University of South Carolina University of South Carolina
Scholar Commons Scholar Commons
Senior Theses Honors College
Spring 2022
Xbox in Japan? Understanding the Distinctions of the Japanese Xbox in Japan? Understanding the Distinctions of the Japanese
Video Game Market to Increase Microsoft's Competitive Video Game Market to Increase Microsoft's Competitive
Advantage Advantage
Sekani Adebimpe
University of South Carolina
Director of Thesis:Director of Thesis: Dr. Nancy Buchan
Second Reader:Second Reader: Mr. Alex Heise
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Recommended Citation Recommended Citation
Adebimpe, Sekani, "Xbox in Japan? Understanding the Distinctions of the Japanese Video Game Market
to Increase Microsoft's Competitive Advantage" (2022).
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XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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Table of Contents
Abstract .......................................................................................................................................... 3
Introduction ................................................................................................................................... 4
Expected Outcome and Potential Significance ....................................................................... 6
Literature Review ......................................................................................................................... 7
Japan’s Gaming History........................................................................................................... 7
Microsofts Gaming History .................................................................................................... 9
Xbox in Japan .......................................................................................................................... 11
Main Insights ........................................................................................................................... 13
Methodology & Approach .......................................................................................................... 13
CAGE Distance Framework Analysis ....................................................................................... 16
Country-Level Analysis .......................................................................................................... 16
Industry-Level Analysis.......................................................................................................... 19
Interview Insights........................................................................................................................ 23
Discussion..................................................................................................................................... 27
Potential Solutions ...................................................................................................................... 29
Tailor Game Pass to Japanese Preferences .......................................................................... 30
Forge Relationships with Biggest Japanese Publishers ....................................................... 30
Secure Exclusivity Deals with Big Japanese Games ............................................................ 31
Pursue Organic Growth from Within ................................................................................... 31
Acquire a Smaller Japanese Game Developer ..................................................................... 32
Conclusion ................................................................................................................................... 33
References .................................................................................................................................... 35
Figures .......................................................................................................................................... 43
Figure 1 .................................................................................................................................... 43
Figure 2 .................................................................................................................................... 44
Figure 3 .................................................................................................................................... 45
Appendices ................................................................................................................................... 46
Appendix A. Interview Questions and Answers with Dr. Serkan Toto ............................. 46
Appendix B. Interview Questions and Answers with Mr. Nathan Brown ........................ 50
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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Abstract
As the video game industry has evolved into the world’s largest entertainment markets,
Microsoft, Nintendo, and Sony remain the biggest players in the video game console space.
While all three companies have achieved worldwide success, Microsoft’s performance with the
Xbox brand in Japan is an outlier for its historically poor sales numbers dating back to its 2001
debut. Despite several efforts to tailor the Xbox to the Japanese market, Microsoft has never
managed to launch a console that competed well against Nintendo or Sony. The purpose of this
thesis is to unearth the various cultural distinctions inherent to the Japanese gaming industry that
Microsoft must consider to gain a stronger foothold in the country, as well as diagnose the
biggest issues facing Xbox with Japanese consumers. To accomplish this, the CAGE distance
framework and Hofstede’s cultural dimensions were used to assess the differences between the
United States and Japan at the country level and the video game industry level. In addition, two
interviews were conducted with professionals in the video game industry to gain additional
insights into Microsoft’s shortcomings in Japan. After compiling the information, it is evident
that the magnitude of the differences between the U.S. and Japan on a cultural and economic
level are vast enough to outweigh the commonalities they share as two of the largest world
economies. The differences seen at the country level parallel those at the industry level. For
example, the inherent differences between English and Japanese reinforce the difficulties of the
video game localization process between languages. In addition, there is a gap between the
uncertainty avoidance and long-term orientation scores of the U.S. and Japan run against
Microsoft’s general business strategy that is tailored more to short-term gains and high-risk
endeavors. Finally, the interviews revealed more differences between the preferences of U.S. and
Japanese consumers for the genre and design of video games. With this information, a handful of
solutions were created to help Microsoft gain a competitive advantage in Japan, which includes
tailoring the selection of games on Xbox Game Pass to target a Japanese audience and securing
exclusivity deals with Japanese developers to attract new audiences. Even though Microsoft is
not positioned to become a market leader in Japan due to the dominance of the Nintendo Switch,
there is room for them to build a sizeable, reliable consumer base with Xbox Game Pass and
exploit the differences between the U.S. and Japanese gaming industries.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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Introduction
The video game industry dominates as one of the largest entertainment sectors in the
world, currently projected to generate $159.3 billion in revenue in 2020 in the midst of
COVID- 19 (Wijman, 2020, p. 14). Mobile gaming has driven a large portion of the market’s
expansion within the last decade with the existence of the App Store and Google Play Store as
platforms facilitating game distribution, and technological advancements broadens the scope
of games that are playable on the go.
However, the foundation of the gaming industry continues to revolve around console
gaming, constituting a $45.2 billion share of the overall market (Wijman, 2020, p. 14). Within
and outside the gaming sphere, Microsoft, Nintendo, and Sony are regarded as the three
gaming giants due to their legacy of intense competition in the 2000s. But while this might
hold true around the world, it has not translated to equal success for all three parties. In Japan,
often considered the birthplace of home console video games, Microsoft historically struggles
to establish a significant market presence against its Japanese-based rivals, despite early
concerns that the “entry of Microsoft with Xbox may undermine the exclusive advantages on
cultural proximity Japanese software publishers enjoyed over the last two decades” (Aoyama
and Izushi, 2001, p. 442). According to the most recent aggregate of video game console sales
in Japan, Microsoft’s Xbox One S and Xbox One S have only sold a combined total of
110,000 units, compared to the 14.52 million and 9.20 million units of the Nintendo Switch
and PlayStation 4 (PS4) families respectively.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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While the obvious answer might be attributable to Nintendo and Sony’s origins as
Japanese video game companies, it does not explain how the Xbox brand failed to resonate
with audiences, nor its subsequent decline with each console generation. Within the last five
years, Microsoft has released Xbox Game Pass, a Netflix-like streaming service that hosts
hundreds of games for a monthly fee. In addition, upcoming initiatives such as Project xCloud
are geared towards increasing the accessibility of high-fidelity gaming to mobile technology.
Microsoft and Sony also debuted their next-generation consoles during the 2020 holiday
season, representing a fresh start for the former to officially recapture brand relevance and
market share it lost during the last generation. Whether or not Microsoft’s long-term strategy
to increase the accessibility of video games to new audiences regardless of platform succeeds
will be determined by its ability to translate its efforts to international markets, and Japan
remains the most essential one ripe for expansion.
The purpose of this thesis is to uncover what cultural distinctions in the Japanese
gaming industry must be considered for Microsoft to establish a competitive advantage
over its rival companies with the Xbox brand. I intend to use a cross-cultural analysis of
the United States (U.S.) and Japanese gaming industries utilizing well-respected
frameworks and research methods to provide tangible solutions based on the conclusions
drawn. As someone passionate about the collective success of the video game industry
across each of its sectors, this thesis also serves as an opportunity to foster more interest
in gaming as a medium for research in a business context.
I am confident that the scope of my thesis is manageable with the research available in
the literature. While the scholarly work on video games is still young due to its recency, there
is ample research material on industry-specific practices, cultural analysis, and international
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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strategy that I can use to support my research. In addition, gaming is a creative medium that
introduces another qualitative dimension to my research (i.e., exclusive games, studio
acquisitions, game development processes), which can also be used to assess Microsoft’s
position (or lack thereof) in the Japanese gaming industry.
Expected Outcome and Potential Significance
After the completion of this thesis, I believe it will contribute an applicable framework
for other gaming companies to consider when creating and distributing games on an
international scale. The amount of research specific to the gaming industry is still in a
maturing phase, with a significant portion focused on the correlations between video games
and real-world violence. An ever-growing niche exists to conduct research on the gaming
industry from the discipline of international business, especially as video games become more
accessible to audiences worldwide. I hope to contribute to the literature in a manner that
encourages current and future generations to assess the business of video games with a more
critical eye.
On a personal note, I also wanted to conduct thoughtful research within a medium I
hold great passion for. I hope to work at a major gaming company in the future, and this thesis
is a fantastic opportunity to showcase a deep understanding of the gaming industry, let alone
the Xbox brand. Additionally, I hope it will open doors for me to pursue research
opportunities in Japan on other areas of entertainment, such as Japanese animation.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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Literature Review
Japan’s Gaming History
The driving reason for the Japanese video game industrys persistence in reputation and
global reach lies in its origins, of which it is attributed as the bedrock of gaming as an economic
and social force. Put in the words of Blake J. Harris, the author of Console Wars: Without the
contributions of Japan, we wouldn’t have a video game industry” (Prisco, 2017). While the first
video games were developed in the West, with the first game believed to be Tennis for Two
created by American physicist William Higinbothan in 1958, Japans unique position in the
creative and technical spaces fostered the conditions for gaming to prosper (2008). In several
respects, Japan can be considered an early adopter of the medium that capitalized upon its
potential.
Despite its origins as a hanafunda (Japanese playing card) company, Nintendo took a
strong interest in swerving to consumer electronics. By collaborating with Sharp and Mitsubishi
Electric, two of Japans manufacturing powerhouses, Nintendo utilized the expertise of engineers
to develop arcade games and original hardware, which culminated in the released of the
Famicom in 1983 (Aoyama & Izushi, 2006, p. 1847).
Around this time, the U.S. video game industry was undergoing a severe economic crash.
The lucrative potential of video games led multiple companies to cash in on the medium with
video games on their own. This created an oversaturation of the market with a race to the bottom
in terms of quality due to the lack of controls to ensure functionality and enjoyment, tarnishing
consumer confidence in the medium. With Atari and Intellivision at the forefront of the U.S.
gaming industry, these companies were slammed with abysmal sales and eroded revenues that
brought the rest of its contemporaries down with it. Overall revenues of the video game industry
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had stood around $3.2 billion in 1982, but that number dropped to $100 million by the end of
1985 (Caruso, 2009).
However, the impacts of the video game crash did not trickle outside U.S. borders. In
fact, the Famicom managed to flourish in Japan after its 1983 release. In spite of a graphics chip
issue at launch that led to a national recall of consoles, the Famicom managed to become the
best-selling console in Japan at the time with over 2.5 million consoles sold by the end of 1984
(Goldberg, 2005). By the time Nintendo started looking towards an international release of the
Famicom in the U.S., it had the foresight to address the lingering skepticism that remained from
the video game crash.
In addition to rebranding the Famicom as the Nintendo Entertainment System (NES) for
the Western markets, Nintendo implemented rigorous standards, such as game release quotas, to
ensure that games released for the console met Nintendos expectations. Emblematic of these
policies was the Nintendo Seal of Quality that was meant to give consumers assurance
(McFerran, 2019). When the NES launched in 1985, its immediate success completely
overshadowed its competitors to establish itself as the market leader in video games. During its
peak, Nintendo captured over ninety percent of the U.S. video game market, which persisted for
a short time into the 1990s with the release of the Super Nintendo Entertainment System (SNES)
in 1991 (Pham, 2003).
These years in Nintendos history are an essential part of Japans worldwide dominance in
the video game space, particularly because it paved the way for other Japanese countries to
establish themselves in international territories. The 1990s represented a vibrant era for gaming,
whether it be the console wars” between Nintendo and SEGA or Sonys debut of the PlayStation
in 1994. In addition to Nintendo becoming a household name through successful releases in the
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Super Mario and The Legend of Zelda series, third-party Japanese companies capitalized on the
resurgence to create titles that captured domestic and worldwide acclaim, including Final
Fantasy VII from Square Enix. As a result, the Japanese gaming industry became a stand-in for
the global industry because it lacked viable competitors anywhere else.
Microsofts Gaming History
As video games exploded in popularity, it was inevitable that the largest technology and
entertainment companies were exploring options to incorporate the medium as part of their
business model. Yet the fierce competition between Nintendo, SEGA, and Sony during the 1990s
led to such market dominance and innovation as to make it extremely difficult for new entrants
to gain traction. During this time, Microsoft was the most equipped to enter the gaming space
given its enormous amount of capital. It also had a massive incentive too: former Microsoft
CEO Steve Balmer expressed that Microsoft needed to penetrate the living room” with home
entertainment out of fear that Sony was overtaking the space with the PlayStation brand (Bass,
2021).
While Microsofts strongest competencies lied with Windows, pressures from the gaming
publishers prompted their engineers to create an original device with custom architecture that did
not utilize Windows software, much to the dismay of Microsoft co-founder Bill Gates, but it
ultimately received the blessing and support of the company to move ahead with production.
(Bass, 2021). Because SEGA was losing market share in the game console space from a weak
Dreamcast launch, Microsoft was eager to court support from some of the biggest Japanese
gaming publishers, including Square Enix and Koei Tecmo, to bolster their games lineup.
Microsoft also reached out to Nintendo with an interest in acquiring the company for software
development, but nothing tangible came from the discussions. This resulted in Microsoft
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redirecting their focus towards the acquisition of Bungie, a PC game developer responsible for
creating the Halo franchise, and courting their games for timed exclusivity on Xbox (2000)
In January of 2001, Bill Gates officially unveiled Xbox at the Consumer Electronics
Show (CES), and the console launched in U.S. stores in November of the same year (NeoGamer,
2020). The console had a tremendous launch, selling 1.5 million consoles through the end of
2001, driven by the enthusiasm around Halo: Combat Evolved as a launch title (Dyer, 2021).
Establishing itself as a viable force in the video game console market, the Xbox continued to
experience unprecedented success across its lifetime. Microsoft introduced Xbox Live, an online
gaming service that enabled users to play games with others online and access downloadable
content (DLC) that allowed older games to be updated with new content. And in 2004 Microsoft
released Halo 2, which became the most successful entertainment launch in U.S. history with
$125 million in sales (2008).
As a result of the Xboxs success, Microsoft has debuted three more generations of
consoles: the Xbox 360, the Xbox One, and the Xbox Series (X and S). The Xbox 360 is the
most successful console from Microsoft, where it doubled down on online gaming as its
competitive advantage to attract a hardcore audience. Since then, it remains one of the ten best-
selling video game consoles in the world (Sinari, 2021). However, the Xbox One experienced
middling success after its debut in 2013 and vastly underperformed against the PS4. To recapture
relevance in the gaming industry, Microsoft took steps bolster the breadth and depth of the Xbox
brand, which included the acquisition of other gaming studios such as Obsidian Entertainment
and ZeniMax Media. On January 18, 2022, Microsoft announced its intentions to purchase
Activision Blizzard, the developer and publisher behind franchises like Call of Duty and World
of Warcraft, in an all-cash deal valued at $68.7 billion that will become the largest gaming
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acquisition of all-time assuming it goes through (Mukherjee & Patnaik, 2022)
Xbox in Japan
Even tracing back to the successful global debut of the Xbox, Microsofts lack of success
in the Japanese market remains its most consistent sour spot. The original Xbox came out in
Japan in February of 2002, a few months after its North American release. At the time, Microsoft
Japans Managing Director Hirohisa Ohura indicated that Japan was the most challenging
market for the Xbox” due to its need to compete against the Nintendo GameCube and
PlayStation 2 (PS2), both created and manufactured by beloved Japanese gaming companies (Lu
Stout, 2002). However, two other major issues were identified with the consoles performance in
Japan. First, the large size of the console was incongruous with the designs of Japanese
households, which tended to smaller than homes in North America or Europe. Second, the
consoles games lineup skewed towards the preferences of Western players. One of the most
persistent stereotypes in the industry is that Japanese gamers like role-playing games (RPGs),
and Western gamers prefer first-person shooters (FPS)”, and Microsofts massive marketing push
with Halo 2 further entrenched consumer preferences (Ashcraft, 2012).
Because Japan remained one of the top gaming markets in the world, Microsoft took its
shortcomings in the country to heart during the development of its next-generation console: the
Xbox 360. Peter Moore, a former Xbox marketing executive, recounted how the design team
travelled frequently to Japan to workshop designs and test their appeal with Japanese gamers
(Hayes, 2010, p. 13). Microsoft also made stronger attempts to secure Japanese titles such as
Final Fantasy XIII and Tales of Vesperia, the latter a timed exclusive. When the Xbox launched
during the 2005 holiday season, it cost 39,795 yen (about $330 at the time), which was cheaper
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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than the $399 launch in North America (2005)
This combination of factors helped Microsoft achieve higher success in Japan than the
original Xbox, with numbers speculated to be around 1.65 million units sold by 2013 (Fleming,
2013). However, this number still pales in comparison to its Japanese rivals; the PlayStation 3
Nintendo Wii sold around 9.50 million 12.75 million consoles despite both releasing one year
after the Xbox 360 (Fleming, 2013). As of writing, the Xbox 360 is the best-selling Xbox
console in Japan.
Microsofts next console, the Xbox One, performed abysmally in the Japanese market.
The console had already underperformed globally, and it was mired in controversy prior to
launch due to anger surrounding the consoles always-online policy and forced bundling of the
Xbox Kinect (Microsoft reversed course on both decisions). However, the International Data
Corporation reports that only 0.3 percent of Xbox One consoles were sold in Japan. (Haigh,
2019). There are no official sales numbers for the Xbox One, but the current estimates lie around
50.19 million consoles sold across its lifetime, meaning the console failed to sell more than
200,000 units in Japan (DAngelo, 2021).
The Xbox Series X and Xbox Series S, Microsofts newest consoles, debuted worldwide
in 2020. Despite its tumultuous history in Japan, the company expresses affirmation that the
Japanese gaming market remains important for Xbox. Phil Spencer, the head of the Xbox brand,
stated in an interview that Xboxs position in Japan isnt acceptable to [him],” elaborating that
he wants to ensure that it becomes easier for Japanese players to engage with the Xbox brand
with services like Xbox Game Pass (Robinson, 2020).
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Main Insights
When considering the histories of the Xbox brand and the Japanese video game industry
in isolation, both are influential stories that shaped the business and creative trajectories of video
games forever, pioneers of innovation in their own respects. Yet when considering them
together, the incompatibilities of the two paint a different picture. Microsoft never managed to
get off the ground running in Japan because the console did not address the preferences of
Japanese consumers. The dominance of Nintendo and Sony in their home country inherently puts
Microsoft in an underdog position that requires greater efforts to overcome. And because Japan
is intrinsic to the historical success of video games, Microsoft is committed to leaving its
footprint in the market. Research about the business of video games is in its early stages.
Moreover, there is a small body of literature that assesses the success (or lack thereof) of video
game companies on an international scale. This research intends to address the Xboxs
shortcomings in the Japanese gaming market using a methodological approach that unveils how
Microsoft can leverage its existing strengths while adapting to the needs of Japanese players.
Methodology & Approach
In order to fulfill the goals of this thesis, there are two areas that I intend to focus on:
1) the cultural differences between the U.S. and Japanese gaming industries and 2)
Microsoft’s gaming initiatives in context of these differences and its competitors.
For the first part, I intend to reference two cultural tools to map out the characteristics
that distinguish the U.S. and Japan from one another: Pankaj Ghemawat’s CAGE distance
framework and Geert Hofstede’s cultural dimensions. The CAGE distance framework is useful
for highlighting the differences that arise between places at the country and industry levels
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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according to their “distances” on four metrics: cultural, administrative, geographic, and
economic. This model accommodates my research because it can be used to showcase the
distinguishing factors between the United States and Japan as well as their respective gaming
industries.
Geert Hofstede’s cultural dimensions are rooted within management theories meant to
help comprehend the tenets of businesses and organizations but is popularly used to quantify
cultural values on a country-per-country basis to aid international negotiation and
communication. There are six dimensions to consider: 1) power distance, 2) individualism vs.
collectivism, 3) masculinity vs. femininity, 4) uncertainty avoidance, 5) long-term vs. short
term orientation, and 6) indulgence vs. restraint (Hofstede Insights, 2021). Each one implies
specific characteristics of culture depending on how a country scores. While these values do
not hold constant for every individual of a given country, it gives an overview that facilitates
the navigation of different cultures. Hofstede’s cultural dimensions will be used as a
supplement to the CAGE distance framework to provide additional explanation for differences
between the U.S. and Japan.
It is essential to cross-reference multiple tools with each other to simultaneously draw
the most relevant insights while accommodating for their shortcomings. For example, the
CAGE distance framework’s purpose is to highlight the importance of considering the
differences between countries alongside the similarities, but its application is not ideal for
assessing specifics. Meanwhile Hofstede’s cultural dimensions are helpful in extrapolating the
cultural values of a given country in a business context but are limited when applied on an
individual basis. Together, the CAGE distance framework and Hofstede’s cultural dimensions
can address the limitations of each other while garnering a clearer picture of the U.S. and Japan
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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gaming industries and their intersections with culture.
The CAGE distance framework will be used to compare the U.S. and Japan at the
country level, as well as the U.S. and Japanese video game markets at the industry level. The
purpose of doing both the country-level and industry-level analysis is to ensure that as much
relevant information is compiled to understand both the differences between the video game
industries that is relevant for Microsoft, but also situates it within the context of both
countries. It will also provide strong reference material that holds practical use for assessing
the distinctions between the Western-based corporate culture of Microsoft against those
present within Japanese gaming companies. This also fosters a foundation for which practical
results can be composed for successfully revitalizing the Xbox brand amongst Japanese
consumers. To gather additional information,
I will conduct multiple interviews with video game industry professionals. The
individuals that will be interviewed for this research have experience navigating the American
and Japanese gaming markets, and they will be able to introduce relevant insights that are not
accounted for in the current literature. A survey was considered to gauge the video game
preferences of Japanese consumers and compliment the qualitative research. However, the
availability of reliable consumer data and the difficulties administering a survey outside the
United States made it unfeasible, and it is a limitation that future research hopes to overcome.
In the discussion section, actionable solutions will be created that are aimed at
exploring the avenues by which Microsoft can revitalize the Xbox brand in Japan from its
current position based on the research complied from the cultural tools and the interviews.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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CAGE Distance Framework Analysis
The CAGE Distance Framework was used to compare the U.S. and Japan at the
country level, as well as the U.S. and Japanese gaming markets at the industry level. As a
reference, Figure 1 and Figure 2 show a comprehensive chart that breaks down the major
differences at the country and industry levels across cultural, administrative, geographic, and
economic lines. This section will begin with the country analysis to provide the foundation for
looking at the video game industries in both countries with sufficient context.
Country-Level Analysis
The most visible cultural difference between the U.S. and Japan lies with the language
barrier. English and Japanese are the official languages respectively, and both feature qualities
that foster different communication styles and cultural values. The Foreign Language Institute
also classifies Japanese as a Category IV language, indicating that it is one of the most
difficult languages for English speakers to learn alongside Arabic and Chinese (2022). While
the sentence structure and writing system pose challenges, the subtler qualities of
communication also contribute significantly to the distance between the languages. The
existence of keigo, a Japanese honorific system that roughly translates to “respectful
language”, accentuates the importance of hierarchy when addressing other people based on
factors such as age, professional status, and familial relationship. Non-verbal cues also play a
larger role in day-to-day Japanese communication to better understand one’s true message or
intentions, since the Japanese language reflects a preference for implicit communication
compared to the preference for explicit communication in the U.S. Japan’s cultural and ethnic
homogeneity simultaneously allows for indirect communication to flourish in day-to-day
interactions and traditional social values akin to maintaining order and valuing hierarchical
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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differences to persist.
Two of the qualities that Ghemawat notes as having the greatest impact on
international trade lie with colonial ties and common currency, both of which the U.S. and
Japan lack (Ghemawat, 2015 p. 1). The closest thing to a colony-colonizer relationship was
the U.S. military occupation of Japan upon the conclusion of World War II, which set the
precedent for a new political relationship between both countries. Currently, Japan is the
U.S.’s fourth-largest trading partner, accounting for 4.5 percent of U.S. international trading
activity, and remains one of the strongest world alliances despite their physical distance
(2022). Both countries do not share a trading bloc, but both maintain the U.S.-Japan Trade
Agreement and the U.S.-Japan Digital Trade Agreement to further reduce the economic
barriers for agricultural exports and strengthen the processes for exchanging digital
technologies and information (2022). Their presence as two of the largest free market
economies in the world also encourage the maintenance of a robust global partnership on
various grounds.
Briefly mentioned earlier, the U.S. and Japan are geographically far from each other in
terms of physical distance, but there remain other differences that separate them. One of the
most extreme differences lies with the time zones, which can range from thirteen to nineteen
hours depending on one’s location within the U.S. This creates an obstacle for timely cross-
cultural communication due to the reduced timeframes where the working hours of American
and Japanese individuals overlap. Japan’s isolation from the rest of the world as an island
nation bring difficulties from a logistical standpoint when needing to export or import
products or resources, as it shares no land borders.
Geographic differences also reinforces other cultural and economic differences
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
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between the U.S. and Japan. Figure 3 shows a comparison of the U.S. and Japan based on
Hofstede’s cultural dimensions, and it highlights a major difference on the metrics of
uncertainty avoidance and long-term orientation. One of the common sources noted for such
high scores for Japan is the persistent threat of natural disasters in the form of tsunamis,
earthquakes, and volcanic eruptions that could bring devastating consequences for the entire
country. There is a seventy percent chance that an earthquake with a magnitude-7 rating or
higher will strike Tokyo in the next thirty years, and Japan has taken numerous steps to further
develop a robust infrastructure that anticipates the worst-case scenario, such as building
towers that resist sway (2021). While the U.S. has a wider range of geographic concerns that
are region-specific, its lowered severity relative to Japan means it plays a smaller role in
informing economic policy.
The U.S. and Japan are the first and third largest world economies respectively, but
digging into the overall economic picture unveils a distinct palate of challenges. For example,
the inflation trajectories of both countries run in opposite directions. The U.S. is grappling
with major inflation concerns after consumer prices posted the highest annual increase (7.9
percent) in forty years, which does not reflect the inflationary consequences of the Russia-
Ukraine conflict at the time of writing. (2022). Japan is experiencing the opposite problem.
After a period of economic collapse between 1991 and 2001 termed Japan’s “Lost Decade”,
the country has struggled with persistent deflation that is resulting in stagnant wages and
lower rates of corporate investment for two decades (Fujikawa, 2021). This translates to
higher prices for goods and services in the U.S. compared to Japan, but it also lends itself to a
more favorable exchange rate for the dollar against the yen. Also aligned with Japan’s
deflation trend is the “greying” workforce as the country undergoes a steady population
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
19
decline due to the birth rate not exceeding the replacement rate. As Japan’s population
distribution skews older, more economic burdens will be placed upon the working and
younger generations. The U.S. is also projected to experience a population decline over the
next few years, but it still posted a 7.4 percent growth rate between 2010 and 2020 (Frey,
2022).
Industry-Level Analysis
When applying the CAGE distance framework to the video game industries of the U.S.
and Japan, the differences assessed across the four dimensions on a country basis manifest in
more nuanced ways. It holds especially true on a cultural level since video games are an
audiovisual medium that Ghemawat would label as one with “high linguistic content”, where
he believes differences are most prominent. Just as learning Japanese as an English speaker
(and vice versa) is a challenging endeavor, the localization process from English-to-Japanese
or Japanese-to-English is arguably tougher. In the context of game development, localization
is the process for bringing a game to a foreign market through activities such as translating in-
game text or hiring new voice actors. It is not uncommon for game content to be altered to
meet local requirements. For example, a handful of games in Australia are not approved for
purchase each year because they prominently feature alcohol or drug content. The structural
and cultural differences inherent to English and Japanese are most commonly found when
translating dialogue and text. Since both languages feature phrases, words, and cues that are
not directly translatable to other languages, responsibility is placed on the translation team to
adopt the source material as accurately as possible while maintaining the original intent. And
with a significant time zone difference in the mix, additional consideration is needed for
coordinating schedules and meetings that accommodate the working schedules of employees
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
20
in the U.S. and Japan, with a stronger possibility for delayed communication.
Amongst the three biggest console hardware manufacturers (Microsoft, Nintendo, and
Sony), Nintendo and Sony both originate from Japan as the dominant competitors. Both
companies used to compete in the home console and handheld spaces dating back to 1994, but
Nintendo’s consolidation of its gaming console divisions with the Nintendo Switch and the
discontinuation of the PlayStation Vita in 2019 led to the investment of their resources in one
platform. As a result, Microsoft is the only non-Japanese console manufacturer of the three.
One can also observe major differences on the consumer level. Some video games
genres are heavily associated with one country: Japanese role-playing games (JRPGs)
emerged as its own subcategory to accentuate its unique features against other role-playing
games (RPGs), including the use of an anime art style or a greater emphasis on slower,
detailed storytelling techniques (i.e., Dragon Quest, Final Fantasy, Persona). These games,
alongside others in the RPG space, constitute the most-played genre amongst Japanese
gamers, where they were twice as likely to have played an RPG in a six-month timespan as
their global counterparts (Kuzuhara, 2021). Along those lines, U.S. video game players
demonstrate a stronger preference for games in the shooting and sports genres, with titles in
the Call of Duty and Madden NFL franchises consistently topping sales charts (Grubb, 2022).
The Japanese gaming market is also driven more by the mobile gaming sector relative
to the rest of the world. It is the largest source of video game revenue in Japan, and it accounts
for twenty-two percent of all global mobile gaming revenue (Chapple, 2020). While higher
smartphone adoption rates from country-to-country also position mobile gaming as a lucrative
segment in the video game industry, its dominance in Japan is also attributable to its unique
gaming landscape. Japanese homes tend to be smaller that U.S. homes, necessitating the
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
21
existence of “Internet cafes” as an outlet for console and PC gaming enthusiasts. In addition,
Japanese citizens rely heavily upon public transportation whereas U.S. citizens commute by
car more often. The free time opened up from public transit provided the perfect conduit for
smartphone games to flourish as a means to fill the time.
To ensure that video games are assigned a proper rating to reach the most appropriate
audiences, the U.S. and Japan depend upon independent rating boards. In the U.S., the
Entertainment Software Rating Board (ESRB) is a self-regulating organization affiliated with
the Entertainment Software Association, and the Computer Entertainment Rating
Organization (CERO) fulfills the same purpose as a non-profit organization in Japan. From an
administrative standpoint, the major difference between the rating boards is concentrated with
its stricter ratings. If a game receives a “Mature” rating from the ESRB, it indicates the
content is suitable for individuals aged seventeen or older and requires an ID to purchase it.
On the basis of age, the “CERO D” rating is the closest equivalent, but it does not require an
ID for purchase. The CERO Z” better serves that purpose, banning the sale of games with
this rating to those under the age of 18, but the additional threshold means that a smaller
proportion of titles are inaccessible for purchase compared to the U.S. (2022).
Microsoft’s acquisition of Activision Blizzard is representative of the increasing
consolidation amongst U.S. entertainment companies over the past decade, but this trend does
not translate as accurately to Japanese business culture. One element that shields Japanese
companies from foreign mergers and acquisitions lies in the form of a popular business
partnership. Keiretsu, which roughly translates to “system” or group”, refers to a network of
businesses who are intertwined through relationships and shareholdings that are represented
by a central bank (Twomey, 2022). A distinguishing characteristic of Japan’s corporate
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
22
governance policy, companies within a keiretsu foster harmony amongst affiliate companies
and protect themselves from potential takeovers due to the complicated nature of the social
and financial networks. The reduced risk associated with becoming part of a keiretsu is also a
reflection of Japan’s high uncertainty avoidance. Within the U.S., keiretsu would be frowned
upon based on antitrust law since the business groupings represent a potential threat to
competition, and its practice amongst American companies could undermine the role of the
stock exchange.
Due to the sheer size of the U.S. gaming market, there is more incentive for Japanese
gaming companies to establish local subsidiaries rather than vice versa. While Square Enix
concentrates most of its game development in Tokyo, for example, it also has an American
subsidiary that oversees the North American publication of games and assists in game
development at its U.S. studios such as Crystal Dynamics, best known for their work on the
Tomb Raider reboot. The international reach of video games also extends to game
development: outsourcing various parts of a project is an increasingly common practice to
reduce development costs and expedite game development. On geographic terms, the U.S. has
the easiest access to Canada and Western European countries for such purposes, whereas
Japan has the easiest access to East Asian countries.
The U.S. and Japan occupy the second and third spots when assessing the valuation of
their domestic gaming industries around the world, but it is separated by about $18.4 billion
(2022). Although both markets generate billions for their economies, the Japanese economy is
more intertwined with entertainment. In order to leverage Japan’s modern pop culture to drive
economic growth, the Japanese government directed the Ministry of Economy, Trade, and
Industry (METI) to establish the “Cool Japan Initiative” under the Creative Industries
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
23
Promotion Office in 2010 (2012). The U.S. does not currently have similar strategy that aligns
its pop culture with its economic outlook, signaling that Japan views its entertainment
properties as an essential medium for creating soft power and expanding its market. The
initiative is more pertinent for video games in recent years as Japan also faces stiffer
competition from China as an easy target for acquiring Japanese talent and drawing inspiration
from Japanese developers to create its own popular games such as Genshin Impact (Dooley &
Mozur, 2022).
Interview Insights
To gather additional information about the nuances of Xbox’s situation in Japan, I
interviewed two individuals with extensive experience in the video game industry. The first
person is Dr. Serkan Toto, the CEO and founder of Tokyo-based independent video game
consulting firm Kantan Games. His work and coverage focus on the Japanese video game
industry, and he is often tapped for commentary by international media outlets. Appendix A
includes a transcript of Toto’s interview. The second person is Nathan Brown, a freelance
video game consultant and writer, and the former editor of UK video game magazine Edge.
He currently runs Hit Points, a newsletter providing commentary on the video game industry.
Appendix B includes a transcript of Brown’s interview.
When asked to give an assessment on Xbox’s overall performance in Japan, Toto
described it as a “struggle” for Microsoft because of their lackluster performance in one of the
biggest gaming markets and most populous countries in the world (See Appendix A). Even
though the Xbox brand never took off in the manner that Microsoft hoped, their persistence is
attributable to their overall profitability. At its core, Microsoft is a services company that
generates most of its revenues from Microsoft Office Suite software and subscriptions. This
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
24
allows the company to invest resources towards its Xbox initiatives in Japan despite its
lackluster performance. Brown built upon this idea by noting that Game Pass is likely to
experience success during this console generation “in the context of itself”, meaning that it
would not pose a major threat to Nintendo or Sony in their home market (See Appendix B).
Toto noted that there two fundamental differences between the U.S. and Japanese
gaming industries, one concerning the supply slide and the other concerning the demand side
(See Appendix A). On the supply side, there is fierce competition between the publicly traded
companies in Japan, inclusive of Nintendo and Sony, which are quite large in scale. However,
the U.S. features a much richer ecosystem on the supply side” of gaming because there is a
larger proportion of video game companies that deviate from the norm (See Appendix A).
There are a number of independent (indie) game developers scattered across the U.S., and the
indie gaming scene in the U.S. remains vibrant. Some of the most popular games of the last
decade came from smaller American creators, including Rocket League, Stardew Valley, and
Undertale.
On the demand side, Toto believed the biggest difference lied in the different tastes of
American and Japanese players based on gameplay and design (See Appendix A). This aligns
with previous research asserting the dominance of RPGs in Japan, as well as shooting and
sports games in the U.S. Brown introduces another perspective that focuses on the general
priorities of game developers, with Western studios striving towards realism in games and
Japanese studios striving towards fantasy (See Appendix B). He summed up this point by
asserting that based on previous trends, “American users play Japanese games, but Japanese
users don’t play American games” (See Appendix A). The historic success of the Nintendo
Switch from a hardware and software perspective in Japan underlies this statement; Nintendo
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
25
accounted for eighty-seven percent of all video game hardware sales and half of all video
game software sales in Japan in 2020 (Dring, 2021). Brown further underscores with the
notion that portability is a driving factor behind the success of most handheld consoles in the
country (See Appendix B).
One of the questions centered around Microsoft’s acquisition strategy to bolster its
gaming catalog against its competitors, and whether it was feasible to acquire a Japanese
gaming company. Here, Toto acknowledged the homefield advantage Nintendo and Sony hold
compared to Microsoft because there is a lower barrier to entry in initiating business
discussions between two Japanese companies, but was also explicit in citing it as the key
element for Xbox’s lagging performance in the Japanese market (See Appendix A). Instead,
he traces back to the launch of the original Xbox in Japan as the source of the brand’s current
woes because the initial batch of consoles had issues with hardware quality (See Appendix A).
A common issue with the original Xbox arose when a flashing red and green light appeared
around the power button, meaning that there was a system failure. And when Microsoft
launched the Xbox 360, it reemerged in the form of the infamous “Red Ring of Death” that
indicated the need for service repair. Microsoft was already caught in a difficult position
attempting to enter as a third major competitor in the video game console market in 2001, but
hardware shortcomings tarnished Xbox’s reputation in the long-term.
Brown offered the argument that Microsoft does not need to purchase a Japanese
gaming studio, and that such a move could be counterproductive in a way in light of
concerns about the consolidation of game studios in the hands of a few major players and that
it would not translate to more Japanese players transitioning to Xbox (See Appendix B). His
commentary touched upon the idea of brand loyalty in video games, which is most prevalent
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
26
when someone sticks to a certain brand of video game consoles. One of the driving forces
behind consumers sticking with Microsoft, Nintendo, or Sony consoles lies with the exclusive
games available on each platform. Since there is a deficiency of Japanese video games on the
Microsoft platform, one acquisition might not be enough to draw people who enjoy those
games from its competitors.
An optimistic note during the interview accompanied the discussion around Xbox
Game Pass. The value proposition of Xbox Game Pass for Japanese customers is even more
compelling than its U.S. counterparts because the average game cost in Japan can trend
upwards of eight thousand yen, or eighty dollars in nominal terms (See Appendix A). The
average game cost for a new video game in the U.S. is $59.99, although many of Sony’s first-
party games (i.e., God of War: Ragnarök, Horizon Forbidden West) retail for $69.99. This
difference is intensified with the context that Japan is currently in a deflationary bubble, as
well as the notion that discounting is a less common pricing tactic for Japanese products and
services (See Appendix A).
Since Microsoft has competed in the Japanese video game space for over two decades,
Toto believes that Microsoft requires a “big solution” that amounts to more than the smaller
steps they have taken thus far because Nintendo and Sony are (and have been) are dominating
the Japanese gaming market. (See Appendix A). While Microsoft can take strides to improve
Xbox Game Pass or secure Japanese titles for exclusive distribution on Xbox devices, a big
step equates more to an acquisition of a Japanese gaming company or a brand-new initiative
that focuses on gaining market share. Building upon that, Brown touches upon an important
initiative that Microsoft seems to be moving towards: “untethering” the Xbox brand from
hardware to become accessible in as many formats as possible (See Appendix B).
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
27
Discussion
When viewing countries in terms of their economic power, it might indicate that the U.S.
and Japan share more common ground as two of the most developed nations in the world. Across
the various dimensions of CAGE, however, the sum of their differences is placed at the forefront.
One of the most apparent areas of divergence lies with the processes for communication. Much
of Edward T. Hall’s seminal work in cross-cultural research discusses the differences between
high-context and low-context cultures, with high-context cultures like Japan’s featuring groups
of people that “have extensive information networks and who are involved in close personal
relationships” (Hall, 1990). This runs against the conventions of the U.S., which is a classified as
a low-context culture for its reliance on explicit social conventions.
Yet the difference run much deeper than the amount of information shared, and it
reinforces the cultural nuances that separate the two countries in various circumstances,
including business. When assessing the CAGE distance framework, one can see that many of the
differences at the industry level reflect those noted at the country level. As noted, the localization
process for translating video games from English to Japanese or vice versa stems from the more
general difficulties associated with translating between each language. This also extends to the
geographic separation between the U.S. and Japan, which consequently forces game developers
and publishers to remain conscious of time zone differences when conducting cross-border
communication.
On a broader scale, each dimension of the CAGE distance framework correlates with
specific elements of the U.S. and Japanese video game industries. The cultural differences
between the two countries translate to different tastes and preferences for video games amongst
the populations, with Toto reaffirming the deep associations of RPGs and FPS games with Japan
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
28
and the U.S. respectively (See Appendix A). Administratively, the laws and regulations of one
country not only impact the ease of access to certain video games based on their content, but also
the extent to which companies like Microsoft can pursue growth in the Japanese market when its
rules differ from the ones it is accustomed to. Because Japan is located west of the U.S.,
American gaming companies with Japanese ties tend to base their operations on the West Coast
to ease travel and communication to Japan, just as many Japanese gaming companies establish
subsidiaries in the same location with similar intentions. It is also no small coincidence that the
three largest gaming markets lie with the U.S., Japan, and China.
When Hofstede’s cultural dimensions are factored into the equation, some of Microsoft’s
key disadvantages as a competitor in the Japanese gaming market come to the forefront. Two of
the most glaring differences between the U.S. and Japan can be seen with their scores on long-
term orientation and uncertainty avoidance. The U.S. and Japan received long-term orientation
scores of 26 and 88 respectively, and they received uncertainty avoidance scores of 46 and 92
respectively (Hofstede Insights, 2021). Considered alongside each other, Japan’s high scores
indicate that Japanese businesses tend to behave in a manner that minimizes risk and prioritizes
sustainable growth, placing a more equal balance on stakeholders over stockholders. For
Japanese gaming companies, behavior reflecting this can include participating in a keiretsu
partnership or depending on past success to guide future business decisions.
From this standpoint, Microsoft’s general strategy with the Xbox brand runs counter to
the conventions of Japanese business. Besides the legal difficulties associated with acquiring a
Japanese company from outside the country, Microsoft is reflective of the opposite priorities
associated with U.S. companies, placing more emphasis on short-term needs and innovation to
drive their growth to new heights. For example, Microsoft has never turned a profit on an Xbox
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
29
console before and depends on game sales and subscription revenues to recuperates the costs
(Kent, 2021). On the other hand, Nintendo made it a priority to not sell the Nintendo Switch at a
loss from the moment it launched to turn a profit from the beginning, while also pricing it in line
with consumer expectations (Grubb, 2016).
What the CAGE distance framework and the interviews ultimately demonstrate together
is that the scale of the differences between the U.S. and Japan across multiple dimensions
informs how the video game industries of both countries developed with unique characteristics
that requires gaming companies to consider how to tailor their products and services to the local
market. The clear dichotomy between Microsoft’s success in Western markets against the
Japanese markets demonstrates room to improve Xbox’s performance. Even during the eighth
generation of video game consoles, where the Xbox One sold woefully against the PS4, it is
estimated that the console sold just over fifty million consoles, but Xbox One sales in Japan
constituted less than two hundred thousand of total sales (Alsop, 2022). With its Japanese
contemporaries finding consistent global success across the board, Microsoft can leverage the
cultural distinctions of the Japanese video game industry to lay the roadmap to fulfill its potential
in Japan
Potential Solutions
The goal of this research was to diagnose Xbox’s performance in the Japnaese gaming
market across its history, while identifying solutions that consider Microsoft’s competitive
advantages and disadvantages in the context of the nuances inherent to Japan as an economic
and gaming leader. After gathering information from the U.S.-Japan cross-cultural analysis and
the interviews with leading experts in the video game industry, five solutions were created to
provides avenues for which Microsoft can grow its presence in Japan.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
30
Tailor Game Pass to Japanese Preferences
Xbox Game Pass is the driving force behind the current momentum in the Japanese
market due to its large catalog of games at an affordable price point. Even though it lags behind
Nintendo and Sony in hardware and software sales, the relative performance of Xbox Series X
and Xbox Series S compared to previous Xbox consoles is promising. Since the average
Japanese gamer is geared towards RPGs, appealing to this preference can focus Microsoft’s
efforts on the games it needs to include on Game Pass. Dragon Quest XI S: Echoes of an
Elusive Age and Yakuza: Like a Dragon are two of the headlining JRPGs on Xbox Game Pass,
and there are opportunities to expand the catalog to demonstrate Microsoft’s commitment
outside of the biggest, newest releases. For example, there is a gap in legacy content that Game
Pass stands to benefit from through the inclusion of older titles. Blue Dragon and Lost Odyssey
were two Xbox 360 exclusive JRPGs published by Microsoft Game Studios (now Xbox Game
Studios) that are currently unavailable on Xbox Game Pass. A precedent has also been set with
entries in popular JRPG franchises (i.e., Final Fantasy, Tales) appearing on the service, leaving
the door open for additional titles to be added in the future.
Forge Relationships with Biggest Japanese Publishers
Microsoft has the financial capital to acquire one of the large Japanese gaming
companies, but its status as an American company places it in a disadvantageous position against
Sony, which was founded in Japan, and those same companies are also potential acquisition
targets for bolstering the PlayStation brand. However, that does not prevent Microsoft from
establishing long-term partnerships. Last November, Microsoft and SEGA announced a strategic
alliance that produce large-scale, global games in a next-generation development environment
built on Microsoft’s Azure cloud platform (2021). The fruits of this effort will not be clear until
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
31
future SEGA titles are released, but it represents a major step towards engaging with the
Japanese game development scene through means that leverage other elements of Microsoft’s
business. Such ventures also create the ideal conditions to jumpstart conversations about other
elements of their relationship. In Microsoft’s case, this could extend to securing a publisher’s
title for release on Xbox platforms or funding development of next-generation games. This
approach also subverts some of the complications of navigating Japanese business law to bring a
large game publisher under its roof.
Secure Exclusivity Deals with Big Japanese Games
Whereas Microsoft aims to integrate new studios under Xbox Game Studios, Sony favors
locking in exclusive deals for major third-party games, especially Japanese ones, with Final
Fantasy VII Remake and Guilty Gear: Strive headlining the slate of games with PlayStation
console exclusivity. Even Ghostwire Tokyo, a game developed by Microsoft-owned Tango
Gameworks, has one-year timed exclusivity on PlayStation 5 until March of 2023 (Kiya, 2022).
Because high-quality games are the driving force behind the success (or lack thereof) of a video
game console, Microsoft has room to spend its capital smarter by taking greater advantage of
console exclusivity for third-party games. To maximize Game Pass engagement, it is wise for
Microsoft to target games that will encourage Japanese consumers to gravitate towards the
service. This distinguishes it from the previous recommendations because it offers Microsoft a
chance to strengthen its value proposition against its competitors.
Pursue Organic Growth from Within
Through the acquisition of ZeniMax Media, Microsoft finally acquired a reputable
Japanese video game developer in Tango Gameworks, headquartered in Tokyo. Starting with
The Evil Within, the studio has published three console games over eight years. Since Tango
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
32
Gameworks represents Microsoft’s only major footprint in Japnaese game development, it
should direct large investment efforts towards the studio to assist in game development and
expand their talent pool to foster better conditions for releasing a steady pipeline of high-quality
Japnaese games. Most of Microsoft’s strategy with the Xbox brand is centered around inorganic
growth, which depends on mergers and acquisitions to achieve greater economic benefit. While
it expands Microsoft’s gaming footprint quicky, it poses its own challenges in regard to
integrating new studios under a new management structure. To balance out its recent activity,
Microsoft should pinpoint areas to slowly grow Tango Gameworks into a bigger presence or
establish new studios in Japan from the personnel already developing games under Xbox Game
Studios.
Acquire a Smaller Japanese Game Developer
If Microsoft can navigate Japanese business culture well enough to position itself to
acquire a Japanese video game company, an ideal scenario has the company focusing on
bringing in a smaller Japanese game developer rather than a larger one. There are two reasons for
this: 1) assuming the successful acquisition of Activision Blizzard in 2023, Microsoft will have
its hands full integrating one of the largest gaming companies in the world and tackling its
promises to address the concerns about Activision Blizzard’s company culture, and 2) it allows
Microsoft to test the waters with a smaller investment and avoid the risks associated with a larger
acquisition. While a large portion of the competition in the Japanese gaming industry is
concentrated with publicly traded companies, there are a handful of smaller studios that are
strong candidates for acquisition. One of them is PlatinumGames, a private Osaka-based studio
that is well-known for action games such as Bayonetta and Nier: Automata. Microsoft and
PlatinumGames once partnered for development on Scalebound, an action RPG intended to
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
33
come out for Xbox One, but it was cancelled in 2017 due to development troubles. Since then,
several executives from PlatinumGames have expressed willingness in jumpstarting
conversations with Microsoft again, as well as an openness to acquisition conversations
(Robinson, 2022). Other potential candidates to bring under Xbox Game Studios include
CyberConnect2 and Kojima Productions.
Conclusion
When Microsoft first made its debut with the Xbox in the Japanese market, the
momentum it created in the U.S. and Europe did not translate to Japan because the nuances
inherent to the Japanese gaming industry amplified the shortcomings of the console and
positioned it as a non-competitor ever since. The Xbox 360 was the most successful console of
the brand, but it fell to a new low with the Xbox One. Evaluating the performance of the three
biggest console manufacturers (Nintendo, Microsoft, and Sony) in the most lucrative gaming
markets further cements Xbox’s disappointing performance in Japan. However, the recent debut
of the Xbox Series X and Xbox Series represents another opportunity for Microsoft to
reinvigorate the brand’s presence. Given Nintendo and Sony’s historical dominance in the
country, it is unrealistic that Microsoft can usurp either company in terms of market share over
the course of the next generation. Instead, Microsoft’s main goal should focus on building a
sizeable, reliable consumer base in Japan, with Game Pass as the foundation for attracting new
consumers to the platform. There is no question that the company has the resources to change its
fortunes, but it must be paired with a deep awareness of the nuances inherent to Japanese gaming
industry and Japan to pursue strategies that fulfill its promises to better serve the Japanese
market. Outside of Microsoft’s ambitions, however, encouraging healthy competition within the
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
34
video game industry from country-to-country fosters the conditions for its players to deliver
innovative experiences in the medium from a technological and artistic standpoint.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
35
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XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
43
Figures
Figure 1
CAGE distance framework chart between the U.S. and Japan at the country level
Cultural
Administrative
Geographic
Economic
English and Japanese
are both distinct
languages, and they
are some of the most
difficult languages for
native speakers to
learn respectively
(2022)
Demographics are
distinct (U.S. is more
ethnically diverse
while Japan is more
homogenous)
There are more
implicit cues in
Japanese
communication as a
result
Insularity/nationalism
for both countries
manifest in different
contexts
Traditionalism
resonates more in
Japanese culture
when it comes to
social norms (i.e.,
cuisine, hierarchy)
The United
States and Japan
do not share
colonial ties
with each other.
Tensions were
highest during
WWII after
Pearl Harbor
bombing, U.S.
military
occupation set a
new precedent
for country
relationship;
now considered
one of the
strongest global
partnerships
U.S.-Japan Trade
Agreement and
U.S.-Japan
Digital Trade
Agreement
(2022)
No shared
trading bloc;
closest was the
TPP before U.S.
withdrawal in
2017
No common
currency ($ vs ¥)
Both use free
mixed market
economies
The U.S. and Japan
are about 10,000+
km away from each
other.
Large time zone
difference (can
range from 13-19
hours)
Japan is isolated as
an island nation
Japan is much
smaller (the size of
California, but
higher population
per capita)
More difficult
access to goods and
resources in Japan;
U.S. has easier ties
with Mexico and
Canada
Robust
transportation and
intracommunication
systems within
Japan; U.S. has
weaker national
transportation
infrastructure
Japan is more
susceptible to
natural disasters
GDP per capita:
$63,593.40 in
the U.S. and
$40,193.30 in
Japan (2020)
1
st
and 3
rd
largest world
economies
Inflation
trajectories of
both countries
are polar
opposite. U.S. is
currently
struggling with
inflation
concerns
(Fujikawa,
2021) while
Japan continues
to suffer
deflationary
pressures that
are driving
consumer
prices down
and stagnating
wages
Japan
experiencing
population
decline, which
will lead to
smaller
workforce (U.S.
still increasing
but will follow
the same
trajectory)
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
44
Figure 2
CAGE distance framework chart between the U.S. and Japan at the industry level (video games)
Cultural
Administrative
Geographic
Economic
Video games are
considered to have
“high linguistic
content”, where
differences are
most prominent
English to Japanese
localization is a
tough process (uses
different scripts,
indirect
translations are
frequent)
Some video game
series are heavily
associated with
each country (i.e.,
JRPG has specific
connotation
compared to RPG)
Mobile gaming
constitutes a bigger
proportion of
Japanese gamers
due to space
constraints and
constant mobility
United States
gaming attitudes;
perception that
more men play
games than woman
(the ratio is roughly
55/45)
In the Japanese
mobile gaming
space, the inverse is
true (55% of mobile
users are female)
JRPGs, action-
adventure are more
popular in Japan,
whereas shooters
U.S. and Japan use
different ratings
boards to assess the
content of games:
the ESRB for the
U.S. and the CERO
for Japan
While both are
non-profits, the
ESRB is a self-
regulatory board
with more
independence
If a game receives
an M-rating in the
U.S., you must
legally be 17 years
old to purchase and
show ID. In Japan,
it is similar for
CERO Z ratings
(but for 18 years of
age)
Acquisition culture
is different
Keiretsu is a
common form of
business
partnership that
links companies
together through
network effects
Geographic
clusters of game
development
are more varied
in the U.S.
Most game
development is
heavily
centralized in
Tokyo
(Nintendo is
rare exception
based in Kyoto)
Many Japanese
gaming
companies have
American
subsidiaries
rather than the
other way
around
Game
development is
more global
(i.e.,
outsourcing
parts of projects
to different
countries)
COVID-19
pushed game
development
more virtually;
During the
localization
process, distinct
time zones and
physical
distance require
very specific
timeframes for
communication
Proximity to
U.S. game
industry valued
at $40.5 billion,
Japanese game
industry valued
at $22.1 billion
(2022)
They are the 2
nd
and 3
rd
largest
gaming markets
behind China
Japan’s economy
is more
intertwined
with
entertainment;
major part of the
“Cool Japan”
initiative
Nintendo and
Sony are
Japanese
competitors in
the console
hardware sector,
whereas
Microsoft is the
sole console
manufacturer in
the U.S.
Japan once
dominated the
video game
industry (50%)
but it has fallen
under 10% with
the U.S. and
China
overtaking its
position
(Buchholz, 2021)
Japanese labor
costs are rising
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
45
and sports are more
popular in the U.S.
China is an
important
consideration
in the gaming
industry with
China becoming
a star player;
economically
closer to Japan
(Phillips, 2022)
Figure 3
Hofstede’s cultural dimensions comparison between the U.S. and Japan
https://www.hofstede-insights.com/country-comparison/japan,the-usa/
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
46
Appendices
Appendix A. Interview Questions and Answers with Dr. Serkan Toto
Could you provide a temperature check on Xbox’s performance in Japan?
The best way to describe it is a struggle. Microsoft never really took off despite trying for
decades, but everything else works well for Japan. For Microsoft overall, Japan is one of the
biggest markets. It is one of the biggest economies in the world, there’s a lot of people here as
the 11
th
most populous country. So, Microsoft does make a lot of money in Japan, except the
Xbox.
So, the Xbox is very much an exception to the rule compared to their other products and
services?
Yes.
Got it. When I did some research initially, I know that the Xbox didn’t have the greatest start in
Japan. They were trying to find ways to adopt the Xbox 360 (in Japan) after the original Xbox
went out with a whimper even though they considered it an essential gaming market. They tried
to make adjustments, such as making it slimmer and making it more adaptable to the house. It’s
very interesting now that a lot of the PR from Microsoft executives claims that Japan is the
fastest growing market for [them] and it’s interesting how they’ve persisted and viewed it as an
important market despite [the Xbox] not flourishing as much as it did before.
There’s a couple of points about that. First, Microsoft has the money to do so. If it was an
American company, they would have stopped fifteen years ago. But Microsoft is such a
profitable company that they’re able to pump money into the Xbox brand in Japan. They’re
losing so much money every single week, every single day, every single month, so Microsoft can
stomach the loss from a financial perspective. I think the second point is that one of the big
reasons Microsoft is still doing that is because as you alluded to, Japan is still a major force in
gaming, and they want to have a certain presence in Japan. It reminds me back in 1999 when I
did an internship at General Motors (GM) in Japan. It’s another giant corporation that is quite
successful in its home market in the U.S. when it was unbelievably profitable, whereas they had
almost no presence in Japan. And they told me that the reason they were in Japan was for the
representation: they were the biggest car company in the world, and they couldn’t not be there.
Microsoft wants to represent, they want to show that the Xbox brand exists, and even though
they are not making any money with it they still have business in Japan. And there’s also a
certain level of corporate pride and the branding that comes with it.
If you had to list out two or three key differences between the U.S. and Japanese gaming
industries that someone should be aware of, what would they be?
One of them is on the supply side because of the much bigger competition in Japan. In Japan,
there are 10-15 publicly traded video game companies, and about six or seven of them are really
big. These are large-scale companies that have a billion-dollar valuation at least such as Konami,
Square Enix, Sony, and Nintendo. You don’t have that in the U.S., and in terms of video games
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
47
(not mobile games or PC games), there is a much richer ecosystem on the supply side with
smaller and mid-sized video game companies that are not publicly traded, as well as big publicly
traded companies on top of the pyramid.
On the demand side, I would say the biggest difference is one of taste in games and design and
genres. In Japan, the number one genre is RPG, and in the U.S., it is first-person shooters and
sports games. It’s not like people don’t play these games in Japan, but they play a much smaller
role in the gaming company compared to the U.S.
That was one of the stereotypes I had about gaming preferences as well. It was entrenched in my
mind that RPGs tended to be more popular in Japan compared to the U.S. and FPS and sports
were bigger in the U.S., especially when I look at the NPD numbers and see Call of Duty,
Madden reliably in the Top 5. In Japan, you usually see Nintendo games dominating the charts,
with the exception of a popular series like Dragon Quest or another prominent RPG.
It also changes all the time. As we speak right now, Nintendo controls 80-85% of the Japanese
video game market because the Switch is such a big platform here. The conversation would be
different five years ago when the PS4 was big and the Wii U never really sold. American users
play Japanese games, but Japanese users don’t play American games.
Much of the coverage I’ve seen about Microsoft trying to break into Japan was the need to tailor
their selection more to the Japanese. Xbox is selling better with Series X/S than the Xbox One.
Are consumer needs moving towards Xbox games, or is Microsoft better adapting to the
Japanese market?
I think it’s a little bit of both. If you look at the first Xbox, Microsoft didn’t do a lot of original
Japanese games, and it completely flopped. Bill Gates was over in Japan presenting the console
while he was still working actively for them. With the Xbox 360, Microsoft had localized games
made in Japan only for Xbox. Some of them are collector’s items now, and that didn’t work.
They soured on the Japanese market, and when the Xbox One came around there weren’t a lot of
games made in Japan for that platform anymore. And now with the newest Xbox, Game Pass is
the biggest seller. And I think the big driver for Xbox Series sales is that subscription service.
It’s not that Microsoft did a lot of Made in Japan” games like the Xbox 360 times. They don’t
secure a lot of Japan-only games for themselves either; it’s really driven by Game Pass.
And the second point is that you can’t really buy the PS5 in Japan. The Xbox supply situation is
not great in Japan, but it’s much better than the PS5 situation. So, if you want to play next-
generation games now, financially and time-wise, you probably have to buy an Xbox Series X
and that is helping Microsoft this generation.
That’s absolutely true. It’s also the same case in the U.S., where it’s still difficult to find a PS5 or
Xbox Series X. You can’t walk into a store and find it; you have to order it ahead of time to
purchase one. I have seen Xbox Series S on the shelves whenever I go to Best Buy or Target, but
I cannot find PS5 or Xbox Series X.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
48
In Japan, you will sometimes see the Xbox Series X, but you will never find the PS5. I am in the
retail stores all the time as part of my job, or “channel checks” that I do for my clients, and I still
haven’t seen one.
There’s been a lot of speculation about the possibility of Microsoft trying to acquire a Japanese
gaming company. First, do you think this is a real possibility for Microsoft given that Japanese
business law and culture poses different challenges to the U.S. Second, why do you think
Microsoft hasn’t taken a similar approach to Sony in going after specific Japanese titles?
Sony has a homefield advantage. Even though they’ve closed down development and
deemphasized Japan as a target for their consoles. They’re also allocating more hardware away
from Japan, they’re still a Japanese company. The Japnaese economy is much more closed than
the American economy and reflects a different business culture. There’s peace of mind with a
Japanese gaming company talking to another Japanese gaming company rather than Microsoft,
for example. Another point is because of Microsoft’s poor performance in Japan, that really
hasn’t instilled a lot of confidence in the local game makers that their games will be taken care of
properly in terms of marketing and customer support. In addition to homefield advantage, Sony’s
hardware is selling better overall.
Microsoft can do the same thing as Sony and sometimes go out to buy individual games for
timed exclusivity, but it is a different approach. The biggest reason for the different approach is
that Sony doesn’t have the capital that Microsoft has. They cannot go and buy Activision
Blizzard because it would have been half of their market capitalization, unless they pulled an
unbelievable financial stunt. You’re looking at two totally different companies in terms of size,
capital, power, and clout. Sony has to be more creative, and you can see that in their strategy.
With Nintendo and Sony being Japanese companies, that certainly is a factor when you consider
that Microsoft is the only non-Japnaese company of the three competing in Japan. Even though it
plays a role, do you feel that when someone says that Microsoft isn’t doing well in Japan
because there’s immediate preferences towards Nintendo and Sony that it’s overblown, or is
there a more complicated mix of factors?
I think it doesn’t really play such a big role in this game. If you look at Apple, the iPhone is
unbelievably popular in Japan even though there are homegrown companies like Sony and
Panasonic that have their own handsets. The iPhone was accepted, and Apple became an
unbelievably popular brand. I think the American factor doesn’t play a role, but I think the real
problem for Microsoft was something we haven’t mentioned yet. When Microsoft launched the
Xbox in Japan, the initial batch of Xbox deliveries were really faulty in terms of hardware
quality with the “red ring of death” not only in Japan, but America and everywhere where the
Xbox was sold. Because Japan is a country focused on perfection, service, and the expectation
that everything works, it scarred Microsoft for life. That initial failure meant that some Japanese
customers never looked back, and they just bought a Playstation or Nintendo device as their next
console, which was bad branding and PR for Microsoft. But Microsoft being an American
company and having a strategic disadvantage probably isn’t the case.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
49
We’ve talked about Game Pass being an attractive option for the Japanese market as a more
affordable option and letting users access a larger catalog of games. Another initiative is xCloud
that is still testing the waters, but offers the opportunity to play games on a mobile device or
screen. Do you feel that because mobile gaming is such a dominant force in Japan that xCloud
could benefit from it in the future?
It makes sense on paper, but it’s a little bit conceptualized. It sounds so good on paper that
maybe it has to be true, but as you noted it’s not a big deal outside of Japan. There are some
deals with carriers in Japan to bring xCloud to people’s devices, but it seems like a non-factor
right now. The big point is really about Game Pass. To also add this point, don’t forget that the
average game cost in Japan is higher than the U.S. So, if you want to buy the latest Xbox or
PlayStation game, you pay more than the U.S. There’s less discounts and less ways to save
money. In light of that pricing policy, the Game Pass offerings look even better in Japan than the
U.S. or Europe, where you can get certain games two months after release for $30 instead of $60.
Of course, in Japan, there are discounts, but they don’t have the discount culture as seen in the
U.S. And again, that makes the Game Pass offering even more attractive to Japanese users than
people in other territories.
In terms of the yen (Japanese currency), how much is the average game cost?
8,000 yen. It depends on the store, the game, and the platform, but it is not unheard of.
Do you see a future where Microsoft could rival Sony in terms of market share, and what do you
think is Xbox’s ideal positioning in the Japnaese market?
Their ideal position in the Japnaese market is that they’re killing Sony and turning the tides, but I
think that’s going to be difficult. What Microsoft really needs in Japan is an Activision Blizzard
type of deal. They need a big solution. Making Game Pass a little more attractive, purchasing
SEGA games to put them into Game Pass, agreeing to put a game like Final Fantasy XVI on
Game Pass these are small steps that help, but if they really want to make a big step ahead in
the Japanese market, they have to pull out their camera. You cannot make baby steps anymore
because Sony’s too big for that, Nintendo’s way too big for that. To create meaningful business
in Japan, they need a big solution.
Are there any final remarks that you wanted to add that weren’t covered by the questions?
I don’t think so. The one thing I really wanted to focus on earlier was the initial disappointment
from the Japanese user base from the Xbox’s hardware quality. I guess one more thing to note is
that the Japanese has a religious, fanatical obsession with quality. You can make American users
mad when you deliver low quality products and things get broken, but in Japan it is on a
completely different level. When you disappoint the Japanese consumer, it’s almost impossible
to get them back. This is one of the factors that’s not being discussed a lot when talking about the
failing performance of Microsoft in Japan. The first impression of the Xbox in Japan was so
negative that Microsoft basically never recovered.
XBOX’S COMPETITIVE ADVANTAGE IN JAPAN
50
Appendix B. Interview Questions and Answers with Mr. Nathan Brown
Could you give a temperature check on Xbox's performance in Japan (past and present)?
The only Microsoft console to make anything you could reasonably call headway in Japan was
Xbox 360, with sales of 1.6 million, which can largely be attributed to the extra focus Microsoft
put on Japanese studios during that generation four of the top five selling Xbox games in
Japan were Xbox 360 exclusives (see above link). But across Xbox’s 20 years of existence less
than one third of one percent of console sales have been in Japan. Phil Spencer has promised to
do better in the Xbox Series era, and there’s already progress of sorts: Series S and X have
already outsold Xbox One. But that’s a low bar to clear indeed. I think Game Pass alone should
see Xbox enjoy a certain level of success this generation, but only in the context of itself. I
highly doubt Nintendo or Sony are losing much sleep about being overtaken in their home
market.
What are the key differences between the U.S. and Japanese gaming industries?
Speaking in extremely broad terms, as a rule the Western game industry dreams a little bigger,
and thinks more globally. Western companies spend more on development on the assumption
that their games will find a big global audience and make a lot of money. Japan, by and large,
tends to have fewer resources to play with, and tends to think of its native audience before a
global one. (Japan’s industry tried to reverse this in the 360 era, but it didn’t really work: there’s
some good stuff on this here). Western developers tend towards realism, and Japanese to fantasy.
And while western gamers prioritise PC and console, in Japan mobile is equally, if not more,
precious. This isn’t just about phones: PSP was huge in Japan, largely thanks to Monster Hunter,
and I’d venture that Japan’s love of portable play isn’t only key to Switch’s success in Japan, but
was a driving factor in its original design.
Do you think Microsoft competing against Nintendo and Sony as the only non-Japanese
company plays a role in their weaker performance?
Honestly, I don’t know for sure. It’s a popular theory but I don’t think Xbox’s hitherto struggles
can be blamed on patriotism, or nativism, or whatever you want to call it. Instead, I think it’s
simply a reflection of Microsoft’s failure to offer a value proposition that appeals enough to
Japanese players to enable it to break through. Sure, it signed up a few exclusives in the Xbox
360 era, and that worked reasonably well. But let me put it this way: would you choose an Xbox
console to play four Japan-made exclusives, if doing so meant losing access to the dozens of
Japan-made exclusives on PlayStation? It’s only ever going to be additive, I think, the thing the
committed, and monied, core gamer buys when they’ve bought everything else.
Microsoft’s Xbox strategy centers around acquisitions (Bethesda, Activision). There’s a lot of
speculation about them trying to bring a Japanese gaming company under their roof. Is this a
real possibility given Japan's corporate governance, and is it a necessity?
I think the article I wrote about this speaks for itself, though one thing I’d add that I perhaps
didn’t focus on enough in the piece was that if Microsoft really, really wants something to
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happen, then it can make it happen. As we’ve seen from the Activision deal, it will quite happily
pay through the nose for a company mired in scandal. It is willingly submitting itself to an
antitrust investigation and a number of misconduct lawsuits because it believes having Activision
in its stable will improve its gaming business. So yes, there are a lot of barriers to overseas
companies buying Japanese ones. But when you have access to infinite money, there are few
barriers that can’t be scaled.
I certainly wouldn’t say that a Japanese acquisition is a necessity for Microsoft. In fact I think it
could be counterproductive in a way. There is already unrest at the flurry of consolidation going
on around the game industry, but gamer’s darlings have, so far, been largely left alone.
Microsoft’s acquisitions to date have been almost entirely focused on the west (the exception
being Tango Gameworks, which it got as part of the Bethesda deal). If it starts picking up
Japanese companies and taking their games off PlayStation/Switch there will be uproar, and I’m
not sure that necessarily translates into sales. It just means a chunk of players don’t get to play
games that they would otherwise have bought. If you’re on, say, iPhone, and some new game
launches exclusively for Android, you don’t just go and get a new phone, right? Players who are
comfortable in the PlayStation or Switch ecosystem aren’t going to drop them because a game
they want is now only on Xbox. My fear, if I were Microsoft, would be that buying a Japanese
studio wouldn’t lead to that many new console sales or Game Pass subscriptions, and that it
would just mean games selling less because they’re less widely available, and western fans of
Japanese games having a stick with which to beat Spencer and Xbox.
Xbox’s flagship initiative Game Pass is an attractive option for its cheaper price tag and access
to games. Is this the key for Microsoft to make more headway in Japan?
I don’t have much insight into how popular subscription services are in Japan. I can certainly see
it bringing success on PC, though, and mobile. There were rumors going around a couple of
years ago that Microsoft was trying to get Game Pass on Switch; something like that would
surely do very well. And since Microsoft’s long-term plan is untethering Game Pass from
dedicated hardware be that through an HDMI streaming stick of some kind, a native smart TV
app, or similar then yes, I can see that penetrating the market in a way that Microsoft’s
consoles have not.
What do you believe is Xbox’s ideal positioning in the market?
As I said above, I think it’s more about Game Pass on non-dedicated hardware PCs, phones
and tablets, and down the line TVs than it is about signing exclusive games or buying
Japanese companies. I think Microsoft has long since realised that it will always be in third place
in Japan, and has pretty much made its peace with the fact. Unless it acquires PlayStation or
Nintendo, of course, but honestly I’d rather not think about that. The sky would fall in.