I'm going to post a portion of my last post (which I just cut out) because I think it's a fairly sophisticated point that needs to be taken on its own. Here it is:
Video games aren't like other markets -- for example, toaster production -- where you can break in to it by simply making a cheaper and/or more reliable product. For toasters, it's competely irrelevant if your best friend happens to have the same toaster brand as you. But that's not true for gaming hardware! If your friend has a different video game system, often times you will not be able to play together, and that's a big problem. Just as with PCs, you need to both use Windows in order to share word processing documents, and so forth.
Let me put this simply: if I'm buying a toaster, "Toaster Brand A" is no more valuable to me than "Toaster Brand B," regardless of what anyone else owns, because I the toaster functions in precisely the same manner whether my friends are with me or not. But video games are a communal experience. In video games, if "System Brand A" is owned by all my friends, that system is automatically more valuable to me than "System Brand B," because I want to play with my friends. That's absolutely crucial to keep in mind. In effect, gaming systems -- like PCs -- are designed for monopolies. Any market where something becomes more valuable as it becomes owned by more people is simply always, always always going to tend towards monopoly over time. A system is owned by more people, so it becomes more valuable to more people (who want to play with their friends), so it catches on with more people, so it becomes more valuable... and so forth.
This is precisely why PCs, despite being considered less user friendly than Macs, remain more valuable (and thus more purchased) to most people. User friendliness is absolutely very valuable as the iPod proves; but nothing adds value to a product like being able to play it with more of your friends than the competing products.
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