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J PROD INNOV MANAG 2013;30(1):186–188

© 2012 Product Development & Management Association


DOI: 10.1111/j.1540-5885.2012.00994.x

Book Reviews

Book reviews in this issue: The three principles of Repeatability can come in as
handy in taking the readers someway nearer to the open
• Repeatability: Build Enduring Business for a World of
secret: Find sustenance in your
Constant Change
• Innovation and Marketing in the Video Game Industry: i. Strong, well-differentiated core—Principle 1,
Avoiding the Performance Trap ii. Clear non-negotiables—Principle 2, and
iii. Systems for closed loop learning—Principle 3.
Repeatability: Build Enduring Business for a Principle 1 will lead you to ponder the assets and
World of Constant Change capabilities lying at the heart of this differentiation. Busi-
ness problems are often always unique in perspectives
Chris Zook and James Allen. Boston: Harvard Business and prospects, commonly inviting a project management
Review Press, 2012. 288 pages. US$30.00. approach in individual situations. This resource-based
outlook allows repeating your thrusts with a process ori-
entation and strives for attempting perfection via practice
Zook and Allen’s Repeatability is a careful study of a (p. 67) in arriving at a solution. Leveraging the core
very serious business question: how to keep going when makes the responses profound, powerful, and reflective in
the going is uncertain. Popular belief has it that tough a demanding business context. When you consciously use
gets going when the going gets tough. Repeatability adds your strengths, you know you can repeat yourself at ease.
the notion that simplicity gets going when the going gets Zook and Allen’s propositions are so straightforward
complex. Untie the knots. See through the maze. Stick to and obvious that you almost get to view them as axioms
the core. And, take it from Repeatability, you are there. rather than some rigorously conceptualized theories. This
To remain simple, stick to the core of your existence. is the precise strength of Repeatability. It reflects the
Complexities compound as companies grow. Think of essence of practice from beginning to end. Zook and
size, diversity, or focus. Each contributes its share of Allen were at such precincts of practice since their 2001
complexities. Unless the companies can create a path on publication (2001), updated later in 2010, just prior to the
their own going in this wilderness, they are certain to fall coming of the present scaled up text (2012) in the similar
prey to the multitudes of Darwinian onslaughts and go vein. According to its Principle 2, not everything in a
extinct in the process, like a good majority of the business business is negotiable. Those which aren’t negotiable
species which populated honor scrolls until the other day. determine its character. Business crises come to test you
Question of sustenance troubles one and all, in all on non-negotiables, not on the business as usual. When
ages, subtly or otherwise. The closer to the solution you the question faced is of making a choice between the
reach, the longer you survive. In a 2003 paper, Hamel and arduous path and an easy way out of the impasse, the role
Välikangas argued that companies need to be resilient: of core values and beliefs (p. 104), like The Nike maxims,
“In a turbulent age, the only dependable advantage is a carefully chosen example of MSC Industrial Supply
superior capacity for reinventing your business model Company, turnaround of DaVita, could be the cases in
before circumstances force you to.” More recently, Mark point.
Johnson (2010) brought out that it is the way you do Then you keep learning on and on. It’s all rosy when
things in your business that makes all the difference. So businesses taste success. Zook and Allen caution that they
you better organize things well, go after the hot pursuit of must not be oblivious ever of the elusiveness of adapt-
the barriers to your transformation; thenceforth, if you are ability. Challenge of uncertainty tells that “there can be
to taste success at the end of the day, for whatever you did no simple panacea for businesses with a model that needs
to reach here cannot take you there. You ought to undergo to adapt, and with a management team feeling anxiety,
reincarnation periodically, in order to continue through fatigue, resource scarcity, the pressure of quarterly earn-
the ages. ings, and uncertainty about what the right answer may
BOOK REVIEWS J PROD INNOV MANAG 187
2013;30(1):186–188

be” (p. 131). Nothing can be closer to truth. Now the mind. It has a rich repertoire of powerful examples, many
question will loom large: where do we learn from? clues for making our own organizations more “repeat-
Repeatability has it for us here that it ought to be from all able.” In spite of all these, the book is pleasantly “simple”
around, and in closed loop (Principle 3), as Apple, LEGO to peruse from cover to cover, exemplifying its “repeat-
Group, Proctor & Gamble epitomize. Learning for them able” model in its own way. It has been so far a wonderful
happens from the Core Customers, Key Operations, experience reading the book. Doing it at a slow pace, with
Frontline Employees (closer to the customers), and reflection from time to time on one’s own experience, can
opportunities galore. Mighty experience curves provide become an additional source of enjoyment for some, who
an ocean of limitless opportunities, in pushing all the might get a guided walk down the memory lane this way
frontiers of quality, delivery and cost backward, which with a possible reflection on their experiential barriers
the proficient companies actively pursue as the essence of and enablers.
strategy. Systems for learning are becoming a now
“essential test” of the robustness of all strategies (p. 157). References
The following chapter on leadership behavior then
seeks to help a CEO and the management team to sustain Hamel, G., and L. Välikangas. 2003. The quest for resilience. Harvard
Business Review 81 (9): 52–63.
and adapt the repeatable models of their company, and to
Johnson, M. W. 2010. Seizing the white space: Business model innovation
fight the drags thereof. CEOs ought to support and for growth and renewal. Boston: Harvard Business Press.
sponsor the guiding principles to the hilt. The CEOs must Zook, C., and J. Allen. 2001. Profit from the core: Growth strategy in an era
own the learning processes too, for the employees would of turbulence. Boston: Harvard Business Press.
love to excel in some cause to which their boss is sold. Zook, C., and J. Allen. 2010. Profit from the core: A return to growth in
turbulence. Boston: Harvard Business Press.
People love to be part of the A-Team in their organiza-
tions. CEOs should make it a point to relate with their
S. S. Pal
people on a simple note and so will their people be, which
Amity University Business School, Noida, India
the leaders ought to facilitate.
The authors conclude the text by underscoring the
utility of simplicity in underpinning the essence of the
Repeatable Models. One must make great effort to
achieve simplicity, which is more easily said than done.
In a lighter vein, readers can easily recall their painful (!) Innovation and Marketing in the Video Game
experience of elementary math classes, when they were Industry: Avoiding the Performance Trap
asked to simplify a complex mathematical expression of
that level, and how confusing it was. Unless they had David Wesley and Gloria Barczak. Surrey, UK: Gower,
learned the real expertise to simplify, they’d always get 2010. 266 + xiv pages. US$124.95.
the answers wrong; simplification would be most
complex art and craft at every standard respectively. This
conundrum continues and assumes only larger proportion Rock stars, athletes, first-person shooters, and personal-
in personal and professional life as we grow up and come ized characters that video game players adopt or embody
to confront bigger challenges, uncertainties notwith- are modern innovations. But how did video gaming win
standing. “The growth of complexity makes organiza- its mainstream role, and what lessons can be learned from
tions (primarily) confused about who the customer is” (p. its past toward future new product development (NPD)
194). All hell breaks loose; responses become erratic, success? Innovation and Marketing in the Video Game
hegemony and self-punishment in the name of attempting Industry addresses such questions with an historical
customer satisfaction coming to stay put at the either end analysis of industry players that have engaged, skirted,
of the same spectrum. and flirted with potentially disruptive innovations.
The book includes Top Ten Conclusions at the end, Authors Wesley and Barczak provide an analytical
three Appendices on authors’ Research Methodology, chronology of the growth of the video game industry
a Repeatable Model Diagnostic tool, and a Summary (VGI) from the early 1980s. Enduring players Nintendo,
of Top Thirty Case Studies, respectively. This further Microsoft, and Sony are prominent as the writers review
enhances its value for the readers. Overall, this is a well- the emergence of various product innovations with an
researched read, which a connoisseur can be recom- introduction, 11 numbered chapters, a conclusion, and
mended to consume with careful and closer application of an epilogue.
188 J PROD INNOV MANAG BOOK REVIEWS
2013;30(1):186–188

The book’s introduction specifies powerful factors Microsoft Xbox brand’s growth while illustrating the
accounting for the commercial resilience of video gaming evolution of customer needs from performance features
that include: first, a “staycation” (p. 3) effect, whereby like speed and graphics to services such as social online
outside-the-home entertainment price inflation drives play with controller-based player interactivity. The fifth
people to engage in home-based leisure pursuits; and chapter entails the Game Boy brand and other handheld
second, attractive innovations by game publishers and devices that helped bring gaming to the adult mainstream.
hardware engineers, whereby new designs appeal to Underscored is the Apple iPhone, hailed as the “first truly
wider segments of the populace. The authors then illus- successful” (p. 99) technological convergence device
trate how VGI companies seeking innovation often focus (Jenkins, 2006) in the video gaming space, serving vari-
on acquiring and marketing cutting-edge technology or ously as mobile gaming console, video game point of
design architecture, and that chasing such breakthrough purchase, Web browser, social networking tool, et cetera.
capabilities can lead organizations to overlook ful- Chapter 6 is a cautionary tale of rushing untested prod-
filling customer needs in the “performance trap” (p. 5) ucts to market, while the next chapter describes the case
phenomenon. of a typical performance trap. Industry standard adoption
Chapter 1 explores the case of how juggernaut Nin- or establishing dominant design is detailed in Chapter 8.
tendo launched the early 1980s gaming industry perfor- Chapters 9 through 11 analyze recent innovations in
mance race by catering to dedicated or “hardcore” game easily accessible or simpler games adopted by heretofore
players. The authors point out that the inertial pull of nongamers. For instance, in place of hardcore or complex
exploiting established technologies, products, and strate- games are casual gaming products such as Nintendo’s
gies can actually be a powerful delimiter as such firms innovative Wii (pronounced “we”) titles, plus arcade,
shy away from producing disruptive innovations, and that puzzle, and music or party games like Guitar Hero.
Nintendo dodged this bullet by repeatedly employing The conclusion is a lucid assemblage of reminders,
an outside-the-mainstream perspective. Notable VGI axioms, and insights related to the book’s case examples,
innovation occurred as the sector moved beyond simple with both industry successes and failures providing
arcade-style scoring games toward increasingly complex innovation management lessons. Clearly, successful
action games with engaging story lines and characters. A VGI innovation involves avoiding the performance trap
gaming “product life cycle” (p. 24) is seen to begin with: through research and NPD ideation practices that lead to
(1) early game and console development, that (2) begets valued gaming experiences among customers, a theme
feature creep and complexity, and which later leads to (3) reinforced in the epilogue concerning sector trends and
the subtraction of certain elements resulting in simplified future pathways.
games, and subsequently renewed new product success; Innovation and Marketing in the Video Game Industry
i.e., a sequence of simple to complex to simple. Chapter interweaves insightful industry understandings with
2 further chronicles Nintendo in an industry standards- product innovation theory in a case-based format that
setting context. Other issues discussed include youth should interest industry professionals and enthusiasts.
gambling, violent content, monopolistic practices, and Students of marketing and strategy will value the work as
product piracy. Introduced is the significance that func- thorough case research of a domain rife with innovation.
tional attributes like image detail can have on customer As an academic textbook for sector-specific courses or
attraction and retention as game players build emotional study, it is the only game in town.
connections with in-game characters. Also shown is the
strategic importance of independent game development
studios that can be attracted or repelled by licensing free- Reference
doms or constraints.
Jenkins, H. 2006. Convergence culture: Where old and new media collide.
The third chapter reviews Sony’s mid-1990s and New York: New York University Press.
later PlayStation product offerings, and it relates the case
of how disk-based media replaced game cartridges as Erik A. J. Johnson
a dominant product design. Chapter 4 surveys the Columbia University

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