Why Xbox Failed In Japan

CNBC
8 Oct 201912:22

Summary

TLDRThe Xbox One console has seen global success but has struggled to gain a foothold in Japan, despite being the world's second-most popular gaming console. Factors contributing to its poor performance in Japan include a late market entry, a bulky design unsuited to small Japanese homes, and a lack of popular Japanese game titles. Microsoft's initial foray into gaming was met with skepticism, and the company faced challenges in securing partnerships with Japanese developers. Despite these obstacles, the Xbox 360 and Xbox One have seen some success, and Microsoft continues to innovate, shifting focus towards cloud gaming and software services.

Takeaways

  • ๐ŸŽฎ The Xbox One console had a significant global success but struggled to find a market in Japan.
  • ๐ŸŒ In the early 2000s, Japan dominated the gaming industry with companies like Nintendo, Sega, and Sony, making it a tough market for the American Xbox to penetrate.
  • ๐Ÿค” The Xbox was initially perceived as an outsider in Japan, facing skepticism due to its American origin and software background.
  • ๐Ÿš€ Despite the global success of the Xbox One, with nearly 46.9 million units sold worldwide by Q2 2019, only 0.3% of those sales were in Japan.
  • ๐Ÿ’ก Microsoft's entry into gaming was strategic, aiming to compete with Sony's PlayStation, which threatened to replace PCs as home internet devices.
  • ๐Ÿ› ๏ธ The Xbox's bulky design and controller were not well-received in Japan, where smaller living spaces and different aesthetic preferences played a role.
  • ๐Ÿ—“๏ธ Microsoft faced timing issues with the Xbox's launch in Japan, missing the crucial holiday sales period.
  • ๐Ÿ‘พ Japanese gamers preferred role-playing games, which were not the Xbox's strong suit, as it focused more on shooter-style games.
  • ๐Ÿ”„ Loyalty played a significant role, with Japanese developers hesitant to defect from established relationships with Sony and Nintendo to support the Xbox.
  • ๐ŸŒ Microsoft's focus on global gaming and cloud technology, such as Project xCloud, shows a shift from traditional console sales to a broader gaming ecosystem.
  • ๐Ÿ“‰ The declining sales of Xbox hardware indicate a broader trend in the industry, with consumers increasingly turning to mobile and streaming gaming options.

Q & A

  • Why did the Xbox fail to gain popularity in Japan despite being successful globally?

    -The Xbox failed in Japan due to several reasons: Japanese developers were hesitant to support a non-domestic console, the Xbox's bulky design and controller were not well-received in small Japanese homes, and Microsoft's late entry into the Japanese market meant it missed the crucial holiday sales period.

  • What was Microsoft's initial strategy when launching the Xbox in Japan?

    -Microsoft aimed to integrate its technology and software expertise into the gaming console market to compete with Sony and Nintendo. They also sought to bring their technology into consumers' homes and maintain dominance in the software ecosystem.

  • Why were Japanese game developers initially reluctant to support the Xbox?

    -Japanese game developers were hesitant to support the Xbox because it was an American console and not popular in Japan. They were also loyal to established companies like Sony and Nintendo, and the Xbox's high cost technology was a concern for them.

  • How did Microsoft's reputation as a PC and software company affect its entry into the gaming console market in Japan?

    -Microsoft's reputation as a PC and software company made the gaming world suspicious of an American console made by a company not known for hardware. They were perceived as an outsider invading the Japanese market.

  • What was the role of Mitsumi in the Xbox's failure to launch successfully in Japan?

    -Mitsumi, which made circuit boards for Sony's PlayStation controllers, refused to provide the same technology for Microsoft's Xbox, forcing Microsoft to use larger circuit boards, which resulted in a bulkier controller that was not well-received in Japan.

  • How did the Xbox One perform in terms of sales in Japan compared to the global market?

    -The Xbox One sold almost 46.9 million units worldwide through the second quarter of 2019, but only 0.3 percent of those sales were in Japan, indicating a very limited market penetration.

  • What steps did Microsoft take to address the issues faced by the Xbox in Japan with the Xbox 360?

    -With the Xbox 360, Microsoft planned to launch before the holiday season and before Sony's PlayStation 3, worked with a Japanese design firm on the console's design, and collaborated with Japanese creators to make games for the Xbox.

  • How has the gaming market shifted, and how is Microsoft adapting to these changes?

    -The gaming market has shifted towards mobile and streaming games, leading to a decline in console sales. Microsoft is adapting by focusing on software and services, selling subscriptions to game libraries, and investing in cloud gaming technology.

  • What is the significance of cloud gaming for Microsoft's future in the gaming industry?

    -Cloud gaming allows Microsoft to offer gaming services across various devices without the need for physical consoles, which is a strategic move as the market shifts towards digital and streaming services.

  • How did the partnership between Microsoft and Sony in cloud gaming come about, and what does it mean for the gaming industry?

    -The partnership between Microsoft and Sony came as a surprise as they were long-time rivals. It signifies a seismic shift in the gaming industry towards cloud-based services, allowing for gaming on any device with an internet connection.

  • What is Project xCloud, and how does it fit into Microsoft's strategy for the gaming market?

    -Project xCloud is Microsoft's cloud streaming service that allows users to stream their entire Xbox One libraries to mobile devices. It is part of Microsoft's strategy to move away from hardware dependency and focus on software and services in the gaming market.

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Related Tags
Xbox HistoryJapan MarketGaming ConsolesMicrosoftSony PlayStationNintendoSegaGlobal SalesCultural ImpactTech Rivalry