家用遊戲機產業的發展,是由日系家用遊戲機產業龍頭任天堂的超級任天堂發售後所展開。而發展至今為止,家用遊戲機產業於世界上的三大勢力分別為任天堂、索尼、微軟,其中的任天堂、索尼屬於日系企業。 雙方從以前競爭到現在,從銷售量與出貨量來看一直都是任天堂領先。2006年任天堂的Wii發售以來更是屬於顛峰時期,任天堂的Wii的出貨量雖然在發售後幾年內創下了平均一年2000萬台的出貨量。不過這種情況只維持到了2010年,而索尼於同時期發售的PS3在剛發售後,雖然沒有像任天堂的Wii的銷售量一樣驚人,但是在生命週期上的表現是非常平穩的,並在2011年PS3的出貨量超過了任天堂的Wii。 任天堂或許是覺得Wii的出貨量表現純屬產品週期的正常現象,於2012年的年末發售了次世代家用遊戲機Wii U想要再創高峰。沒想到其表現,不像過往任何一代家用遊戲機一樣在剛發售時就創下高峰,發售後平均一年竟然僅僅只有300萬左右的出貨量。反之索尼於2013年的年末發售了次世代家用遊戲機PS4,於隔年的2014年創下了1000萬台出貨量的佳績。是什麼樣的因素使家用遊戲機產業的龍頭任天堂與索尼的現況大不相同呢?本論文將探討介於轉變雙方現況的兩個世代的家用遊戲機Wii、Wii U、PS3、PS4,以這些家用遊戲機的遊戲軟體以及發售後的市場狀況為研究的中心。最後對任天堂以及索尼,針對這兩個世代的家用遊戲機利用SWOT分析,點出雙方在決策上的差異成為現今的局面以及採取不同的策略將使日後的家用遊戲機產業走向新的發展。
Development of video game industry begins when Japanese video game industrial leader, Nintendo, releases its “Super Famicom”. Until now, video game industry’s market is divided by three major vendors, Nintendo, Sony, and Microsoft; Amongst those, Nintendo and Sony are Japanese companies. Three major vendors have superior market share in the industry; though by sales and units sold, Nintendo has always the largest. In 2006, release of Nintendo’s Wii has reached its peak. Though, Nintendo Wii’s units sold has made average 20 million a year in few years after the release; this situation only lasts till 2010. At the mean time, release of Sony’s PS3 was not sold at the same level as Nintendo’s Wii at the beginning; though it has very stable product cycle and surpassed Nintendo’s Wii in 2011. Maybe Nintendo thoughts declining of units sold is a normal phenomenon due to its product cycle; in the 2012 end, Nintendo releases 2nd-generation video game Wii U and expects to reach another peak. Unexpectedly, unlike any previous generation of video games and made sales peak right after release, it only reaches merely average 3 million units sold a year. On the other hand, in the 2013 end, Sony releases its 2nd generation video game PS4, and creates a new sales record 10 million units sold in the next year 2014. What are factors that affect video game industrial leader Nintendo and Sony’s current situations? This research will focus our discussions on two generations of video games Wii, Wii U, PS3, PS4 that affect both vendors current situations, regarding their game software and after-sale market conditions. At the end of the report, we make SWOT analysis based on Nintendo and Sony’s two generations’ video game, and compare their strategic differences that bring current results and also suggest using different strategies that will bring new development of video game industry in the future.