Failure of the PlayStation Vita from Diffusion of Innovations Perspective

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1 Failure of the PlayStation Vita from Diffusion of Innovations Perspective The PlayStation Vita was introduced in the year 2011 by the Sony Company as a revolutionary handheld gaming console with advanced features such as superior graphics and innovative connectivity options (Babb & Terry, 2013). The product failed despite its promising attributes, leading to its discontinuity in 2019 due to various factors, including the impact of smartphone gaming, which rose drastically. This analysis applies Everett Rogers' Diffusion of Innovations theory to investigate what caused the failure of the Sony innovation that was considered ahead of its time. Relative advantage One impressive feature of the handheld device was an OLED (Organic et al.) touchscreen that most smartphones back then did not have. This screen technology offered a sharper resolution, producing crystal clear images compared to most touchscreen devices like Nintendo's 3DS, which were available then. Vita's ergonomic design made it easy to hold and play for long hours compared to other devices in the market, offering convenience when used anytime, anywhere (Loguidice & Loguidice, 2012). The wave of growth in handheld device development was so huge that the Vita struggled to compete effectively in the rapidly evolving gaming world dominated by smartphones. Trialability Sony provided opportunities for consumers to experience the PlayStation Vita through demos, in-store demonstrations, and game rentals, but the outrageous cost of the proprietary Sony memory cards made the device inaccessible, affecting its widespread adoption. This ease of trial contributed to Vita's challenges in gaining traction among potential users.


2 Observability Vita's presence in the market might have been overshadowed by the growing popularity of smartphones, which reduced its visibility and perceived desirability among consumers (Fellet, 2012). Smartphones were becoming more affordable and had many features, and they were often seen being used in public settings, making them highly visible to potential users. Comparability and Complexity Unfortunately, the handheld gaming device was compared to smartphones, which supported a wide range of apps and games, including popular mobile exclusives. The memory cards huge price disparities left people rightly feeling they were getting hosed by Sony. The complexity of the device, right from the super expensive memory cards and the unreliable remote play that did not work properly, pushed users to get opponent devices like the Nintendo 3DS, which was just much better supported with a constant stream of first-party games. References Babb, J., & Terry, N. (2013). Comparing video game sales by gaming platform. Southwestern Economic Review, pp. 40, 25–46. Fellet, M. (2012). Touch and go: fondle the digital world. New Scientist, 214(2868), 40–43. Loguidice, B., & Loguidice, C. (2012). My PlayStation Vita. Que Publishing. Rhodes, R. M. (2004). Analyzing digital television: using the diffusion of innovation theory to inform policy better (Doctoral dissertation, University of Florida).


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