An Unofficial Marketing Research
on
Squaresoft, Inc.

(The Best Video Game Developer Ever!!!)

"Situation Analysis"
by Spirit Mouse

I. Global Macroenvironment

  • Economy environment

In 2001, over 225 million computer and video games were sold, grew 4.5% compare to 2000. In 2001, it generates $6.35 billion revenues, 7.9% growth from 2000.
O Income and spending behavior
90% of all games are purchased by adults over the age of 18. The nineteen of the top twenty best selling games in 2000 were read "E" for everyone or "T" for teen. The majority of players do so with friends and family. Almost 60% of frequent game players play with friends and 33% play with siblings.

  • Demographic environment

The average age of video games players is 28 years old. 43% of game players are women. Americans, Japanese and western European are the action group of the industry. Most of the loyal customers would be teenage students with a few computer artists who are looking for the best graphics. Their family income would usually be approximately $22,000 or above.

  • Trends

The detailed study of U.S. Government census and other data shows that sales in the game software industry in the year 2000 grew at a rate of 14.9 % per year, more than double the rate of growth of the U.S. economy as a whole and far outpacing sales growth in related industries.

  • Legal / Regulatory Environment

Worldwide piracy is estimated to have cost the US entertainment software industry over $3.0 billion in 2001, robbing game developers and the game industry of revenue that could be used to underwrite the creation and marketing of an even wider array of game titles.
And all games must be rated by the Entertainment Software Rating Board (ERSB) before releasing into the market. Rating of Teen, must be purchased by ages 13 or older, Mature must be for ages 17 or older, and Adults Only, must not rent or sell to ages under 18.

  • Ethical Environment

Violations in video game are not totally restricted by the laws yet. Violations in video game demonstrate a negative sample for teenagers and could unconsciously influence their action and behavior. Many companies included violations in their products in order to attract consumers who would like excitements. It has been a heavy issue for most entertainment media and software.
The Interactive Digital Software Association (IDSA) opposes efforts to regulate the content of entertainment media in any form, including proposals to criminalize the sale of certain video games to minors, government-sanctioned entertainment rating systems.


II. Microenvironment

  • Current Sales & Market Share

Squaresoft is the leading third party developer and publisher of interactive entertainment software. It is one of the global leading-edge marketers. In 2000, the ninth episode of their brand equity product line, Final Fantasy, had over 1 million units on reserve in a record-breaking 17 days in Japan, before the game was released in July 2000. Their entire Final Fantasy series, their recognition product line has sold more than 30 million units worldwide to date. They became the lion share of video role-playing games industry since this series is released.

  •  Marketing Mix
  • Product

Unlike most video game developer, Square does not issue plenty of games every season. Every year they invest all their resources on one or not more than four projects. They concerned about quality much more than quantity. Part of Square's marketing initiative is to attract consumers with product differentiations. Though efficiency is an important part in most business, it is not as valuable in Square. Their initiative is not mass marketing, but differentiation. Therefore, they would have all their best resources and technicians to develop an amazing game with the best quality. Besides resources, the policy of issuing fewer products each year, they have the advantage to create better graphics and programs with more time allowance.

  • Price

The price of Square's video games is usually in the standard range. However, other than the video game itself, Square also sells a lot ancillaries, such as posters, art books, models and others. Although Square can only earn revenues from the game depend on the frequency, Square gains much more from these ancillaries.

  • Promotion

In the new millennium, people want better technologies. Online and 3-D animation is part of the high technology age. By promoting an advertisement with highly rendered graphics, design and playing online. Squaresoft's product positioning has been so successful and its image is attracting new consumers too.

  • Placement

Their products are mainly sold in Japan, the U.S., and the western part of Europe, where most of the people are wealthier and have more spare money for entertainments. Also, people in these places tend to demand higher technologies.

  • Consumers (psychographics & demographic)

Their primary target audience is more mature teenagers who would demand a game of better quality. They do not focus on either male or female, but people who are more sensitive and imaginative. With the more complex system and story, the players would have at least basic to moderate experiences on video games. Since their games are usually much longer than others are, the players must have of patience and willing to commit to the game. Moreover, their customers are tended to be hardcore loyal and be more patient and regardless of how long they have to wait until the next game comes out.
Their newly developing secondary market is for the younger ages, from 6-12. Their target audiences are children who are looking for an advanced challenge. The style of this segment group will mainly be aggressive and cheerful. Since Squaresoft has not developed enough products for this niche group to decide if they are going to be hardcore loyal customer, they are still trying to force trial by joining force with popular alliances. Although the market size is still small, it is predicted to be growing fast in the next few years by fulfilling customer expectations.

  • Owners & Employees

Square Co, Ltd is consisted of Square Soft Inc., Co., Square USA Inc., Co. and Square EA Co., Ltd. They have 1,200 employees worldwide. 19% of the company belongs to Sony Inc.

  • Competitors
  • Capcom USA, INC. Capcom is also one of the leading video game developers in the world. Their brand equities are Street fighter, Resident Evil and Onimusha. They have the similar target audience of Square's, but with minor differences of targeting consumers that would not be so patience to wait for a year for a new game. Their primary persuasive sub-segment are teenage males. As a result, they produce many games every season and every year, and produce more fighting or action game than Square.
  • Koei Corp. Just like Square, Koei focus a lot on the quality of their games. Like their recently released game, Dynasty Warriors 3, they have incredible designed characters and simulation environment. Unlike Square release one or two games a year or Capcom producing so many games, Koei publish a few games every season. Their target audiences are similar, however, their target market is Mainland China. Therefore, their product line focuses more about Chinese History.
  • Electronic Arts. Electronic Arts (EA) is the world's leading independent developer and publisher of interactive entertainment software based in the U.S. Since its inception, EA has garnered more than 700 awards for outstanding software in the U.S. and Europe. Their product line in the industry of video games on Playstation are varies, but they focus mainly on sports as most American focus on. Their products have always been in the top 10 because they have more resources to develop better graphics and game environment.
    Moreover, other than developing their own game, they also cooperate with many other developers and publish their products. Squaresoft is one of them. They joint force to establish two joint venture companies, Square Electronic Arts L.L.C. in Japan and in North America. Square Electronic Arts has the exclusive publishing rights in North America for all interactive entertainment titles developed by Square.
  • Positing map

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The two axis on this map are Ratings and Age, to determine which company tends to target which age group and which type of video games.
There is a cluster between the young age of 6-12 and between Early Childhood and Kids to Adults game. Another cluster is around the Everyone and Teen games for ages around 15-20.
These two groups are the most demanding market of video games, especially the youth empire. Generally speaking, they have the most spare time for entertainments. Most product line of these companies target the fantasies and imaginations the teenagers are looking for.

Written on: Nov. 04, 2002

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