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Revolutionaries at Sony: The Making of the Sony Playstation and the Visionaries Who Conquered the World of Video Games
 
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Revolutionaries at Sony: The Making of the Sony Playstation and the Visionaries Who Conquered the World of Video Games [Hardcover]

Reiji Asakura (Author)
3.8 out of 5 stars  See all reviews (9 customer reviews)


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Book Description

April 30, 2000
Sony Playstations have revolutionized the world of video games in less than 3 years. With 10 million Playstations currently used by kids and adults alike. Sony jumped ahead of Nintendo and Sega with little warning. This is the fascinating true story of the marketing conquest of the century. It highlights Playstation's key player creator Ken Kutaragi, and his unrelenting belief in a project that Sony's top brass was ready to abandon.

A bestseller now in its third printing in Japan, Revolutionaries at Sony goes straight to the inside source -- Kutaragi and his team -- to trace the rocky birth and astounding growth of Playstation. It will speak to every reader fascinated by technology, product development, business strategy, global marketing, and the sheer power of a persistent visionary with an unstoppable idea.


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Editorial Reviews

Amazon.com Review

PlayStation is the hottest video-game platform going, and its $7 billion in annual sales now accounts for 23 percent of parent Sony's profits. In Revolutionaries at Sony, Reiji Asakura describes how this came about despite long odds and naysayers both within and without. Asakura gives all credit to Ken Kutaragi, a visionary executive engineer who recognized the possibilities when he first viewed Sony's revolutionary "System G" 3-D technology in 1984 and who still believes it has achieved only a fraction of its potential for launching "an entire world of computerized home entertainment." Asakura attributes much of the ongoing success to Kutaragi's reliance on more than "an engineer's point of view," noting that whenever he "came across an interesting idea, his thoughts quickly turned to how (it) could be successfully commercialized." Asakura, an economic and technology journalist based in Tokyo, is an unabashed cheerleader of the PlayStation and the people who created it, calling the product "a modern miracle" and Kutaragi "the hero of this book." But anyone curious about these incredibly popular games, which increasingly hook middle managers along with their children, should find the tale an interesting one. --Howard Rothman

From the Back Cover

With all the drama of a page-turning adventure story and full of vital, real-world insights for anyone seeking to learn more about the nature of high-tech innovation and elite success, Reiji Asakura's Revolutionaries at Sony captures as never before the secrets, conflicts, and strategies behind an astonishing business and technological triumph.

In the beginning, Ken Kutaragi's audacious plan to engineer for Sony an altogether revolutionary type of gaming console based on high-end digital video graphics fell on hard ears. Sony, he was told by company executives, was not interested in venturing into the "toy" business, a market with infamously hard-to-please consumers and haunted by the ghosts of such moribund also-rans as Atari and the Commodore 64.

But Kutaragi refused to abandon his vision. Under the auspices of the newly formed Sony Computer Entertainment division, Kutaragi headed up a dynamic team of marketers, economists, and state-of-the-art designers and digital engineers. In four short years, they not only managed a successful foray into the gaming marketaethey absolutely dominated.

In the entire history of twentieth-century business, Sony's tremendous growth performance through the 1990s is virtually unmatched. And Revolutionaries at Sony shows you exactly how and exactly why it happened, affording readers an unprecedented inside look at the groundbreaking creation and marketing of what has since become the world's top-selling game machine, the Sony PlayStation. On the heels of the U.S. release of the blockbuster Sony PlayStation 2 earlier this year, this authorized account examines Ken Kutaragi's rare combination of passion and pragmatism, detailing how he made full use of corporate resources, how he worked in vain to initially sell the concept to Nintendo, and how he ultimately kept the project alive.


Product Details

  • Hardcover: 240 pages
  • Publisher: Mcgraw-Hill; 1st edition (April 30, 2000)
  • Language: English
  • ISBN-10: 0071355871
  • ISBN-13: 978-0071355872
  • Product Dimensions: 9.5 x 6.1 x 1.1 inches
  • Shipping Weight: 1 pounds
  • Average Customer Review: 3.8 out of 5 stars  See all reviews (9 customer reviews)
  • Amazon Best Sellers Rank: #1,796,683 in Books (See Top 100 in Books)

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Customer Reviews

9 Reviews
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4 star:
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3 star:
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Average Customer Review
3.8 out of 5 stars (9 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

13 of 15 people found the following review helpful:
5.0 out of 5 stars An Important Contribution to the History of Intrapraneuring, June 17, 2000
By 
Donald Mitchell "Jesus Loves You!" (Thanks for Providing My Reviews over 109,000 Helpful Votes Globally) - See all my reviews
(VINE VOICE)    (HALL OF FAME REVIEWER)    (TOP 100 REVIEWER)   
This review is from: Revolutionaries at Sony: The Making of the Sony Playstation and the Visionaries Who Conquered the World of Video Games (Hardcover)
This book is the authorized case history of how Sony came to enter and become a leader in the video game business in the 1990s. Many people despair about the potential for companies to produce entrepreneurs and entreneurial results from within major corporations. The latest look at this subject in general is The Innovator's Dilemma.

This book is an important case history on the subject, because it both confirms and challenges many common beliefs about intrapreneurship (being an entrepreneur inside a company, a term coined by Gifford Pinchot).

First, Japanese companies have a reputation for being not very innovative. The Sony entry into computer games is just the opposite, an important innovation based on a well-considered bet on advanced technology and how a market could be developed.

Second, the case history is especially noteworthy because the Sony team took the unusual perspective (but one that I subscribe to in The 2,000 Percent Solution and The Irresistible Growth Enterprise) that ordinary people can approach perfection routinely. And the Sony team did just that.

Third, Ken Kutaragi, the key entrepreneur in the story, shows how being a contructive rebel can pay off. Shades of skunk works at Lockheed! He clearly must be familiar with the literature that suggests that you need to get the team away from everyone else, yet access top talent. He did this by the unusual approach of heading a joint venture between Sony corporate and Sony Music, a subsidiary. This allowed the venture to be both in and out of Sony, depending on what is needed. He was aggressive when Sony was wrong, and enthusistically supportive when Sony was right in its support.

Fourth, this case is an excellent example of technological vision: Many of the key decisions were based on the expected development of future technology, but that technology was not yet available as the product was developed. If the technology had not become available later, Sony would have lost a fortune. Yet it made one instead. This is a wonderful example of anticipation.

The summary of the key principles that created this success (over $7 billion in sales in its fourth year -- one of the greatest new business entries in history) near the end is worth putting on your wall.

Anyone who wants to create fast growth should study this book. It provides many key lessons into the required leadership practices for technology-based businesses in the 21st century. I suspect it will become a classic in Japan. It should become one everywhere.

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10 of 12 people found the following review helpful:
3.0 out of 5 stars Nothing Revolutionary, but a decent read nonetheless, January 2, 2001
This review is from: Revolutionaries at Sony: The Making of the Sony Playstation and the Visionaries Who Conquered the World of Video Games (Hardcover)
Revolutionaries at Sony does a good job of detailing an insider's perspective of the rise of the Playstation. It gives a good account of how the platform came to be, and a thorough discussion of the hardware. Sony's business plans, particularly its marketing strategy is also detailed for the reader, and gives some insight into the marketing of the PS2.

Unfortunately, the story of Ken Katarugi, the "hero" of the book (p. xi), reads more like "The Life and Times of Montgomery Burns, as told by Waylon Smithers" rather than even a semi-objective attempt at accurate history. Indeed, after reading Revolutionaries at Sony, I was left wondering what is this book exactly? A history? A fan book? By its cover, it's supposed to be a business case-study book. As a case study book, I'd expect a wider range of perspectives. Who heard of a case study of a business that quotes the senior executives almost exclusively? Where are the attempts to build alternative explanations, or refute alternative hypothesis. If it is a business case study, then I'd also expect to see a more thorough description of the business environment Nintendo's business model, which Asakura seems to have missed almost completely, is scantly mentioned. Given that Sheff's excellent history of Nintendo is now several years old, this oversite is more than a little disturbing.

But, if you're looking for a good one sided (Officially sancioned) account of the rise of the PlayStation, and a few of the facts behind the Rise of the Playstation, then Revolutionaries at Sony will do.

You can read the full review at Joystick101.org

http://www.joystick101.org/?op=displaystory&sid=2000/12/23/19945/112

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10 of 12 people found the following review helpful:
5.0 out of 5 stars Valuable Model for Entrepreneurship in Japanese Companies, February 13, 2001
By 
Donald Mitchell "Jesus Loves You!" (Thanks for Providing My Reviews over 109,000 Helpful Votes Globally) - See all my reviews
(VINE VOICE)    (HALL OF FAME REVIEWER)    (TOP 100 REVIEWER)   
This review is from: Revolutionaries at Sony: The Making of the Sony Playstation and the Visionaries Who Conquered the World of Video Games (Hardcover)
Revolutionaries at Sony is the authorized case history of how Sony came to enter and become a leader in the video game business in the 1990s. Many people despair about the potential for large companies to produce entrepreneurs and entrepreneurial results from within major corporations. Even more people would despair about that occurring with fast-changing technologies in the slow-moving, consensus-driven cultures of Japanese companies. The latest look at this general subject is found in the well-done book, The Innovator's Dilemma.

This book is an important case history on the subject, because it both confirms and challenges many common beliefs about intrapreneurship (being an entrepreneur inside a company, a term coined by Gifford Pinchot).

First, Japanese companies have a reputation for being not very innovative. The Sony entry into computer games is just the opposite, an important innovation based on a well-considered bet on advanced technology and how a market could be developed. In describing this case, the potential advantages of a large company because obvious in terms of creating access to and the ability to use more types of advanced technology.

Second, the case history is especially noteworthy because the Sony team took the unusual perspective (but one that I subscribe to in The 2,000 Percent Solution and The Irresistible Growth Enterprise) that ordinary people can approach perfection routinely. And the Sony team did just that.

Third, Ken Kutaragi, the key entrepreneur in the story, shows how being a contructive rebel can pay off. Shades of skunk works at Lockheed! He clearly must be familiar with the literature that suggests that you need to get the team away from everyone else, yet access top talent. He did this by the unusual approach of heading a joint venture between Sony corporate and Sony Music, a subsidiary. This allowed the venture to be both in and out of Sony, depending on what is needed. He was aggressive when Sony was wrong, and enthusistically supportive when Sony was right in its support.

Fourth, this case is an excellent example of technological vision: Many of the key decisions were based on the expected development of future technology, but that technology was not yet available as the product was developed. If the technology had not become available later, Sony would have lost a fortune. Yet it made one instead. This is a wonderful example of anticipation.

The summary of the key principles that created this success (over $7 billion in sales in its fourth year -- one of the greatest new business entries in history) near the end is worth putting on your wall.

Anyone who wants to create fast growth should study this book. It provides many key lessons into the required leadership practices for technology-based businesses in the 21st century. I suspect it will become a classic in Japan. It should become one everywhere else as people seriously consider how to make giant companies dance nimbly with technology.

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