintendo's Gamecube and Microsoft's XBox has threatened PS2's position
and the hype over PS2 means it must deliver as promised, which it did not.
However, according to ZDNet News, PlayStation 3 is in the works (to be launched
in 2nd quarter of 2003) and Ken Kutaragi, CEO of Sony Computer Entertainment
and Father of the PlayStation revealed that Sony hopes to merge content from
other divisions such as Sony Pictures and Sony Music (ZDNet Asia, 7 July 2001).
They hope to establish a direct chain of distribution with the PlayStation 3
serving as the platform hub. Additionally, Sony's plans for the PS3 include
online shopping functions, online banking, and other interactive Internet services.
Sony has hopes of making the next PlayStation 1,000x as powerful as the PS2,
with specific plans for developing advanced graphics chips for the console.
However, with the PS2 in relative infancy, specific details regarding its successor
won't be revealed for some time. However, it is interesting to note again Sony's
strategy in leveraging its other divisions by further proliferating the PlayStation
brand in the mass market.
However, one can say that Sony's plans are fraught with dangers. For one, both
broadband and E-Commerce adoption rates have been slower-than-expected. It is
estimated that by 2005, maybe only 30% of the population will be connected to
broadband and according to Reuters, US has been experiencing a slide in online
purchasing behaviour (Reuters, 30 Aug 2001). The current experience with PS2
has also lost the trust of many of its fans and it would take time and effort
to regain it. Not to forget that there will always be the presence of Sony's
competitors breathing down its neck.
Lastly, although Sony has promised security with its new software for online
transactions, security can never be guaranteed. Even if they do so most people
will remain suspicious and sceptical. This is because with all the bad publicity
about hacking and virus attacks, people have already grown wary about the Internet.
Conclusion:
Based on present reports, it would seem unlikely that Sony can still conquer
the online digital content market first. With all the bad publicity and disappointment
over PS2, many have lost confidence in the console to do the things Sony promised.
Reports from the IDC Media Advisory estimate that only 20% of the installed-base
units in PS2 will get online by 2004. True Sony is now developing PS3, which
it promises everything that it had once promised with PS2. It is déjà
vu all over again and one cannot help but be sceptical about it.
Besides by the promised date of release of PS3, it is likely one of its competitors
would have caught up and done what Sony hoped to do first. This is especially
when with all the publicity of Sony PS2, competitors have seen what they hoped
to achieve, and Sony has lost the element of surprise. The publicity has only
made it easier for competitors to follow or even do better. One certainly hopes
that for Sony's sake, PS3 can provide the turnaround that it needs so badly
now.
APPENDIX I:
Specifications and Features of the PS2: (Available: http://www.cnn.com)
CPU 128-bit "Emotion Engine"
System Clock Frequency 294.912 MHz
Main Memory Direct RDRAM
Memory Size 32MB
Graphics "Graphics Synthesizer"
Clock Frequency 147.456MHz
Embedded Cache VRAM 4MB
Sound SPU2
Number of Voices 48 channels plus software
Sound Memory 2MB
Input Output Processor I/O Processor
CPU Core Enhanced PlayStation CPU
Clock Frequency 33.8688 MHz or 36.864 MHz
IOP Memory 2MB
Disc Device CD-ROM and DVD-ROM
Device Speed CD-ROM-24x speed
DVD-ROM 4x speed
Interfaces
Two USB ports
One IEEE 1394 port
One Audio/Visual Multi-out port
One PC Card/IF Type III slot
Two Memory Card slots (for 8 MB Memory Card)