This document summarizes a presentation given by Don Marinelli on what success and failure look like for entertainment technologies. Some examples of success discussed include the Nintendo Switch, Wii, and Samsung Galaxy S8. Examples of failures include 3D TVs, Sony Aibo robot dog, Disney Quest theme parks, and the Wii U. Measures of success for games discussed are profitability, strong user base, hype, and virality. Measures of failure include lack of profitability, repetitive gameplay, and too much in-game failure. Overall, the presentation examines characteristics of both successful and unsuccessful entertainment technologies.
2. Don Marinelli, Ph.D., Associate Director,
Entertainment Technology Management, Columbia University
Visiting Professor, Arts/Media & Engineering, Arizona State (ASU)
Professor of Drama/Arts Management (Retired) Carnegie Mellon
7. NINTENDO SWITCH
• Nintendo Switch: a mainline
console with mobile capability.
• Allows for mainstream game
play anywhere/any time.
• Same game in your hands or on
your TV; something no handheld
has ever really managed to
achieve.
11. Astoundingly Profitable;
Accessible Price Point;
Expanded the Gamer
Demographic Significantly;
Ease of Use;
No Complex Control System;
WHAT DOES SUCCESS
LOOK LIKE THE WII?
12. More about Sport than About
Gaming;
Bundled with Assortment of
Popular Games;
Backward compatibility with
GameCube content;
Ongoing Corporate Support.
WHAT DOES SUCCESS
LOOK LIKE THE WII?
14. Complexity of Game Controllers
Hardly Any Third Party Support
Underpowered
Confusing Gamepad
No Internal Hard Drive
Lack of Storage Space
Too Expensive for What It Offers
Confusion Over the Core Gamer
Demographic
WHY DOES FAILURE LOOK
LIKE THE WII U?
16. Fastest-selling home console in Nintendo
history: 2.74 million units in first month of
launch, exceeding initial projection of 2
million units.
Switch sales were tied to critically acclaimed
The Legend of Zelda: Breath of the Wild,
released alongside console's launch.
17. WHAT DOES SUCCESS LOOK
LIKE?
Hybrid, Mobile Game System, i.e.,
Portability
Small and Simple Console
Bundled with Highly anticipated
game: The Legend of Zelda: Breath
of the Wild.
Sensitive Price Point at $299, but
Considered Affordable
Third Party Support
Removable Storage Capability
21. 1) Not enough content. DirecTV and ESPN
stopped broadcasting 3D channels in
2012/2013.
2) Glasses needed for 3D were clunky and
annoying; made people feel self-conscious.
3) 3D TVs were perfectly good 2D TVs; 3D
features weren't often used.
4) 3D TVs could cause eye strain
5) 3D effects didn’t really impress or affect
the viewing experience all that much?
WHY DID 3D TV FAIL?
23. Very expensive toy! ($2,000 when it
first appeared)
Wasn’t profitable
Limited processing capability by
today’s standards
SONY stopped repairing or making
spare parts
Depressed owners who had
become attached to their Aibo pets
WHY DOES FAILURE LOOK
LIKE THE SONY AIBO
26. Introduction of the Infinity Display
Redesigned Interface Based on User
Feedback
Heft Conveying Durability
Superior Waterproof Certification
Higher Resolution Selfies
Exceptionally Wide Aperture
64 GB storage
Micro SD card Capability
Features Justify Cost
WHAT DOES SUCCESS LOOK
LIKE FOR SAMSUNG GALAXY S8
40. WHERE IS THE MONEY IN
AUGMENTED REALITY?
Hardware
Marketing and
Advertising
Selling Apps with
branded content
Retail sales
Training and
Education
Repair and
Maintenance
Directional AR
Logistics
Games and Location-
based Experiences
General App sales
App development
Selling Access to Data
Streams
Managing and Editing
of Information
Commission-based
Sales Deals with
Specific Vendors
51. Failure to Upgrade and Keep
Pace with Changing Technology
Poor Geographic Logistical
Choice in Case of Chicago
Analogous to an Arcade at a
time when Arcades were
Closing
WHY DID DISNEY QUEST
CLOSE?
52. Proliferation of Arcade-Like
Operations Closer to Home
High Cost of Innovation and
Creativity
VR Experience had limited
Through-Put/Low Capacity
Rides
WHY DID DISNEY QUEST
CLOSE?
74. Virality
Great Gameplay
Appropriate to the Genre
Appropriate Level of
Challenge for Demographic
Story That is Enhanced by
Gameplay
WHAT ARE MEASURES OF
SUCCESS?
75. Lack of Profitability
Cumbersome Distribution
Channel
Purely Repetitive Gameplay
Lack of Challenge
Proliferation of Cheat Codes
Too Much In-Game Failure
WHAT ARE MEASURES OF
FAILURE?
76. Lack of Profitability
Cumbersome Distribution
Channel
Purely Repetitive Gameplay
Lack of Challenge
Proliferation of Cheat Codes
Too Much In-Game Failure
WHAT ARE MEASURES OF
FAILURE?
77. SO, WHAT HAVE WE
LEARNED?
Great Gameplay
Compelling Story
Appropriate Visual Style
Challenging Gameplay
Depth and Immersion
78. SO, WHAT HAVE WE
LEARNED?
Social, Social, Social
Net-Gen Platforms & Mobile
Appropriate Graphics (2D/3D)
Accessible Interfaces
Multiplayer Capability
Ease of Deliverability
79. Don Marinelli, Ph.D., Associate Director,
Entertainment Technology Management, Columbia University
Visiting Professor, Arts/Media & Engineering, Arizona State (ASU)
Professor of Drama/Arts Management (Retired) Carnegie Mellon