System
Team 8
Strategic Management of New
Technology
Agenda
Company Background
Q1 : PC vs Console ?
Q2 : Marketing Strategy
Q3 : Demand for Each Scenarios
Q4 : Guitar Hero Analogy ?
Q5 : Alternative Application for Emotive
Q6 : Tan Le & Nam Dos Vision
Emotiv Company
Background
Founded in Sydney in December
2003.
President & co-founder : Tan Le
CEO & co-founder : Nam Do
Emotiv hired PhD engineers and
undergraduate students to cut
cost.
Emotiv Technology
Background
EEG (electroencephalography)
is used as the basic theory for
Emotivs technology.
Brain Wave Detector
Emotiv spent 25000 hours for
the 1st working prototype
Emotive took 4 years to
complete EPOC headset
Q1 : PC vs Consoles ?
Why Console?
Money Money Money
Far bigger market size with consoles
The Console-enabled market has high demand
for accessories-related innovation
Co-branding with console can create big demand
Lack of blockbuster game in PC segment.
Unclear demand for EPOC for PC hard-core
gamers
Q1 : PC vs Consoles ? (cont..)
Why PC?
Higher margin in PC games
PC-Gaming segment is much less
concentrated
Platform of choice for very hard-core
gamers
High willingness-to-spend of this hard-core
gamers
Speed to launch the product
Q1 : PC vs Console ? (cont..)
Q2 : Marketing Strategy
Product- ready for commercial launch
Co-develop the platform with a strategic partner- our choice SONY PSP3
Note- SONY is not doing well and would be most open to accepting cutting edge path
breaking technology to regain domination in this space, and generate superior revenues.
Price- penetration pricing
Offer a sweet deal to SONY as a partner with very competitive penetration pricingemotiv needs traction and acceptance with both its partner , SONY and the consumer
and this strategy, by offering a BUNDLE with PSP3 and emotiv EPOC headset could be
a win- win for both partners
Place- through strategic partnership with one of the leading game console providers
Emotiv would gain global traction through SONY retail channels with this strategic
partnership at the cost of minimum margin (penetration pricing)
Promotion- strategic partnership will enable emotiv to considerably reduce
Scenario 1:
Scenario 2:
Scenario 1:
Scenario 2:
Note- in 2011 the PC game market was worth $ 18 billion, of which 30% was
from China, worth an estimated $ 6 billion. Total PC gamers population is
estimated to be 54 million.
Accessories-related game.
Emotiv is also an accessory related game.
RP
G
Actio
n
Casu
al
Spor
t
Musi
c
Tactical
UI / UX
UI
Q5 : Alternative Applications
for Emotive
Medical
Self healthcare- thought controlled self help healthcare management for paraplegics
Mental heath management.
Military
Thought-controlled and operated weapon systems.
Communication channel
Marketing
Accurate and real time information from customers.
Detection of emotional engagement
Lifestyle
Thought controlled home entertainment systems.
Thought controlled home appliances.
The Business
opportunities..
Q&A