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What Can a Media Exec Learn From Xbox 360?

By David Weir | Jan 7, 2009

Despite the recession, and the anemic year-end sales logged by most retailers, the top gaming consoles and communities seem to be thriving in a way that may contain some useful insights for other media companies.

Consider Microsoft’s Xbox 360, which enjoyed strong holiday sales and has sold 28 million units since its launch in 2005. The company reported that between Christmas and New Year’s Day, its Xbox Live community had its busiest week ever, with 1.4 million players concurrently online.

Xbox Live grew by more than 20 percent over the holiday period and now numbers 17 million active members. When we first reported last July about the deal between Xbox and Netflix to make streaming video available to gamers, it was about a potential upside, but Microsoft now says the movie-streaming service is indeed now one of the most popular new Xbox features.

But there is much more to this business success story than that.

Just take a look at one game to see what I mean: NBA 2K9. This is simulated basketball game that represents a vast improvment over its predecessors, in many ways. Based on how you choose to play each game, an “adaptive AI” adjusts to your game strategy, initiating posts, picks, zones and other options that more closely track with those on a real world basketball court. Players can even switch their shots in mid-air!

NBA 2K9 also presents far more realistic graphics — the NBA players actually look like themselves now, with improved skin and facial textures, eye movements and realistic uniforms as opposed to the older generation of NBA games where they appeared more like caricatures. The crowd noise is also more realistic and the “broadcast team” covers the game with a more believable granularity than in previous, “canned” versions. The extremely popular — and useful — replay function has been upgraded, as well, presenting views from multiple angles, much as occurs over at ESPN.

Finally, through Xbox Live, each NBA team’s roster is automatically updated on a weekly basis to reflect trades, injuries, and how well each virtual player’s alterego is actually performing on the real-world court. Thus, if LeBron is hot in Cleveland, he’s hot in 2K9 as well.

Fine, you may say, this is all very interesting, but what does a high-tech game have to do with, say, a newspaper? Bear with me here. Ignore some of the obvious differences, and consider the idea that both are in the information business, as well as the business of serving a community (aka a market).

What Xbox illustrates is that:

  • a commitment to invest in technology to innovate and then continuously improve your products will pay big dividends;
  • a deep understanding of how users use your products uncovers needed improvements and enhancements that users will gladly pay for;
  • the community itself becomes an attractive asset for partners (i.e., Netflix), which, in turn, deepens community loyalty and activity;
  • access to real-time news and information (injuries, trades, statistics) is what users need to enhance the immersive experience of using these products;
  • the user interface is so critical to the success of your product that to allow it to remain stagnant is to consign it to a death watch;
  • users want to have greater control over all their IT products via a robust toolset of features that allow ever-richer experiences; and,
  • users want to connect with others while using your product, to share information, compete, and forge new friendships in the process.

I could go on, because the list of potential lessons here for media companies is virtually unlimited,  but only if those companies can grasp the parallels and therefore accept the analogy. If they can’t — and many will not — that’s just possibly why their companies are in danger of going out of business.

In addition to serving as a BNET Media analyst/blogger, David Weir is a veteran journalist and the author of several books. Weir is a co-founder and vice-president of the Center for Investigative Reporting, as well as an editorial board member of The Nation.

BNET User Analysis

Web Buzz:
  • Microsoft says Xbox 360 sales top 28 million to date, Xbox Live hits 17 million members

    VentureBeat - 322 days 2 hours 38 minutes ago

    Microsoft said today that Xbox 360 sales have topped 28 million sold since the game console launched in 2005, allowing it to claim a solid second-place position in the game industry. The Redmond, Wash.-based software company also said its Xbox Live player community has now grown to more than 17 million active members, up from 14 million before...

  • Sales numbers point to video game makers weathering economic storm

    CBC News - 321 days 7 hours 40 minutes ago

    Microsoft Corp. said a strong 2008 pushed sales of its XBox 360 console to 28 million units worldwide, the latest number suggesting the video game industry may have fared better than expected during the holiday season. Microsoft said on Monday it sold more gaming consoles than in any of the previous three years it has been available. While the...

  • Microsoft: Xbox 360 widens lead over PlayStation 3

    LA Times - 322 days 3 hours 4 minutes ago

    Microsoft said today that it had sold more than 28 million Xbox 360s since introducing the game console in November 2005. That compares with more than 20 million PlayStation 3 consoles sold by Sony since it debuted the device in November 2006, according to Microsoft executives. "We're widening our lead against PlayStation 3," said Aaron...

  • Microsoft Slashes Price of Xbox 360 Elite

    eWeek - 88 days 14 hours 46 minutes ago

    Microsoft plans on cutting the prices of its Xbox 360 Elite and Xbox 360 Pro gaming systems, following Sony's decision to cut the price of its own PlayStation 3. Despite Microsofts renewed focus on its traditional lines of business in the midst of a global recession, including the release of Windows 7 in October, the company's Xbox 360...

  • Microsoft sold 28 million Xbox 360s by end of 2008

    Reuters - 322 days 2 hours 29 minutes ago

    SAN FRANCISCO (Reuters) - Microsoft Corp sold 28 million units worldwide of its Xbox 360 video game console through the end of 2008, expanding the Xbox's lead over rival Sony Corp's PlayStation 3 console in worldwide unit sales, the company said on Monday. Xbox 360 product management director Aaron Greenberg said 2008 "was our biggest year ever...

 
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  •  
    1

    myson1

    01/08/09 | Report as spam

    RE: What Can a Media Exec Learn From Xbox 360?

    Outstanding!

  •  
    2

    B2B Ninja

    01/08/09 | Report as spam

    RE: What Can a Media Exec Learn From Xbox 360?

    So the real secret that creating deep and personal connections to the consumer yields great results. Marketing to the masses is so 1990's. Finding multiple ways to connect to your customer where they are and how they want to be communicated to is key. Simply put, give them what they want. The challenge is most manufacturers and retailers have not made the investment to create the intelligence to do so. Only the best in class have made commitments to provide personalize segmentation that goes well beyond a basic user persona. My advice would be to seek out marketing agencies to supplement these services and have already "cracked the code" with connecting to consumers on the personal level.

  •  
    3

    pete4doc

    01/08/09 | Report as spam

    RE: What Can a Media Exec Learn From Xbox 360?

    Excellent thought out points that will help anyone who is not afraid of reinvention of self.

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