Tese - João Pereira PDF
Tese - João Pereira PDF
Tese - João Pereira PDF
Case Study
Master in Marketing
Supervisor:
Prof. Assistente Convidado Luís Martins
Abril 2012
Acknowledgements
I would like to thank Prof. Luís Martins for accepting to supervise this work
and for doing it with competence and always with a good mood. His suggestions,
feedback and availability to help were all very valuable.
I would also like to thank my family and friends for all the support and
encouragement they gave me during the development of this work.
Playstation Network Case Study
Table of Contents
Glossary ........................................................................................................................ I
Tables Index .............................................................................................................. IV
Charts Index ................................................................................................................ V
Figures Index ............................................................................................................. VI
Annexes Index .......................................................................................................... VII
!
1.#Sumário#............................................................................................................................#1!
Abstract#.........................................................................................................................................#2!
2.#Case#Study#........................................................................................................................#3!
2.1#Problem#Presentation#.......................................................................................................#3!
2.2#Context#....................................................................................................................................#4!
2.2.1!Video!Games!Market!...................................................................................................................!4!
2.2.2!Consumers!......................................................................................................................................!8!
2.2.2.1!Consumers!Reactions!to!the!Playstation!Network!Crisis!.................................................!12!
2.2.3!Sony!..................................................................................................................................................!13!
2.2.4!Competitors!..................................................................................................................................!17!
2.2.4.1!Microsoft!................................................................................................................................................!17!
2.2.4.2!Nintendo!................................................................................................................................................!19!
2.2.5!Playstation!Network!Breach!.................................................................................................!22!
2.3#Questions#.............................................................................................................................#31!
2.4#Annexes#................................................................................................................................#33!
3.#Pedagogical#Note#........................................................................................................#51!
3.1#Case#Study#Target#Audience#..........................................................................................#51!
3.2#Pedagogical#Objectives#....................................................................................................#51!
3.3#Literature#Review#.............................................................................................................#52!
3.3.1!Marketing!Communications!..................................................................................................!52!
3.3.2!Public!Relations!..........................................................................................................................!54!
3.3.3!Brand!Management!...................................................................................................................!56!
3.3.4!Corporate!and!Brand!Reputation!........................................................................................!59!
3.3.5!Crisis!Management!....................................................................................................................!62!
3.3.6!Online!Privacy!and!Security!..................................................................................................!65!
3.4#Analysis#Tools#....................................................................................................................#69!
3.5#Animation#Plan#..................................................................................................................#71!
3.6#Animation#Questions#.......................................................................................................#72!
Playstation Network Case Study
3.7#Case#Study#Resolution#.....................................................................................................#73!
3.8#Resolution#Slides#...............................................................................................................#90!
4.#Case#Study#TakeMAway#for#Management#............................................................#94!
5.#Bibliography#................................................................................................................#96!
Playstation Network Case Study
Glossary
Cloud gaming – Type of online gaming that allows direct and on-demand streaming
of games onto a computer, similar to video on demand, through the use of a thin client,
in which the actual game is stored on the operator's or game company's server and is
streamed directly to computers accessing the server through the client.
Digital Distribution – Delivery of media content, such as audio, video, software and
video games over online delivery mediums.
DLC – Downloadable content. It includes all extra content that users can download in
order to enhance their gaming experience. It can be free or paid.
E3 – Electronic Entertainment Expo. It is the most important annual event for the
video games industry, organized by the ESA and commonly held at the Los Angeles
Convention Center.
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Playstation Network Case Study
ESRB Rating – Video games rating by the Entertainment Software Rating Board for
US, Canada, and Mexico. The existing ratings are: Early Childhood (3 and over),
Everyone (6 and over), Everyone 10+ (10 and over), Teen (13 and over), Mature (17
and over) and Adults Only (18 and over).
Free-to-play – Free-to-play games are games in which the consumer doesn’t have to
pay in order to play the game. These games rely on charging for in-game items and
premium features as well as in-game advertising for their revenue.
Hardware – General term for an equipment that can be touch or held. In the video
game industry, it refers to the different game consoles available on the market.
Jailbreaking – Refers to the act of opening up a certain hardware, so that it can run
unauthorized code.
Modding – Slang expression that is derived from the verb “modify”. In the video
game industry, it refers to the act of users modifying video game content. It is
especially popular on video games for PCs.
Motion Gaming – Playing video games using body movements, instead of just
holding a controller and pressing buttons.
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PC – Personal Computer.
PS – Playstation.
Software Tie-ratio – It expresses how many games were sold for every console
purchased. In other words, it shows how many games a console owner buys on
average.
Tokyo Games Show – Event held annually in September in Chiba, Japan. It is mainly
focused on the Japanese market.
Twitter – Online social networking and mocroblogging service that enables its users
to send and read text-based posts of up to 140 characters, known as "tweets".
Vudu – Content delivery and media technology company responsible for Vudu-
branded interactive media services and devices. Vudu distributes full-length movies
over the Internet to television in the United States of America.
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Playstation Network Case Study
Tables Index
IV
Playstation Network Case Study
Charts Index
Chart 16 – DLC Purchasers (2009, 2010, 2011) and Reasons For Not Purchasing .... 39
V
Playstation Network Case Study
Figures Index
VI
Playstation Network Case Study
Annexes Index
VII
Playstation Network Case Study
1. Sumário
Este trabalho irá ser desenvolvido no contexto de uma tese de mestrado e será
um estudo de caso acerca da Playstation Network, um serviço de jogos multijogadores
online e de entrega de media digital da Sony Computer Entertainment, inc. destinado
a ser usado na consola Playstation 3 e também na Playstation Portable.
Este trabalho irá focar-se nos Estados Unidos da América, pois este é o país
melhor representado na Playstation Network com mais de 30 milhões de utilizadores
(Sony, 2010) e é também o país com mais estudos e informação acerca do mercado
dos videojogos.
A Playstation Network foi lançada no dia 10 de Novembro de 2006, ao mesmo
tempo que a Playstation 3 no Japão. Desde então tem tido sucesso e hoje a rede tem
aproximadamente 130 servidores, 50 programas de software e 77 milhões de
utilizadores registados (Sony, 2011).
Este estudo de caso irá centrar-se no encerramento deste serviço por 26 dias,
desde o dia 20 de Abril de 2011até ao dia 15 de Maio de 2011, devido a um ataque
externo à rede que resultou no comprometimento da informação pessoal dos
utilizadores guardada nos servidores.
Este ataque teve impacto não só nas marcas Sony e Playstation, especialmente
na sua reputação entre os consumidores, mas também na indústria online, já que este
ataque expôs os problemas que podem existir na segurança relativamente à
informação pessoal.
Neste trabalho iremos explicar o problema e o que aconteceu à Playstation
Network. Iremos também olhar para as marcas envolvidas e fazer uma revisão de
literatura sobre relações públicas, gestão de marcas, reputação de marcas, gestão de
crises e privacidade online. Iremos também analisar as ações da Sony em reação a
este evento e como poderia ter gerido esta situação de crise melhor.
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Playstation Network Case Study
Abstract
This work will be developed in the context of a marketing master thesis and it
will be a Case Study concerning the Playstation Network, an online multiplayer
gaming and digital media delivery service provided by Sony Computer Entertainment,
inc. for use with Sony’s home console, the Playstation 3 and its handheld, the
Playstation Portable.
The scope of this work will be in the United States as it is the best represented
country on the Playstation Network with more than 30 million users (Sony, 2011) and
it is also the country with more studies and information regarding the video games
market.
Playstation Network was launched in November 10, 2006, along with the
Playstation 3 launch in Japan. Since then it has had a great success and today it
consists of approximately 130 servers, 50 software programs and 77 million registered
accounts (Sony, 2011).
This Case Study regards the shutdown of this service for 26 days, from April
20 to May 15 (2011), due to an external attack to the network that resulted in the
compromise of the personal information of the users stored on the servers.
This attack had an impact not only on the Sony and Playstation brands,
particularly in their reputation among consumers, but also on the online business
industry, since this attack brought to light the problem of personal information
security.
In this work, we will explain the problem and what happened to the
Playstation Network. We will also look into all the brands involved and do a literature
review on public relations, brand management, brand reputation, crisis management
and online privacy. We will also analyze what Sony did in reaction to this event and
how it could have better managed this crisis situation.
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2. Case Study
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Playstation Network Case Study
2.2 Context
1. Capital and publishing layer: Pays for the development of new titles
and seeks return through licensing fees.
2. Product and talent layer: Developers, designers and artists who
develop the video games independently or part of developing teams.
3. Production and tools layer: Production tools, middleware and game
engines used in the production of video games.
4. Distribution layer: Generates and markets game catalogs for retail
and online distribution.
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Playstation Network Case Study
The video game industry has been experiencing some trends such as:
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Playstation Network Case Study
gamers buying digital is increasing each year and should become the
primary method of buying games in the future.
• Cloud gaming – There have recently been launched services like
Onlive that allow players to play and purchase video games without
the need to download them. This means that there is no delay between
the purchase and playing. Also, the games can then be played on a
variety of devices. The consumer can choose to play the game on a TV,
on its computer, on its tablet or on its phone.
• Independent development – There has also been a rise of independent
developers. These developers are constituted by small teams without
financial support of a video game publisher, who, usually, develop
innovative games destined for digital distribution.
• Free-to-play – Free-to-play games are games in which the consumer
doesn’t have to pay in order to play the game. This means that these
games rely on charging for in-game items and premium features as
well as in-game advertising for their revenue. These types of games
have been growing in popularity because of social networks, such as
Facebook, distribution platforms like the App Store. Steam also has a
wide variety of free-to-play games, while Playstation Network only has
one game: DC Universe Online, which has found success in this
business model.
2.2.2 Consumers
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Playstation Network Case Study
parent is present at the time of purchase of a video game and 86% of children ask for
their parents’ permission before buying a game. About 64% of fathers believe that
games are a positive part of their children’s lives. The majority of fathers (59%) also
believe that video games provide more physical activity now than 5 years ago. A third
(33%) of gamers say that playing video games is their favorite entertainment activity
and 55% play their games on phones or other handheld devices (ESA, 2011).
Video game playing is also becoming increasingly a social experience, be it
online or offline. The number of gamers that play video games with others in person
has increased from 59% in 2008 to 65% in 2011. Also, 62% of gamers play online
and 17% pay for it (ESA, 2011).
It is also reported that 51% of console owners bought DLC (Downloadable
Content) in 2011. This has represented a big increase from 2009 (34%) and 2010
(40%). The most evoked reasons for not buying DLC are privacy concerns, no return
police and expensive price (Chart 16, Annex 1).
Consumers in US buy more games rated Everyone (44%), followed by Mature
(24%), then Teen (20%). Games with the Everyone 10+ have the lowest sales (12%)
(Chart 14, Annex 1).
As for game genres, action games, sports games and shooters seem to be those
favored by consumers (Chart 15, Annex 1).
Regarding the consumers in this market, we can also consider two big distinct
groups of consumers, the hardcore gamers and the casual gamers (Annex 2).
• Hardcore gamers prefer long and intricate games with great single
player content and more replay value, feel the need to complete
everything and are always fighting for the best scores. They value the
hardware capabilities, the technology behind the software and online
play so that they can prove their worth. These type of gamers are more
likely to have more than one system and buy more games, as they like
to try varied types of games and the more there is to complete the
better. They are also more likely to fall for the hype created by the
marketing campaigns of the games before they are launched. In fact,
“hardcore” games tend to sell much more units on their first month but
then drop sharply. Hardcore gamers are willing to spend more money
on gaming content, be it higher priced games, paid additional
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Since game consoles are relatively expensive products the consumers’ buying
process will be more complex, similar to other costly electronic products, such as TVs
or computers. The buying process has, therefore, 5 stages (OpenLearningWorld):
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Consumers also look forward to certain industry events, where video game
companies make announcements regarding new hardware and software releases to
both the press and consumers. The most important are:
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Playstation Network Case Study
When enquired about the Playstation Network outage (Annex 4), 14% of
consumers said that they no longer trusted Sony or the Playstation Network, while
35% said that their trust was not affected. Almost a quarter (23%) think that they will
be able to trust Sony more in the future as the breach will force them to improve the
security and 28% state they will change the amount of information they share with
Sony. Most consumers (71%) won’t stop using online services because of this event
and 22% think that the attack will have a positive impact on other online services.
Only 7% no longer trust any online service. As for Sony’s response to the security
breach, 57% think it was handled appropriately. Regarding Playstation Network use,
67% say they are very likely to continue using Playstation Network and 64% say it’s
very unlikely that they will change to the Xbox Live service. Only 9% have already
changed to Xbox Live.
We can conclude that the practical impact of the Playstation Network breach is
not as significant as the scale of the crisis would indicate. In fact, almost a quarter of
the inquired think that it will have a positive impact in online services in general. It is
understandable that users will not stop using the Playstation Network because of the
breach since it is a free service and not subscribing it would means that they would
not be able to fully enjoy the software they buy, since it would not be possible to
access any online functionality, be it additional content or online play. Sony’s offers
to Playstation Network users after the breach, such as the “Welcome Back” pack
would also make the termination of the service more difficult for users. Also, to
change to Xbox Live, consumers would need to buy another hardware and more
software, which is too expensive for the average consumer.
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Playstation Network Case Study
2.2.3 Sony
Sony is one of the global leaders in the production of electronics. It is also one
of the most valuable brands in the world. It is placed on 35 in the Interbrand best
th
global brands, with a value of $9,9 billion (Interbrand, 2011). This value, however,
has decreased from the previous year by 5% (was placed in 34 in 2010). Apart from
th
consumer products and services, Sony’s business consists of professional, device and
solutions; pictures; music; financial services; and others. Sony’s video game business
is part of consumer products and services, which accounted for about 50% of Sony’s
total business in 2010. The video game business represents about 21% of the total
sales of consumer products and services (Chart 17, Annex 3).
The Playstation brand is one of the few big brands in the video game hardware
industry. It was born when Sony introduced the Playstation console on December 3,
1994. Since then, the Playstation brand has launched three consoles (PS1, PS2 and
PS3), a portable console (PSP), a media center, an online service (Playstation
Network) and several magazines.
It is very strong in the video games market but it has been losing value for its
competitors. The current Playstation console, the Playstation 3 is regarded as the most
technically advanced of the three hardware consoles and is also viewed as the system
with better first-party software development and with the most third-party exclusives.
On the Playstation 3, users can play video games, watch movies on Blu-Ray or
DVD and have access to an online service where they can browse the internet, chat
with friends, play online or access the Netflix movie library among others.
The Playstation 3 had a rough start in the US because of its high RSP of $599,
a set above its competitors’ offerings: $399 for Xbox 360 (Microsoft) and $250 for
the Nintendo Wii. However, with the increase of game development for the platform
and price cuts as well as a relaunch of the system (PS3 Slim), the Playstation 3 is
quickly catching up in sales to its closer competitor, the Xbox 360.
Sony also introduced motion gaming to the Playstation 3 with the Move
controller. Unlike the Xbox 306 Kinect, which uses innovative camera technology to
track movements, the move controller is very similar to the one on the Wii.
Playstation Network is the free online service of the Playstation 3. This service
started simply as a way for gamers to play online, download demos and buy
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Playstation Network Case Study
additional content and games (for Playstation 3 and PSP), through the Playstation
Store. Nowadays, in some regions, such as the US, the service has expanded to
include movie purchases and rentals, as well as original content, such as a reality
show (“The Tester”) (Figure 6, Annex 7) and an online magazine (“Qore”).
According to Sony, the Playstation Network was still not bringing any profit
in 2010. Being a free service, the network relies on sales through the Playstation Store
and advertising on its original content to get revenue. In order to increase the
profitability of this service, Sony launched on June, 2010, the service Playstation Plus
(Figure 7, Annex 7). It is a paid service ($49,99/year or $17,99/3 months) that gives
subscribers access to full game trials (1 hour), free selected games from the
Playstation Store, special content, such as avatars and premium themes, discounts on
the Playstation Store, early access to game betas and demos, a subscription to Qore,
automatic updates and cloud storage for games save files.
The Playstation Store navigation is very simple and intuitive. When entering
the store users can see all the available sections of the store as well as featured items
(Figure 5, Annex 7). After clicking the section users will then see all the available
content for that section organized in sub-sections, which makes it easier for
consumers to find the content they want. The store also offers a search function.
Content pages show a description of the content, its price, ESRB rating (only for US)
and user rating. From this page users can rate the content, buy it, preview it or
recommend it to others (Figure 8, Annex 7).
Users can purchase content through the Playstation Store using credit cards or
alternatively, they can use $20 or $50 prepaid cards available on retailers. There is no
other method. The Xbox 360 online service, for example, allows adding funds via
PayPal. According to FADE (Forecasting & Analyzing Digital Entertainment), in
2010, sales of multiplatform titles were lower on the Playstation Store than they are
on Xbox Live (45%/55%). However, during the second half of 2010, the Playstation
Store sales showed a 40% growth as opposed to a 18% growth of Xbox Live sales.
In order to have more exclusive titles available at the Playstation Store, Sony
announced the Pub Fund initiative in 2009. It is a program in which Sony vomits
resources to help independent developers market their games. In the next 3 years,
Sony is expecting to commit $20 million to this initiative. Sony believes that this will
bring to the Playstation Store innovative, different and unique gameplay.
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Table 1
Sony Hardware Overview
Positioning
Console Target
Marketing Objectives Differentiation
Teens or younger. • Extend life cycle of • Extensive game
First-time console the Playstation 2 catalog.
buyers, who aren’t beyond 10 years, • Lightweight.
Playstation willing to spend a big even though it is • Inexpensive.
2 amount of money. technologically
inferior.
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Playstation Network Case Study
2.2.4 Competitors
Table 2
Video Game Console Launches
2.2.4.1 Microsoft
Microsoft is one of the most valuable brands in the world, being in 3rd place on
the Interbrand ranking with a value of almost $60 billion (Interbrand, 2011).
Microsoft entered in the video game market with the Xbox brand in 2001, making it
the last one, as Sony and Nintendo had already launched their consoles. The first
Xbox didn’t have much success, selling only about 24 million units worldwide, as
opposed to, for example, the 150 million units the Playstation 2 sold worldwide until
now (VGChartz, 2011). Because of this the successor to the Xbox, the Xbox 360 was
the first current generation console to be launched (in 2005).
When the Xbox 360 was launched, it was very superior to the consoles
available on the market, as both the Playstation 2 and Nintendo GameCube had been
available for several years and couldn’t compete technologically with the Xbox 360.
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Playstation Network Case Study
This, along with a good price assured a good reception of the console from consumers,
especially in North America. In Europe, it also had success, although the brand is
clearly not as strong as Playstation. In Japan, the console is considered a failure, with
only 7,2% of hardware market share (in volume) (VGChartz, 2011), in spite of the
effort made by Microsoft to have exclusive software developed by Japanese
developers.
The Xbox 360 is the most direct competitor to the Playstation 3, since the two
consoles are very close in terms of power and functionality. Also, most of the video
games are released simultaneously to these two platforms. Playstation 3 has a
competitive advantage because of its higher number of exclusive games and superior
technology as it was launched after.
The big aim of Microsoft with its console, it is not only the video game market
itself but also to push content through its device. Through several partnerships,
namely ESPN, Netflix, Vudu or Twitter, the Xbox 360 offers a wide variety of
content. It aims to be the center-stage of the living room.
Regarding the Xbox Live service (Xbox online service), it is viewed by many
gamers as the best one available, especially because of the integration it offers (for
example, users can chat via audio while playing different games). It is, however, the
only one that doesn’t allow online gameplay for free. Prices are $9.99/1 month,
$24.99/3 months and $59.99/12 months. About 50% of all Xbox Live users pay for
the Gold account (Microsoft, 2010), which allows for online gameplay, early access
to game demos, among other things. Even though many users regard it as a good
service, many feel that the Playstation Network offers a similar service for free and
those who do not pay cannot fully enjoy all the features of the video games they buy.
The first Xbox ads, like the “Evolution” ad (Figure 14, Annex 9) were focused
on how the console was a large improvement over the existing consoles on the market.
Lately Xbox communication has been focused on the content the user can access
through Xbox and the Kinect accessory for motion gaming (Figure 15, Annex 9). Ads
usually show a family using Xbox to search and watch movies, and also playing
games without the use of a controller, through Kinect. Xbox also favors product
placement appearing in several movies, such as Transformers and TV Shows, such as
Scrubbs in US.
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Playstation Network Case Study
Table 3
Microsoft Hardware Overview
Positioning
Console Target
Marketing Objectives Differentiation
Mainly from 15 to 35 • Enter the game market • First console to have
years old. People who successfully. HD games and
look for more • Push HD content content.
Xbox
sophisticated gaming through partnerships. • Xbox Live service
360
experiences and want to • Effort to widen the
consume different types target market with
of media. Kinect.
2.2.4.2 Nintendo
Nintendo was founded as a card company in 1889. Since then it has developed
to become Japan’s third most valuable company with a market value of over $85
billion (Reuters, 2007). The brand itself is valued at $7,7 billion, being the 48th most
valuable brand in the world (Interbrand, 2011). Of the three companies, Nintendo is
the only one in which its business consists entirely of video game related products. It
was also one of the first companies to enter the market in 1974.
It is regarded as the most innovative company in the Industry. Nintendo’s
current console, the Nintendo Wii, was the first one to use motion as the primary
means to play games. Since then, both Sony and Microsoft have tried to implement
similar technology in their gaming consoles with limited success. The Nintendo 3DS,
launched on March 2011 (Nintendo’s portable console) was the first video game
device to have a 3D enabled screen that did not require glasses to use.
Nintendo is the current worldwide market leader in both home consoles and
handhelds, having sold almost 90 million units of the Nintendo Wii and 150 million
units of the Nintendo DS worldwide (VGChartz, 2011). It is also important to note
that while Sony and Microsoft rely on royalties and licenses to make profit, Nintendo
is able to sell its console above the cost to produce it (Forbes, 2008).
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Playstation Network Case Study
Nintendo’s target is different from its competitors. Playstation and Xbox are
more directed to hardcore gamers and people who seek more functionality. Nintendo,
especially since the Wii, has targeted mainly the casual market and not only casual
gamers but also people who had no experience in video games.
Nintendo is able to also attract hardcore gamers to its products because of the
nostalgic value that it has to older players who remember playing Nintendo classics
like Super Mario or Zelda when they were younger. Even though these games have
more childish looks than games on other platforms, its characters remain as the most
successful in the video game industry,
Where Nintendo is lacking the most is the online gameplay service (Nintendo
Wi-Fi Connection). It is a free system on Nintendo consoles and it is much more basic
than its competitors’ services. Players can play online and not much else. Nintendo
Wi-Fi Connection is also heavily criticized for its system to add friends. Unlike the
other online services, each game has its own list of friends. To add a friend, users
have to enter a complicated 12-digit code (the friend code) and the code differs from
game to game. Nintendo does this to assure that users can only add people they really
know but, still, it is a very limiting and user-unfriendly functionality. However, in the
future, Nintendo is preparing to launch Nintendo Network along with its new home
console, which promises to be closer to its competitors’ online offers.
Nintendo’s communication is very focused on the social aspects of their
consoles. Television ads usually show people interacting with the hardware and also
with each other, often playing games together or sharing content. Campaigns like
“Everybody’s Game” were used to show viewers that anyone could play Nintendo
Wii (Figure 17, Annex 10). Nintendo’s ads for their latest handheld, the Nintendo
3DS were more about technology because of the need to communicate that consumers
could experience 3D without glasses (Figure 16, Annex 10). Apart from all of this,
Nintendo also makes campaigns focused on the nostalgia power of their characters
and video game franchises (Figure 18, Annex 10).
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Playstation Network Case Study
Table 4
Nintendo Hardware Overview
Positioning
Console Target
Marketing Objectives Differentiation
Everyone, but with a • Create a broader • Introduced motion
focus on casual target market for the controls.
gamers, who look for video game industry. • Easy to use.
simpler and easier to • Lightweight.
pick up gaming • Cheaper than
Wii experiences. competitors.
• Exclusive video game
franchises, such as
Mario or Zelda.
• Social gaming with
friends and family
When it was launched • Maintain Nintendo • Extensive game
it was targeted at teens domination in the catalog.
and anyone who handheld market. • First handheld to have
Nintendo wanted an innovative 2 screens and a touch
DS portable experience. screen, offering a new
Today it’s targeted to way to play games.
younger and more
casual gamers.
Targeted at more • Maintain Nintendo • Higher graphical
hardcore Nintendo domination in the power.
gamers, who look for handheld market. • 3D without glasses.
good single player • Market 3D content to • 3D software.
Nintendo experiences and like to a broader target. • 3D photos and
3DS play Nintendo recording.
franchises. Recently • Interactions with
Nintendo has been nearby people using
trying to widen the the console.
target market. • Augmented reality.
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Playstation Network Case Study
The shutdown of the network happened in April 20, 2011. However, there was
a series of events before, which ultimately lead to the attack on the network.
On March 2010, when Sony removed, through an update, the ability to
install other operating systems, such as the open-source Linux, on the Playstation 3,
which could make it a computer where users could run all kinds of applications.
Sony’s explanation was that by removing the feature “will help ensure that PS3
owners will continue to have access to the broad range of gaming and entertainment
content from SCE and its content partners on a more secure system” (PCWorld, 2010).
This feature was not considered critical for the majority of users and was not even
available on newer models of the console. Yet, removing this option made the console
a more closed system, making it a target for hackers.
On December 2010, almost one year after the removal of the “OtherOS”
function, a group of hackers calling themselves “fail0verflow” claimed that they were
able to crack the Playstation 3 security by getting access to the private root keys that
secured the system. According to the group this would allow pirated games to be run
on the system along with any type of unauthorized code.
On January 2, 2011, George Hotz, known also for Jailbreaking the iPhone,
successfully jailbreaks the Playstation 3 and publishes the necessary files and tutorial
on his website and YouTube channel. George Hotz said that he did this because the
consumers should have the right to what they want with the products they buy, and he
was enabling this on the Playstation 3 by jailbreaking it. It wasn’t his intension that
people would use it to play pirated software, so he didn’t provide tools for that.
However, after George Hotz published the tools, other hackers worked on them so
that illegal copies of game software could be played on the Playstation 3.
On January 11, 2011, Sony sues members of “fail0verflow”, George Hotz
and other hackers, claiming that they were promoting piracy and were violating the
Digital Millennium Copyright Act, the Computer Fraud and Abuse Act, among other
copyright infringements. Sony wanted to protect its business by restraining hackers so
that they could no longer manufacture and distribute tools to hack the Playstation 3.
On April 2, 2011, another group of hackers, by the name of “Anonymous”,
threatens Sony with a message. Because of the legal actions taken against the hackers,
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which they considered an offence against freedom of speech and internet freedom,
they would start attack Sony websites with “denial of service” attacks, witch
happened shortly after.
On April 11, 2011, Sony settles with George Hotz. In this settlement Hotz
agrees to close its website where he distributed the tools to jailbreak the playstation 3
and agreed to not distribute any more tools through other means.
On April 13, 2011, the group “Anonymous” releases a video protesting
against Sony and warning them to get ready for another wave of attacks.
April 16, 2011 is reportedly the day when hackers successfully break into
Playstation Network and Sony Online Entertainment. With this action they were able
to steal personal data form more than 77 million users and possibility credit card and
billing information. Old credit card information was confirmed to be stolen form the
Europe division of Sony Online Entertainment.
On April 19, 2011, about three days later, Sony detects a breach on the
Playstation Network but doesn’t release any kind of information to the public.
On April 20, 2011, the Playstation Network was shutdown by Sony due to
technical issues. At this time, Sony said that they were investigating the cause of the
outages and the service would be back in a couple of days. Many people on the
Internet suspected that the outages were related to the attacks of the group
“Anonymous”. At this point, the public was still not aware that their personal
information could be compromised.
On April 22, 2011, the general public realizes that something is wrong, after
Sony issued a statement saying that the Playstation Network outage was due to an
external intrusion. No further information was provided. Later, Sony released another
update were they stated that the outage would continue for more time as they were
rebuilding the system and strengthening the network infrastructure. The group
“Anonymous” also denied any involvement on the attack. They stated that Sony was
taking advantage of the messages form “Anonymous” to cover internal problems.
On April 26, 2011, ten full days after the intrusion on the system, Sony
confirms that personal information stored on the Playstation Network servers was
compromised. Namely, the Name, Address (City, State, Zip), Country, E-mail
Address, Birthdate, Login and Password. At the time there was no evidence that credit
card information had been obtained. Many consumers showed discontentment
because of the time delay and their trust was compromised because unauthorized
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people had now obtained their personal information. Sony responded that there was a
difference in timing between the identification of the intrusion and when they learned
that personal data was compromised. According to Sony, several days of forensic
analysis were necessary to understand the full scope of the breach. This was also,
reportedly, the day when Sony requested help from the Federal Bureau of
Investigation (FBI).
On May 1, 2011, Sony apologizes for the Playstation Network data breach
and outage. Sony considered that the attack had a significant effect not only on their
consumers, but also on the entire industry, since it highlighted the widespread
problem of cyber-security. The company also announced that it would launch a
“Welcome Back” program, which consisted of free content to download, and 30 days
of Playstation Plus (paid service of Playstation Network) for free (Annex 5). They
also stated that the Playstation Network would be going live until next week with the
restoration of online gameplay, movie rentals, Playstation Home, friends list and chat
functionality. The rest of the services would be expected to return until the end of
May. On the same day Sony and private investigators discover another data breach on
the Sony Online Entertainment servers and shut them down.
On May 2, 2011, the public is alerted and informed of the Sony Online
Entertainment data breach. Personal information similar to the ones of Personal
Network had been obtained. Also 10,700 direct debit records from accounts in Austria,
Germany, Netherlands and Spain, with the bank account number, customer name,
account name and customer address were obtained. About 12,700 non-American
credit card numbers and expiration dates were also obtained by third parties. Sony
highlighted that this wasn’t a second attack. Even though the Playstation Network and
Sony Online Entertainment are distinct, there is some degree of architecture that
overlaps.
On May 4, 2011, the Subcommittee on Commerce, Manufacturing and
Trade of the U.S. Congress released an inquiry into the breach of Sony’s servers to
find out how something like it could have happened and what Sony would make to
compensate the victimized consumers. Sony responded with an eight page letter
stating the process that they used to find out what had happened and that they were
dealing with the situation with care and caution, they would provide information to
the public after it had been verified, they would take responsibility for their
obligations to the customers and would work with law enforcement authorities. Sony
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was also in the process of improving the security of their servers. Investigators found
a file on the servers with the motto of the group “Anonymous”, thus tying the attack
to that group. The company claimed that the earlier attacks by Anonymous had
weaken the network and could possibly have made the data breach possible. On the
same day, Sony announces free ‘AllClear ID Plus’ Identity Theft Protection in the US
(Annex 6). Other similar programs would also be offered for those interested in other
countries.
On May 5, 2011, the group “Anonymous” denies again any involvement
with the attacks and the credit card theft. The group says it is only after governments
and large and corrupt organizations and does not aim to arm consumers. In the same
day, Sony says that the Playstation Network is on the final stages of testing and the
service would be restored in the coming days. The company also offered a
complimentary enrolment in an identity theft protection program for American users,
with plans to offer similar programs to other territories affected by the attack.
On May 15, 2011, the Playstation Network goes online again in Europe and
America. Kazuo Hirai, CEO of Sony Corporation, states in a video that the network
has gone live with security enhancements, such as, advanced security technology,
increased levels of encryption, additional firewalls and early warning systems to
detect breaches. The Japanese government, however, refused Sony’s request to
relaunch Playstation Network, saying “Sony was incomplete in exercising measures
that they said they would do on the May 1 press conference”. Online play, friends
functionality, account management and Playstation Home are available. The
Playstation Store used by many Sony partners to conduct business is still not online.
The Playstation Network came back online with a system update that required users to
change their passwords to be able to log on. The password could be changed through
the console itself or through the Playstation site. However, the Playstation site went
down and rumors started circulating saying that the site had been hacked. Sony
replied by saying that the site had not been hacked, but an exploit had been discovered,
where third parties could reset other users’ password just by knowing the account
name and birthdate. This was fixed a few days later.
On June 2, 2011, the Playstation Network is fully restored on in every
region but Japan, Hong Kong and South Korean. The store and all services are online.
Developers offered mixed reactions when inquired about the cost of the
outage to them. Some developers stated that, with the Playstation Network online,
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their bottom line is affected, while others where worried about the fact the a lot of
people wouldn’t want to spend money on the Playstation Store and were expecting a
5-10% drop in sales. An anonymous UK developer stated that they were hoping to get
something back from Sony, such as a reduction on Sony’s royalties to make up for the
losses. Other developers were optimistic and not worried about the situation,
considering bad news for digital marketplaces that wouldn’t have a serious affect on
the user base. Industry analyst, Michael Pacther, was also optimistic, stating that,
while it was hard to gauge how many users will defect because of the attack, the
number would not be too big.
On June 7, 2011, Jack Tretton, President and CEO of Sony Computer
Entertainment of America, leads the E3 Sony’s press conference with an unscripted
apology for the Playstation Network breach directed at the users: “You are the
lifeblood of the company. Without you, there is no PlayStation. And I want to
apologize both personally and on behalf of the company for any anxiety that we’ve
caused you. I know we took you away from doing what you enjoy most, connecting
and gaming with friends all over the world and enjoying the many entertainment
options on PlayStation Network. And it is you that causes us to be both humble and
amazed at the amount of dedication and support you continue to give to the
PlayStation brand. Network activity is currently at over 90% of the original levels
before the network outage. And that is something we absolutely do not take lightly.
We are committed more than ever to making sure that the PlayStation Network
experience is both entertaining and secure for everybody.” Most people thought that
Sony would not approach the subject. So, starting the press conference of the most
important event of the industry by addressing the press, the consumers and the
partners regarding the breach without any script was viewed as good move by
everyone.
On July 4, 2011, the Playstation Network is now fully online in every region
with Japan being the last one.
On August 31, 2011, Sony unveils the Sony Entertainment Network at the
IFA in Berlin. It is an effort to unify all of Sony’s online services for music, video and
games, given the broad portfolio of Sony products. The Sony Entertainment Network
will accelerate the integration of hardware, content and network.
On September 2, 2011, Sony CEO, Howard Stringer, said at the IFA press
conference that the Playstation Network was more secure and better then ever with 3
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million new users since the service was restored and sales exceeding the numbers
before the attack.
On September 6, 2011, Sony names former US Homeland Security official
Philip Teitinger as Chief Information Security Officer, as a result of the Playstation
Network breach. Sony stated that it was aiming too bolster the security of the network
even further.
The Playstation Network outage inevitably led to a class action lawsuit.
Because of this, on September 16, 2011, Sony decided to change its TOS (Terms of
Service) to prevent class action lawsuits: “Any dispute resolution proceedings,
whether in arbitration or court, will be conducted only on an individual basis and not
in a class or representative action or as a named or unnamed member in a class,
consolidated, representative or private attorney general legal action, unless both you
and the sony entity with which you have a dispute specifically agree to do so in
writing following initiation of the arbitration. This provision does not preclude your
participation as a member in a class action filed on or before august 20, 2011”. Some
users showed their discontentment on message boards for this change, as it makes it
harder for groups of consumers with similar disputes to win a case against Sony. Also,
most users feel that they have the right to take legal action in whatever form is legally
available. Sony does offer a way to opt-out via a written letter, which consumers
found inadequate. Sony responded by saying that the TOS language was common and
similar to the ones found on similar services. In Sony’s words: “It was design to
benefit both the consumer and the company by ensuring that there is adequate time
and procedures to resolve disputes”.
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Figure 1
Playstation Network Breach Timeline (Part 1)
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Figure 2
Playstation Network Breach Timeline (Part 2)
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Figure 3
Playstation Network Breach Timeline (Part 3)
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2.3 Questions
1. Please do a SWOT analysis of the 3 main players in the video games market,
identifying the strengths and weaknesses of each player, as well as the
opportunities and threats of the market. How does the Playstation brand stand
against its competitors, considering the US market?
4. What alternative actions would you propose in each stage, in order for Sony to
have managed the crisis more effectively? In the Learning and Reflection
stage, please state what do you think Sony and its managers should take back
from the crisis.
5. How would you increase the Playstation Network profitability? Think about
actions that will bring more users, more usage and more benefits. Include in
your answer the actions you would do and their specific objectives.
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6. Since the Playstation Network breach, Sony has been making an effort to
make the network more secure. Develop a communication campaign for the
Playstation Network to communicate this message to the consumers. State the
actions, their objectives and the targets. Use at least one public relations action.
7. Apart from the communication campaign, what actions would you propose to
decrease privacy concerns and increase consumers’ trust on the Playstation
Network? Think about the privacy concerns that consumers might have when
shopping on the Playstation Store and how would you change it, so that those
concerns decrease.
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2.4 Annexes
Table 5
Worldwide Hardware Sales by Year (in Volume)
Table 6
US Hardware Sales by Year (in Volume)
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Chart 1 Chart 2
Worldwide Hardware Market Share in US Hardware Market Share in Volume
Volume (Home Consoles) (Home Consoles)
Chart 3 Chart 4
Worldwide Hardware Market Share in US Hardware Market Share in Volume
Volume (Handhelds) (Handhelds)
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Chart 5
Worldwide Hardware Market Sales Evolution (Volume)
Source: VGChartz
(2011)
Chart 6
Worldwide Hardware Market Sales Evolution by Supplier (Volume)
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Chart 7
US Hardware Market Sales Evolution (Volume)
Chart 8
US Hardware Market Sales Evolution by Supplier (Volume)
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Chart 9 Chart 10
Worldwide Software Market Share in US Software Market Share in Volume
Volume (Home Consoles) (Home Consoles)
Chart 11 Chart 12
Worldwide Software Market Share in Volume US Software Market Share in Volume
(Handhelds) (Handhelds)
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Chart 13
Worldwide and US Software Tie-Ratio (in Units)
Chart 14
US Software Sales By Rating (2010)
Chart 15
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Chart 15
US Software Sales By Genre (2010)
Chart 16
DLC Purchasers (2009, 2010, 2011) and Reasons For Not Purchasing
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Figure 4
Illustration of Different Types of Gamers
Chart 17
Sony’s Business Representation
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Playstation Network Case Study
Gamespot ps3 data breach and outage survey results (Sample size: 2,285.
Percentages were rounded, resulting in >100% response totals for some questions.)
How does the recent security breach impact how you feel about Sony and the
PlayStation Network?
1) I no longer trust Sony or the PlayStation Network - 14%
2) My trust in Sony and the PlayStation Network has not been affected by this -
35%
3) I will be able to trust Sony and the PlayStation Network more in the future
because the breach will force them to impose tighter controls - 23%
4) I trust Sony and the PlayStation Network but I'm going to change the amount
of information I share with them - 28%
How does the PlayStation Network security breach impact your trust in using
online services in general?
1) Negatively, I no longer trust any online services - 7%
2) Not at all, I understand that these events happen and it won't stop me from
using online services in the future - 71%
3) Positively, I think all online services will learn from this and become more
secure - 22%
Do you feel that Sony's response to the security breach was handled
appropriately?
1) Yes - 57%
2) No - 43%
How likely are you to continue using the PlayStation Network after services are
restored? -
1) Very Likely - 67%
2) Somewhat likely - 14%
3) Undecided - 10%
4) Somewhat unlikely - 4%
5) Very unlikely - 5%
How likely are you permanently switch from the PlayStation Network to Xbox
Live?
1) Very unlikely - 64%
2) Somewhat unlikely - 11%
3) Undecided - 13%
4) Somewhat likely - 3%
5) Very Likely - 2%
6) I have already switched to Xbox Live - 9%
Source: Gamespot (2011)
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For PSP owners, you will be eligible to download two PSP games from the following
list. The games will be available for 30 days shortly after PlayStation Store is restored
and can be kept forever.
LittleBigPlanet (PSP)
ModNation Racers
Pursuit Force
Killzone Liberation
-A selection of "On Us" rental movie titles will be available to PlayStation
Network customers over one weekend, where Video Service is available. Those titles
will be announced soon.
-30 days free PlayStation Plus membership for non PlayStation Plus
subscribers.
-Existing PlayStation Plus subscribers will receive an additional 60 days of
free subscription.
-Existing Music Unlimited Premium Trial subscription members will receive
an additional 30 days of free premium subscription.
-Additional 30 days + time lost for existing members of Music Unlimited
Premium/Basic subscription free of charge for existing Premium/Basic members.
-To welcome users Home, PlayStation Home will be offering 100 free virtual
items. Additional free content will be released soon, including the next addition to the
Home Mansion personal space, and Ooblag's Alien Casino, an exclusive game.
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Figure 6
Playstation Store Reality Show “The Tester” Page
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Figure 7
Playstation Plus Page
Figure 8
Specific Game Page
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Figure 9
Playstation 3 Price Reduction Ad
Figure 10
Playstation 3 “Make.Believe” Uncharted 2 Ad
Figure 11
Playstation 3 “Mushroom Cloud” Ad
Figure 12
Playstation 3 Ad with Kevin Butler
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Figure 13
Xbox 360 Price Reduction Ad
Figure 14
Xbox 360 “Evolution” Ad
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Playstation Network Case Study
Figure 15
Xbox 360 Kinect “Contortionist” Ad
Figure 16 Figure 17
Nintendo 3DS “Less Virtual, More Reality” Ad Nintendo Wii “Everybody’s Game” Ad
Figure 18
Nintendo Wii “Wii’ll Not Forget” Campaign
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3. Pedagogical Note
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and to generate sharing of values between collaborators. Some of the Public Relations
objectives can also affect both external and internal publics. These include improving
the credibility of the company and its products; stimulate the sales force and
preventing and minimize the effect of potential crisis situations.
This communications-mix tool can be used to influence a variety of publics,
ranging from those very close to the company like managers and workers, passing
through consumers and suppliers to the general public. It is the function of Public
Relations to build goodwill with the company’s key publics by providing them with
information.
Public Relations preforms four functions (Kotler and Keller, 2011):
As with any communications plan, a Public Relations plan should start by the
definition of objectives. Public Relations is especially useful when launching new
products, repositioning a mature product, trying to build interest in a product category,
influencing specific target groups, protecting products that have run into public
problems and building the corporate image.
After the objectives the messages and vehicles should be selected. There are
several vehicles, which the company can use to communicate with its different
audiences. The most used ones are publications (internal and external) such as annual
reports brochures, magazines or newsletters; public events such as conferences or
exhibits; sponsorship of sports and cultural events as well as other causes; favorable
news about the company; speeches; public service activities and identity media that is
carried by the company logos, stationary, brochures, signs, business forms, business
cards, buildings, uniforms and dress codes (Kotler and Keller, 2011).
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Then the plan should be implemented and evaluated. The best indicator to
measure the success of the plan is the change in product awareness, comprehension,
or attitude resulting from the Public Relations plan (Kotler and Keller, 2011).
However, getting this information is not always easy. The easiest and most usual
measure to get is number of exposures carried by the media.
The big advantage of Public Relations is that it can have a very positive affect
in the public awareness and attitude towards the company or its products at a fraction
of the cost of advertising with a higher level of credibility.
A disadvantage of Public Relations would be that the marketer doesn’t have
control of how the press will handle the information handed to them, unlike
advertisement, where the message is predetermined. Without control over the final
message being transmitted to the audience, its effect can be undesirable for the
company. Also, there is no guarantee that the company will be able to get any
message across, since it is up to the news media to decide whether or not to run the
story or article. This may mean that the Public Relations campaign won’t bring any
return to the company.
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A strong brand can be one of the biggest assets of a company. Brands have a
value in the market (Brand Equity). According to Aaker (1991) this value is related to
the levels 3, 4 and 5 of the distinguished five levels of consumer attitude toward a
brand. These are:
This means that the higher the consumer satisfaction, loyalty and devotion, the
stronger a brand will be and the higher its value on the market. A company with a
strong brand orientation, where employees prioritize the brand will also be able to
have higher profits (Gromark and Melin, 2010). In order to create a sound branding
strategies, the managers have to take this into account and try to build a stronger
brand through consumer-based brand equity.
To achieve this, Keller (2001) outlined the Customer-Based Brand Equity
(CBBE) model. This model details four steps that are necessary to build a strong
brand:
This model also considers six brand building blocks: brand salience (how
often the brand is evoked on consumption situations), brand performance (how the
brand meets the functional needs of consumers), brand imagery (brand expression and
how the brand meets the social and psychological needs of consumers), brand
judgments (the opinion that consumers have of the brand), brand feelings (emotional
responses form the consumer to the brand) and brand resonance (the strength of the
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bond between consumers and the brand. The strongest brands will all excel in all of
these areas.
We can conclude that the value of a brand in the market is very dependent on
how the customer feels about it and what actions he takes because of the brand. So, it
is also important to be able to measure the customer equity and the brand equity to be
able to manage a brand.
Rust, Zeithaml and Lemon (2004) developed a model with the aim to measure
the customer equity and brand equity by understanding what drives each one and to
what degree. Brand equity, which is all that the brand offers that is extrinsic to the
core product or service, is influenced by promotions, image and advertising, ethical
corporate behavior, brand awareness, attitude of consumers toward the brand and
brand ethics. The brand equity along with the value equity (price, quality and
convenience of the product or service) and the relationship equity (strength of the
relationship of the customer with the brand) will influence the brand choice of the
customer and as a result its customer lifetime value for the company because the more
times a consumer chooses a brand, the more loyal it becomes. With this we are able to
measure the customer equity, that is, the sum of the lifetime values of all the
customers from the company.
Sometimes a brand’s behavior can disappoint the consumers’ expectations,
resulting in a negative effect on the consumer-brand relationship. This is called brand
misconduct.
Research shows brand misconduct can have a negative effect on the economic
situation of the company because of the deterioration it causes in the consumer-brand
relationship and repurchase intention. However, the longer and better a consumer-
brand relationship is, the smaller is the deterioration caused by brand misconduct on
the quality of the relationship and repurchase intentions (Huber et al., 2010).
Brand extensions are an important part of brand management. A brand
extension strategy involves carrying the same brand through different product
categories. This can enhance the success chances of new products as they are born
with a brand that is already established in the market with its own image, reducing the
costs of introducing these products. In some cases, however, this strategy can lead to
the dilution of the brand.
Brand extensions can produce brand dilution even if the consumers accept
them. The consumers’ attitude toward the brand can deteriorate if there is a low fit
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between the brand and the product category, even if the attitude toward the extension
is positive. A high fit does not guarantee a positive attitude toward the brand if the
attitude toward the extension is negative (Salinas and Pérez, 2009). To ensure the
success of the extension it is important to maintain coherence with the brand image
and transmit its essence through the different markets (Kim, J., 2003). Marketing
Communications have an important role in the introduction of a brand extension as it
initiates the process by which consumers start to associate the parent brand and the
extension (Martin and Matta, 2005).
In companies with a large portfolio of brands, research shows that a small
number of brands, which are market-leaders or have high annual sales, have a
disproportionately favorable impact on the reputation of the company (Varadarajan et
al., 2006). When managing brand portfolios, it is important to remove brands that can
have a negative effect on the company’s reputation, so that more resources are
available to strengthen stronger brands.
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also have a lower cost of capital, since they experience less volatility in sales and net
income, as well as more stable stock price (Smith and Wang, 2010). Companies that
manage reputation strategically have a potential to differentiate themselves from the
competitors in the industry and build a more favorable position among internal and
external stakeholders.
Considering these clusters of meanings, the definition of corporate reputation
can be desegregated into Corporate Identity, Corporate Image Corporate Reputation
and Corporate Reputation Capital (Barnett, Jermier and Lafferty, 2006).
Corporate identity is the basic character of the firm (Melewar and Jenkins,
2002), which is influenced by the communication and visual identity of the company,
its behavior (corporate, management, employees), the corporate culture and by the
market conditions.
The corporate identity can be described as what the company really is, not
what others think it is. The Corporate Image is the perception of others about the
company. This is what people think when they think about the company or the brand.
The brand expression and marketing communication tools can influence the corporate
image.
Corporate Reputation is considered as the judgments that internal and external
observers make about a company. These judgments and opinions are not only
generated by the company expressions and communications but also by its actions and
the consequences they have. This is why reputation takes a long time to build (to
generate good feelings and beliefs in observers) but it can be destroyed very quickly
with a bad decision. This is the Corporate Reputation Capital, which varies over time,
and it is related to the value the reputation has to the company. Barnett, Jermier and
Lafferty (2006) conclude that corporate reputation is “the observers’ collective
judgments of a corporation based on assessments of the financial, social, and
environmental impacts attributed to the corporation over time”.
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Table 7
Synthesis Table of Corporate Reputation Related Concepts
Concept Meaning
Corporate Identity Basic character of the firm. Influenced by communication,
visual identity, behavior, corporate culture and market
conditions. What the company really is.
In order to manage reputation, we should also measure it. There are several
ways to measure reputation from the financial performance of companies, views of
external shareholders to the personification metaphor (Vinhas da Silva et al., 2001).
There are two sides to the corporate reputation and both should be measured: the
internal view (employees) and the external view (consumers). After considering this
we must evaluate the feelings that both of these sides have regarding the company and
how they affect the satisfaction and retention of employees as well as the satisfaction
and loyalty of consumers.
When evaluating Corporate Reputation we must consider how the different
stakeholders view our products and services; employee satisfaction; quality of
external relationships with partners, suppliers, competitors and investors; company
innovation; ability to create value; financial strength; strategy regarding reputation
and the company’s culture (Cravens et al., 2003).
The reputation of a company is also affected by its employees. For this reason
it is important to have employees that are aware of its impact on the reputation. Helm
(2011) showed that employees, who are proud of the company they work on, because
they perceive it as having a favorable reputation, are more likely to be aware of their
impact on its reputation.
Proud employees will have higher satisfaction, commitment and will be able
to drive internal reputation building, transmitting to other employees and making
them more aware. These prouder employees will be more willing to contribute in the
workplace in ways that go beyond the specified job requirements (Helm, 2011).
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1. Signal Detection - This is the stage when the company detects signals
that could lead into a crisis. In this stage is fundamental to be able to
get the answers as to how certain events came to be, what does it mean
and what actions should the company start to take (Weick et al., 2005).
2. Prevention and Preparation - This is often disregarded by companies.
In order for a crisis to be successfully managed, it is important to have
already a plan prepared with guidelines that would help the managers
to act quickly. This is difficult because the probability of a crisis
happening is low and companies face a large number of more pressing
concerns.
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diminish strategies will be more useful on accidental crisis, and rebuild strategies
should be used on preventable crisis.
Rebuild strategies are more positive for the reputation than diminish strategies
and the more severe a crisis is perceived to be, the more it will affect negatively the
reputation of the company (Claeys et al., 2010).
When considering post-crisis communication channels, research shows that
there is little difference between choosing video or print media. Print media, however,
seems to have a slightly more beneficial effect (Coombs, 2009). The fact that
difference is not very significant means that companies should try and deliver post-
crisis messages through a variety of media (print and video) in an effort to reach as
many people as possible.
In a crisis situation it is important for public relations professionals to monitor
how the media portrays the crisis to be able to predict how the different publics
perceive the situation (Choi and Lin, 2009). Consumer generated media, such as posts
on blogs and social media, should be used as effort to get more information to tailor
crisis response strategies. This type of media spreads rapidly and can quickly damage
reputation, while influencing consumer decision-making. It is important for the
company to respond to these online messages and not only news from the mass media
as it will facilitate consumers’ positive perception of the company’s social
responsiveness and employee treatment, improving its reputation (Park and Lee,
2007).
Online privacy is getting more and more attention in today’s world both b
consumers and companies. Nowadays, there is a large number of websites in which to
access all the contents it is mandatory to register. Sometimes only an e-mail and
password is necessary; other times additional personal information like home address,
telephone and name is also required. The problem is that users of these sites don’t
really know if their information is secure or not.
Several big companies like Google, Facebook or Apple have been having
trouble because of online privacy. For example, it was found out that Apple stored
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information about the location of its users on the iPhone, or the users of Facebook
were unsatisfied because they could not hide certain information from others.
Internet users are becoming more concerned about the personal information
they give to websites and its security from third-party access (Rapp et al., 2009).
In fact, security is one of the most important attributes when considering online
corporate brand image, second only to personalization (Vinhas da Silva and Alwi,
2008).
The Federal Trade Commission stated that the use of personal and financial
data of someone else to commit fraud or theft is one of the fastest growing crimes in
the United States. As a result, governments are also more aware regarding Internet
security and are updating their laws to protect Internet users.
“Consumers look to both organizational policies and governmental regulations
to safeguard their online privacy” (Lwin, et al., 2007). Companies should look at what
internal and external resources they can use to safeguard their consumers’ information.
For example, companies internally should work on their systems security,
mainly by using standard and updated security software. They should communicate
this to the consumer. Also, to improve the consumer’s perception of security they can
work with third-party authentication services like VeriSign and to abide by
governmental rules.
Online companies should also try to have simple but comprehensive privacy
notices. Consumers tend to read privacy notices to manage risk and to have more
control over personal information (Milne and Culnan, 2004).
However, consumers won’t read the notices if they are too exhaustive and
hard to understand. Unfortunately, that is the case most of the times, since most
companies do it to comply with regulations and not be informative to their consumers.
Research shows (Yang et al., 2009) that if online users have some concern
about the privacy of the information they disclose, they are significantly less willing
to give information but they are more willing to find ways to protect their personal
and financial information. There is not however a significant impact of privacy
concerns on the transaction intention. What this means is that when users have the
intention to purchase a product online, the fact that the site seems insecure to them
will not affect their intention to purchase the product. Most likely they will search for
alternative more secure websites that offer the same product or will make the
purchase in a physical store. Also, the more sensitive the information is, the less likely
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Figure 19
Synthesis Figure of Literature Review
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The analysis of this case study should take into account quantitative and
qualitative elements. They complement each other and together should be able to
provide the target audience all the tools needed to solve the problems proposed by this
case study.
The quantitative analysis of this case study should be based on the following
information:
• Hardware market share of each of the consoles in the home console and
handheld markets, both worldwide and in the US (2011).
• Hardware sales evolution in volume for the total market, both worldwide and
in the US (from 2008 to 2011).
• Hardware sales evolution in volume for each of the available game consoles,
both worldwide and in the US (from 2008 to 2011).
• Hardware sales evolution in volume for each of the suppliers, both worldwide
and in the US (from 2008 to 2011).
• Software market share of each of the consoles in the home console and
handheld markets, both worldwide and in the US (2011).
• Software tie-ratio for each of the available game consoles, both worldwide and
in the US (2011).
• Software sales by rating in the US (2010).
• Software sales by genre in the US (2010).
• Percentage of DLC purchasers (2009, 2010, 2011).
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1. What’s the importance of public relations and crisis management for today’s
companies?
2. What do you think of the trend in the market to move from physical products
to digital ones? What consequences can this bring to the video games market?
3. Do you think that today’s Internet environment is safe for consumers and
users?
4. In your opinion, what are the critical success factors that companies need to
have in order to stay competitive in the video games market?
5. What part/question of this case study did you find more challenging?
6. What other questions or information would you add to this case study?
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Sony
Strengths Weaknesses
• Strong exclusive content for their • The Playstation 3 has the lowest
platforms, with a strong first-party market share (in volume) of the 3
development and a strong third-party home consoles.
support. • The PSP is dominated by the
• Free online service available for their Nintendo DS in the handheld market.
software platforms. • High RSP of their consoles.
• Multi-functionality of their consoles. • The Playstation 3 and PSP have the
• The Playstation 3 has the highest lowest software market share (in
software tie-ratio in the US. volume).
• The superior technology of the • Their online platform (Playstation
Playstation 3 when compared to other Network) is still not profitable.
competitors’ prepositions. • Security flaws of the Playstation
Network.
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Microsoft
Strengths Weaknesses
• Very strong presence in the US • Worldwide presence not as strong as
market (36% of hardware market in the US (29,2% of hardware market
share in volume). share in volume), with a very poor
• The Xbox 360 shows the highest presence in Japan (7,2% of hardware
growth in sales volume, especially in market share in volume).
the US. • No gaming dedicated handheld
• Highest software tie-ratio worldwide. platform.
• Very good online service (Xbox • Users have to pay to play online.
Live), especially because of the • Weaker first-party development.
integration it offers. • Low number of exclusive software.
• Variety of the online content
available on the Xbox 360.
Nintendo
Strengths Weaknesses
• Worldwide market leader in the home • Lowest software tie-ratio on the home
console and handheld markets (43% console market.
of hardware market share in volume • Nintendo shows the biggest drop in
for home consoles and 67,4% for
sales volume from 2008 to 2011.
handhelds).
• Complicated and featureless online
• Worldwide market leader in the
service.
software market (40,8% of software
market share in volume for home • Weakest graphical quality and
consoles and 73,6% for handhelds). functionality of the hardware (Wii).
• Nintendo has the most innovative
image in the industry.
• Broader target market, as their
hardware is promoted for people of
all ages.
• Strong first-party development.
• Nostalgic value of their characters
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Market
Opportunities Threats
• More and more people are playing • Decreasing sales of the total market,
games, as experiences for all ages are as the limit of the installed user base
offered. is close to being reached (worldwide
• Consumers dedicate more time to yearly sales drop about 35% from
home-living. 2008 to 2011).
• Increase of gaming as a social • Development of other gaming
experience. platforms, such as smartphones or
• Growth of digital content sales. internet browsers.
• Increase of innovative independent • Nowadays, consumers have a wide
development teams. variety of entertainment available at
• Opportunity to upgrade hardware all times (smartphones, tablets)
functionality as technology • Gaming consoles are fairly expensive
progresses. product, which can be a barrier for
purchase due to the current economic
crisis.
We can make the following conclusions about Playstation’s position in the US market.
• The PlayStation 3 has the lowest market share in the Home Consoles market
with 21,7% followed by the Xbox 360 with 36,1%. The Nintendo Wii is the
leader with 42,2% (in Volume).
• In the US handheld market, the Nintendo DS is the market leader with 72,3%.
Sony’s Playstation Portable represents 27,7% of the market (in Volume).
• The Playstation 3 sales evolution in the US shows a slight increase in sales,
from 2008 to 2011 of about 1 million units. The sales of the Xbox 360 show a
bigger increase than those of the Playstation 3, especially from 2009 to 2010,
when sales increased by almost 2,4 million units. Nintendo’s home console, on
the other hand, shows a steady decrease in sales volume from 2008 to 2011,
showing a decrease of almost 5 million units in this time period.
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• The Playstation 3 is the most expensive in the market. However, it also has
more advanced technology than the others, such as Blu-Ray support. The
Nintendo Wii is the least expensive of the 3 and has the lowest graphical
quality.
• Sony and with Nintendo have the strongest first-party development, while
Sony has the stronger third-party support. However, PlayStation 3 and PSP
have the lowest software sales.
• The Playstation 3 has a strong online service that allows players to play online
or free. However, the Xbox Live service is considered stronger and has a great
variety of digital content but does not offer free online play. Nintendo's service
is considered complicated and offers little more than online play (free).
• The Playstation 3 has the highest software tie-ratio on the US, while the
Nintendo Wii has the lowest.
The SCCT considers that a crisis can be grouped into 3 types of clusters:
victim cluster, accidental cluster and preventable cluster. The main difference
between these clusters is the degree of responsibility that stakeholders attribute to the
company.
The Playstation Network breach crisis belongs to the accidental cluster. This
cluster refers to crisis in which the company’s actions that led to the crisis were
unintentional.
On the Playstation Network breach, Sony was a victim of an external attack.
However, it was not the attack itself that caused the crisis, but Sony’s actions after it,
as a big part of the consumers considered that Sony didn’t act in the most appropriate
manner. These actions by Sony were not intentional and were a result of Sony not
being prepared for an attack on the Playstation Network. Also, Sony’s actions before
the crisis, such as removing features from the Playstation 3 console and suing hackers
may have indirectly caused the attack.
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1. Signal detection
2. Prevention and preparation
3. Containment and damages
4. Business recovery;
5. Learning and reflection
Considering the first 4 stages, what happened in each stage on the Playstation
Network crisis? What actions did Sony take in each stage? Please make a table
with two columns, one with the events and the other with Sony’s actions.
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Question 4: What alternative actions would you propose in each stage, in order
for Sony to have managed the crisis more effectively? In the Learning and
Reflection stage, state what do you think Sony and its managers should take
back from this crisis.
Signal Detection:
In this stage, Sony should have tried to understand first why the hackers were
taking those actions and to be able to plan their course of action. With that in mind,
Sony should have taken these actions in the Signal detection Stage:
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it. By taking this course of action, it is very likely that Sony would not have
upset the consumers or the hackers.
• Try to contact and work with the hackers: When the group “fail0verflow”
and George Hotz were able to crack the Playstation 3 security, Sony should
have reached out to them, instead of suing them a few weeks after. It would
have been much better for Sony contacting the hackers to find out their
intentions and possibly invite them to work for Sony to strengthen the
Playstation 3 security. This could have avoided further attacks by the hacking
community and opening the Playstation 3 for piracy. Suing them should have
been the last resort option and not the first.
• Comment on “Anonymous” messages and try to contact them: The group
“Anonymous” could have been the one responsible for the Playstation
Network breach. As such, Sony ignoring their messages and not trying to
contact them may not have been the best options. Sony should have tried to
contact the group to find out their intentions and released a public statement
saying what they intended to do regarding the group’s threats. This would
make it easier for the general public to side with Sony.
• Release tools from homebrew development: The main reason hackers try to
crack a gaming console’s security is to be able to run unsigned code and
develop games and applications for the console. Sony could have released
public tools for developing games and applications for the Playstation 3 and
maybe even offer a distribution platform for these applications, such as the
AppStore from Apple. The applications and games could be free or paid. Sony
would receive a percentage of the sales of the paid ones. This would not only
extend greatly the software catalog for the Playstation at a low cost for Sony,
but would discourage any hackers and groups like “Anonymous” to protest
against Sony.
The prevention and preparation stage seems to have been disregarded by Sony,
as they were clearly not prepared for what happened.
• Make a plan with guidelines, in case of crisis: This plan should have started
to be made as soon as Sony decided to remove the “OtherOS” option as
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negative reactions by the consumers and the hacker communities were easy to
predict. Also, since Sony removed the option for security reasons, it would
have been important to have a plan already made, in case hackers are able to
crack the Playstation 3 security. This plan becomes even more crucial after the
threats by “Anonymous” and their “denial of service” attacks. If Sony had
given more importance to the group, it would have been easier for them to
prepare for the worst-case scenario, which was what happened. With a plan,
Sony would have been able to react quicker to the attack, minimizing the
damage to its reputation.
• After the plan, prepare for an attack: After making a plan with the actions
to take in case of an attack, Sony should start preparing. This preparation
should have included a security check on all Sony’s servers and hiring security
specialist, in case the hackers make an attempt. By being prepared, Sony could
have prevented the attack and the negative consequences it brought to the
company.
Sony didn’t manage the previous two stages in the most effective manner. As
such, their actions while the crisis was occurring were less than optimal.
• Do not hide or delay information to the consumer: There may have been a
time delay between the identification of the intrusion and when Sony found
out that personal data had been obtained. However, Sony should have been
clearer to consumers about this. As soon as the intrusion had been identified
and the Playstation Network closed, Sony should have informed consumers of
what it knew at that point, not only by sending press releases to specialized
media but also by sending e-mails to registered users. As the situation
developed and Sony acquired more information about what was happening,
this type of communication should have continued, so that the media and the
Playstation Network users were always kept informed of the current situation.
This would prove very beneficial for Sony and would have greatly reduced the
discontentment showed by the users.
• Shut down all servers with connections to the Playstation Network: Doing
this would have prevented the additional data breach on Sony Online
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Business Recovery:
This stage was the most successfully managed stage of this crisis. This is
shown by the positive recovery made by the Playstation Network after crisis events.
Still, some actions would have made the recovery even better.
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The last stage of a crisis is the learning and reflection stage. This stage is about
what the company and its managers can take back from the crisis situations. It will
also greatly influence the signal detection and prevention stages of the following crisis.
Sony and its managers should have taken from the Playstation Network crisis, the
following:
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team. Public relations will deal with any communication with the company’s
stakeholders, being the consumer, shareholders or the press. The way these
communications are managed will shape the opinions of the different publics
about the crisis and greatly influence its outcome.
These would be the actions that we would use to improve the profitability of
the Playstation Network by bringing more users, more usage or more benefits to its
users:
More users:
More usage:
• More promotions on the Playstation Store: Even though there are usually
promotions available on the Playstation Store, especially for Playstation Plus
members, this is an area that can be improved. There could be a promotion of
day/week, where a game would be featured and discounted for a day/week.
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These discounts would be available for all users, with Playstation Plus users
getting an additional discount from 5% to 10%. Another type of promotions
would be the seasonal ones, where, several games would be discounted for a
period of time in a season, for example on christmas or summer. These
promotions would increase the usage of the network and the sales of the store,
as users would be more tempted to visit the store more often to check the
valuable promotions.
• More free-to-play games: Not only these games can be very profitable but
this action would increase the usage of the Playstation Network. The
Playstation Store only has one free-to-play game available, DC Online
Universe, which saw a significant increase in its user base after the change to
free-to-play, which means that users are more willing to play these games, as
the there is no cost barrier. In order for these games to be profitable for the
network, Sony would have to ensure that users can buy additional content very
easily or get companies to advertise on the games.
• Extend the Playstation Store to other devices: The Playstation Store
nowadays is available on Playstation consoles, such as the Playstation 3,
Playstation Portable and Playstation Vita. It would be beneficial for Sony to
make the Playstation Store available on other devices, such Sony’s tablets and
cellphones, with Playstation content created specifically for those devices,
such as Playstation 1 games. Users could also make purchases and program
downloads for their Playstation 3 while on the go.
More benefits:
• More exclusive content: Having more exclusive content in the store would
add value to the network. This content would consist of exclusive games
available only on the Playstation Store but also of shows, like “The Tester”,
as with this type of shows users keep checking the store looking for new
episodes. Sony could also extend the content of the store by releasing the
homebrew development tools discussed on question 4.
• Exclusive Online Limited Editions: Offer through the Playstation Store
exclusive limited editions of Playstation software titles. These editions would
include exclusive content not available at retail and could include exclusive
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Question 6: Since Playstation Network breach, Sony has been making an effort
to make the network more secure. Develop a communication campaign for the
Playstation Network to communicate this message to the consumers. State the
actions, their objectives and the targets. Use at least one public relations action.
1. Newsletter
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2. Playstation Store Ad
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4. Press Release
Question 7: Apart from the communication campaign, what actions would you
propose to decrease privacy concerns and increase consumers’ trust on the
Playstation Network? Think about the privacy concerns that consumers might
have when shopping on the Playstation Store and how would you change it, so
that those concerns decrease.
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would make the payment experience easier for those with privacy concerns, as
they don’t have to provide credit card information. It would also be a faster
experience, as only the account information for the service is needed (usually
e-mail and password).
• Ask for less information during registration: Upon registration, users
should only be required to enter the desired username, password and e-mail.
Further information is not necessary to Sony and users should only provide it
if they want to. Optional information would include the name, address and
birthdate. This would make the registration process easier and quicker, while
decreasing privacy concerns, as the level of private information shared would
be lower. However, in case consumers wish to ad credit card information, they
would have to provide the name, address and birthdate.
• Third-party certification: This would be another action that would decrease
consumers’ privacy concerns and increase their trust in Sony. Sony should hire
an independent company, such as VeriSign, to certify the security protocols of
the Playstation Network and its store. After finishing the certification, Sony
would put a small logo on the corner of the logging in screen, on the home
page of the store and when paying stating: “Certified by:”. Consumers would
then be less worried about using and making transactions on the network, as it
would be certified by a credible identity.
• Simplify TOS: Most users accept the terms of service without reading them or
having any idea of what they say. Alongside the complete version, Sony
should provide a simplified TOS version with the most important points that
any user should know. Anytime the TOS is altered, users should be notified
with a simple explanation. This action would make Sony seem more
transparent when it comes to their policies and, as such, it would decrease
privacy concerns.
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5. Bibliography
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