Edwards (https://en.wikipedia.org/wiki/N._Murray_Edwards) has $100,000 + his savings of $100,000 and started an oil and gas company. He had 10% of a 2 million dollar company (Canadian Natural Resources) https://en.wikipedia.org/wiki/Canadian_Natural_Resources. When he found no oil in the hole he drilled in Saskatchewan…and found no oil. Murray Edwards has a net worth of 2.2 Billion today and owns the Calgary Flames. His three big lessons from business:
People: you need quality people around you; collaborative decisions;
Plan: you need a clear well defined goals, business plans in details; think big and small.
Passion: you need to love what you do…..
Pony-Poop: children have access to the toys or pony poop. The kid that chooses the pony-poop will be more successful. Why because that kid is smart; “there must be a pony if there is pony-poop.” Always see the pony and be an optimist.
A Novel Trick: ask the listeners to complete a quiz and email the answer for tickets to a hockey game.
The following is an analysis of Nintendo’s strategic position in the marketplace. What we’re looking at here is analyzing how they performed in the past, what are the strategic challenges? What is the challenges of their industries, because they are in several industries actually if you think about it, and how can they improve the performance? So hopefully, you enjoy.
As I said, it’s a strategic analysis of the consoles and handheld devices industry with Nintendo and where it fits within that. So it’s a hardware dedicated video game platform that we’re interested in understanding. That means we’re not interested in necessarily at the core of the software, which is where Nintendo actually does really well and they sell quite a lot of licensing etc. around their products and characters. It’s not the core focus, it will be on consoles. So just give an introduction, the team here, this is the team that we had and their names are below. I’ve just kind of made everyone anonymous. Because I thought it was more appropriate to do so.
Anyway, so here we go, let’s talk about the first thing. Let’s get a bit of a business overview here. So there’s a $4.6 billion worldwide market for hardware and games and software and this industry is very competitive and it requires a lot of intensive research and development. So that’s just the general gist of the industry, so how does Nintendo fit into this? What is Nintendo, first of all? Well, if you remember maybe as a kid, at least I did on Christmas day, getting a Super Nintendo was probably the best Christmas present I ever got. It was I think 1992 and I was pretty excited about it. I didn’t really know what it was to a certain extent. Well, that’s not entirely true. I did know what it was because a buddy down the road, he had the original Nintendo system and we used to play Mario together.
Anyway, so what makes Nintendo interesting is their core value proposition. What is it about Nintendo that makes them so strong in the marketplace? And I think there’s three or four, in a sense, core areas where they dominate, and its one is the plug-and-play. So here, much like Apple, it’s a user-friendly computer interface that you can use here and Nintendo allows young children to play video games interchangeably without any technical skill whatsoever. So you can swap in games easily done, and that was quite a significant initiative in the early ’80s. You also have this element of characters and trust. So you’ve got Mario, who’s basically a Disney-like Mickey Mouse and at the same time, you have parents who know that the video game content is tightly curated by Nintendo and it’s well-put-together. Everyone loves Nintendo products for this reason, right? And you also have this integrated closed sys, so like Apple or even we use in this sentence here, Amazon’s Kindle line of e-readers, Nintendo really needs to have cooperation from a whole ecosystem of publishers because it’s a closed system. They’re very controlling of the content that’s made and of course, this is the big revolution we’ll talk about later in terms of timing. They basically disrupted the arcade industry and video computer…computer games industries in the ’80s.
In terms of business units, we know Nintendo’s quite complex. It’s got quite a few subsidiaries and it really thrives on locking customers into their closed system through the appeal of flagship characters and obviously, we can think of Super Mario Brothers as that leading experience and software that everyone wanted to play. But we wanted to focus in on the console hardware itself because that is an area where we can parse and avoid talking about the App Store and Android stores in great depth which complicates our analysis quite a bit. So in essence, were treating Nintendo here as a manufacturer and in fact, they’re on the 8th generation of consoles at this point.
I think it’s important now to talk about the value chain that exists for Nintendo. So you’ve got this idea of a pretty well-established industry now. It’s about 25-30 years…35 years old actually. And it’s gone through quite a bit of change but there’s still some fundamentals. So you have publishers, they’re the people who are responsible for financing and managing the marketing titles. They’re very much a part of getting game developers to produce good content, and then launching it on various console platforms. So you can think, of course we’re talking about Sega historically, Sony, Xbox and Nintendo. Then you’ve got the actual developers, really a critical piece obviously, the people who actually create the games. Sometimes that’s third party, but sometimes Nintendo itself creates games in-house. But no matter what, you still have to have third-party developers to really give the ecosystem as it were, right? The array of potential games you can play. You want to give it the widest breadth as possible.
And then you’ve got at the core of it, what we care about here, is the console makers themselves and that’s Nintendo’s story directly. Certainly, consoles actually are a loss leader to a certain extent. That’s kind of built into the model and there’s a lot of in-house research and development that is undertaken to make the consoles effective and innovative, so you can think of when Wii came out there was a lot of R&D that must have been at play in order to make that major leap that they did in 2006. So you also have distributors, so those are obviously kind of connected to publishers in that they sell and get the video game software, part two and the consoles, to the various marketplaces. And of course, you’ve got your retailers, so you’ve got the classics, the major players like Walmart, but you also have these small boutique electronic stores like E&C Games on Spadina in Toronto, Canada. You know, these are enthusiasts who love Nintendo.
So you can actually see here then that… I’m just going to bring my cursor out, 1.87% is where they are and the industry is .84%. So the industry is unattractive but they actually are doing competitively well in an industry that is very unattractive. Still an unattractive industry, but they have a competitive advantage in an underperforming industry, interesting enough. You’ve got a 10%, so just giving a little more color to that, I don’t think it’s really worth getting into the nuance here. And again as I was saying, a return on sales is way more important than ROA. You could read that on your own time.
So looking at this in a more visual format, I’ve got this piston chart. You’ve got the industry average here… Sorry I can’t get this cursor out of the way. Maybe I’ll just remove the cursor. And then you’ve got industry average and you can see that Nintendo has a competitive advantage. If we look at just 2015 data… If you look at the ROS globally again, it’s 5% and then the industry is underperforming at -4.2% of less of the actual average there and you can see Nintendo has a disadvantage in the global economy but actually an advantage in the industry. A bit nuanced here, but basically the message is: “Stay out of consoles. Don’t go… If you’re going to start a new business, don’t try to build a plug-and-play console system for television sets”, that’s pretty much the message here.
But the console generation pressures is why arguably this is all happening. So the technology change makes every manufacturer of this hardware wary and probably weary as well because you have to basically start a new… Build a new console roughly every 2.5 to 5 years, and you’ve seen that. You’ve got your PS1, PS2, PS3, PS4, so clearly they have to generate new platforms regularly to stay relevant. And the ROS piston chart here, again just giving a little more flavor to this, it’s much like Macintosh’s 1984 situation with the Macintosh. What I mean by that is actually, the original Macintosh which was released in 1984 was actually not very successful. It wasn’t very powerful as a computer and as a result, of a lot of software developers really didn’t line up to build on the Apple Macintosh platform. Now, as a result, Apple struggled greatly. They even got rid of Steve Jobs, one of the founders of Apple in 1985 because of the struggles the company was under. So if you’re going to make a closed system, you better make sure your product is very very good. This is why consoles are just so unattractive if you’re unsuccessful in your product. Of course, Nintendo’s in this business because, you know, secretly if you can create a really great console and get lots of buy-in from software developers, you’re in the money as it were.
Expanding a bit on this, Michael Porter’s five forces are probably one of the most critical tools for analyzing any business, so we will just go through it really quickly here. Buyer power is medium… Sorry. As a Power of Suppliers’ medium, Buyers Power’s medium, Threat of Substitutes medium, Rivalry is high and Threats of Entry are low.
Let’s go through this quickly. So there’s a high dependency on outside manufacturers that produce key components or simple products. You also have the sort of everyone wants to work for the big three if you’re going to be producing software products or hardware, sorry. Again sorry, confusing… We’re working on the hardware suppliers issue here so the cables, the actual plastic casing and all this has to be accounted for, so they don’t necessarily have that much to pop supplier power, but another supplier would be the game developers themselves. So you might actually have a game that launches exclusively on the Wii U as is the case with Bayonetta 2. Here clearly they don’t have that much as a supplier power. They’re giving it up, they’re saying, “Nintendo you’re so great, we want to work with you”, so the relationship isn’t, you know, like Nintendo completely owns the suppliers that they work with. They can affect Nintendo’s success, and as I said earlier if they don’t want to play, if they don’t want to cooperate with you and build games for your platform, you’re in serious trouble.
On the buyer’s level, so buyer power, consumers are constantly looking for the next console, so they can kind of mess around with your goals, but at the same time they’re really loyal. A lot of people love Nintendo consoles, so it’s a bit of a mixed conversation here and sales of consoles are really all about the video games that are launched which are extremely popular. In fact, I remember when the Nintendo 64 came out, I was really excited about Goldeneye because that was an amazing game that my cousin had bought and was playing on his Nintendo 64, so I had to get a Nintendo 64 for that reason.
Threats of substitute is another key idea. Here it’s a… just to make sure you understand it, the threat to go do something else with your money, your time. So there’s obviously lots of substitutes now, particularly with smartphones and computers which we’ll talk about a bit. And then there’s the development of portal system,s which is good because you know, Gameboy and Nintendo DS actually really do well in this space, but there is always that threat. There’s so many other places and areas of activity that you can apply for entertainment and so as part of this, Nintendo’s responded by trying to create “a home entertainment centre” around their product.
Rivalry is really interesting. I mean, you can recall perhaps there was Sega company which eventually was disband. Basically, they in the 1990s were really competitive against Nintendo and really critical of Nintendo’s Super Nintendo and the Sega Genesis advertisements were really aggressive and even to this day, you can see a lot of game theory between the different players. So Sony and Xbox, they’ll try to time the release of their latest console in line with what their competitor is going to do. So it’s kind of a prisoner’s dilemma situation if you’re familiar with that theory.
And then you’ve got the Threats of Entry, it’s really not that high. People don’t want to go create consoles, particularly because of the fact that it is so difficult to do but an important point at the very bottom that I wanted to highlight is that entry is possible. In fact, that’s what Sony and Microsoft did in the ’90s. Of course, entry is possible when you’re a huge successful business already, when you look at Microsoft in particular and Sony as well. And I also want to point out at the bottom there, I don’t know if you can see that flashing thing there, okay.
So value creation, those three: the supplier, buyers, and substitutes. That’s the places, those are the ideas, factors that inhibit or allow for the creation of value. So and then if you look at the value capture side of things it’s the rivalry and entry that is really critical. So clearly the value capture area is a bit weak in this particular industry because of the intense rivalry when they’re competing to steal literally, take away customers or hopefully have customers buy both platforms or, you know, multiple platforms.
So I think we need to dive a little deeper on Nintendo’s brand identity and so again, I’ve already emphasized it’s about beloved characters, child-friendly and plug-and-play components, but I wanna understand what they did recently that’s quite fascinating. They’ve kind of moved to broad differentiated and again, we have to give a little background around what Michael Porter talks about here. If you can see at the bottom here you have four quadrants, so you’ve got on the left, you got broad and narrow and at the top, you’ve got low cost and differentiated. These are different businesses or positions that you could take as a business, so you could see that the arcades were narrow and low-cost. So they were only focused on, you could only literally play one game on an arcade machine and it was relatively low cost. It’s not like customers had to buy an arcade to play it. No, you actually had arcades, literally the places where you could play these games and for the longest time, I’d say Nintendo was quite narrow and differentiated. When we see differentiated, we mean premium so more expensive, exudes premium characteristics like distinctiveness whereas low-cost is not as distinctive so, clearly they are… They were for the longest time narrowly differentiated and then 2006 they said, “Why don’t we include…expand our market”, “Let’s go after adults”, “Let’s go after seniors”, “Let’s try to have fun with that” and that’s exactly what they did.
So customer segments is really important, I think. As you can understand, with the introduction of the Wii, Nintendo was really targeting on non-gamers quite a bit and if you look on the right I’ve got a quote here from Miyamoto, the creator of Mario and other major successful characters from Nintendo, was basically saying, “We’re trying to make it from machine that everyone, parents can love” this is what the brand is. And I think earlier on, I think in the business overview section I had sort of the value propositions of Nintendo, and here I’m saying that we’ve actually added one.
So you’ve got the plug-and-play closed system, beloved characters, child-friendliness but then you also have the non-gamers casual gamer segment. That’s what Nintendo said, “We’re going to take over in 2006 with the Wii” and they were very very successful in doing so. And again, their philosophy is it’s a toy. They are very much a playful company in that sense and the Wii contributed to the idea of who they are rather than detracting from it. They actually made a lot of sense for them, so you’ve got…and this is a really tough market. You have to have, you know, strategic issues here.
So there are a lot of strategic issues that they have to deal with and I’ve mentioned it earlier. As mentioned, you know, this decision of the short life cycles of their platform. So you have a lot of other issues as well like excess and industry…inventory. So for example of your console’s really unsuccessful and you produce a million versions of this device and only half a million are actually sold, then you’re in serious trouble and you have too much inventory, and as we’ll discuss later, there’s a resource intensive console life cycle again, so you’re constantly propping up and preventing the industry from going into decline through releasing a new console or literally distracting yourself which is what they did with the Wii. And that was really a critical move, by the way. So the traditional gaming to new neo-gaming, this is kind of how they managed to keep themselves propped up, and you can read a little more on this on the bottom. I’m not gonna go through this in detail.
They have some obvious strategic challenges. You’ve got cannibalization I’ll just mention, where you have handheld devices and then now Nintendo is considering working a lot more with other platforms like smartphones, very similar to what Apple had to do with iTunes for the PC, and of course as I mentioned again and again, the closed system disadvantages, I should say closed by the way. Nintendo is a premium game developer with exclusive hardware and so if you people don’t buy into it then you really suffer and there’s a nice little quote at then end there just to round this whole section up.
Industry trends, so Nintendo started multiple S-curves and I think it’s quite interesting just to see how they might have been…they might be about to be toppled by smartphone but it’s not totally clear what the future holds.
So here’s the story, you’ve got way back in 1980, you’ve got the PC revolution and arcades, the market is growing. And then the home entertainment games industry kind of explodes with Atari and Nintendo. Atari goes bankrupt pretty quickly but Mario Brothers and the Nintendo system is very successful and throughout the ’90s in 1995, you have a Nintendo 64 and you’ve got a lot of success. So that should be shifted over this thing here, probably should be over here but what… No worries. So you’ve got multi-dimensional games, 3D games, and then take a look at this. Basically they jump their own curve, their S-curve and bring in and reposition Nintendo radically with the Wii and that’s sort of been the curve they’re going on, and now we have… We are seeing further hybrids. Nintendo’s bringing out its own hybrid called Nintendo Switch, but smartphones are clearly disrupting them and this is in a very short period of time here, this is 2006 and 2007. So things are changing fast.
An interesting sort of look at what the consoles did. You had Nintendo, you had Super Nintendo, Nintendo 64, GameCube, the Wii, and the Wii U, you can clearly see the stock prices impacted by the success and innovativeness of a console. So clearly Nintendo’s Super Nintendo was I remember when I got it at Christmas like I mentioned earlier, it was a pretty big deal for me, and then Wii was also quite revolutionary because it was saying, “Let’s have casual gaming rather than hardcore gaming as the true value proposition of Nintendo.”
And I think the big challenge now is to understand, is this actually a glide path to history? Are the consoles as an industry in complete decline? And I think actually the answer is no, I think there’s still space here. But principally, I think also that the space is portable. People want to have the portability that a Nintendo DS or Gameboy allowed. Given that everyone is so used to smartphones now, the smartphone culture which has emerged in effect since 2007 since the release of the iPhone has been shaped by this drive towards portability. And actually, if you look at the performance of the consoles historically, Gameboy is actually one of the most well received consoles and Nintendo DS as well. So more so, than even the PlayStation Sony, the original CD-based PlayStation and PlayStation 2 was quite successful. So there’s a story here that people… The customers do like handheld devices and Nintendo needs to respond to that.
So now we want to look at sustainability. What is Nintendo going to need to do in the next couple years in order to remain relevant and grow as a business? Is it sustainable? Should they just abandon hardware, get rid of consoles and just focus on licensing their various characters? That’s a very legitimate question to ask, it’s a really legitimate question to ask because if you look at that industry as we already looked, at it’s not that great.
So we applied the VRIO approach here, so we’re asking the question is this valuable company? Obviously, they’re valuable. It’s a great manufacturer, well-known IP. Do they have the resources and capabilities? Yes, they’ve got the resources and capabilities, and is it easy to imitate them? No, it’s not easy to imitate Nintendo. They’ve got such a great reputation and style. I mean, I can imagine people could, it’s not that unbelievable to imagine but when it comes to the console, I don’t see that many big opportunities in the space. Although you could argue that with the Raspberry Pi anyone can build the console pretty quickly and do something cool with it. So I mean, I expect maybe the console industry to actually be disrupted independently of the software components, eroding of smartphones, eroding Nintendo’s profitability, but you also have the are they organized question? So is the firm organized? Nintendo is organized to succeed. I mean, they have had difficulties with CEOs not knowing where to go, being incredibly dependent on the success of consoles, the console that they launched, so those are also major issues but generally I think they’ve they focused on hardware which is has been a risk, but that’s their true identity. It’s a combination of software and hardware like an Apple. So, and as you can see with Apple, if you get things right the sky’s the limit in terms of profit.
Sustainability through innovation. So I just want to walk through these ideas about what Nintendo’s doing. They’re an industry where it’s a Red Queen industry, in a sense that you have to be running full speed at all times just to stay in place in the console industry because all these competitors, there they’re coming up with great new consoles to compete against you. And so I created sort of this quadrant system here. You’ve got on the vertical axis, you’ve got the real world to virtual and then to the left is ultra violent and the right as child-friendly. Clearly, Nintendo occupies that right side, the child-friendly side with Super Mario Maker and Pokemon Go which is augmented reality. So I can expect in the near future maybe they’ll do Mario Kart outdoors. I think that’d be hilarious, people running around in parks playing Mario Kart. And the competitors on the other side, there they’re just dominating in Halo, Battlefield, really graphic intensive games, high-resolution graphics.
So an interesting thought will be where do they go with this augmented reality? Do you think you can imagine people running around pretending to shoot each other? Probably not a good idea. But anyway… And then just to emphasize this is Mario’s Super Mario Run which is now available on Apple devices, so smartphones obviously. Big deal because for the longest time Nintendo refused to work with Apple’s platform, predominantly because of the terms and conditions and the commission that Apple gets for every company that has software on their platforms.
So I guess just to close off on this section, sustainability through new console adoption is critical. You need to get everyone on board and as I’m saying here, in order to succeed in 2016 everyone needs to switch to Nintendo Switch, and why I think Nintendo Switch is exciting because they are taking into account the revenue realities that, yes, Gameboy and Nintendo DS were the most successful Nintendo platforms. So if they’re the most successful Nintendo platforms then maybe we should make our console portable. That’s exactly what they’ve done here, so you’ve got plug-and-play, a closed system, as usual, beloved characters, child-friendly, casual gamer plus the new core proposition has to…core value proposition has to also take into account portability. So clearly, they’re making some great strides in the right direction. Of course, it all depends on execution. It depends on the execution for Mario Run, it depends on the execution for Nintendo Switch games, are the games any good? That has yet to be seen yet, so no judgment either way but that’s going to be critical. The actual customer experience has to be first and foremost.
Finally, I just want to talk about strategic options. You’ve got the sort of, you know, general launching more hybrids, which is what they’re doing with the Switch, continue with the idea of the home entertainment center with the Wii Karaoke you can see here, you know, there’s potential areas that they could work on. They certainly have also done some work on past glories and they could look into virtual reality like everyone else is trying to do, just to introduce some additional value to a really challenging industry with consoles. So one framework that I’ve applied here is Roger Martin’s five questions framework. And we’ve positioned this as two options, so you’ve got remain as a game, toy company, or become a technology expert. This is sort of a throwaway thought about what Nintendo could do. And I think they generally seem to be doing the right things as you might have noticed with the sustainability section, they seem to be kind of doing exactly what we’re talking about.
But this section just all popped up at once. There’s a lot of words here but the questions you have to ask for any strategic decision is what are your aspirations as a company? What do you want to achieve? If you want to remain a toy then you want to be the preferred toy to play at all time and you want to make sure that Mario is marketed even to the level of theme park ride and create situations where you play Mario as a toy and he’s a fun character. If your aspiration is to be a technology expert, Nintendo would have to go and extend its expertise into retail channels and probably go build some Nintendo stores in every urban center and have intense video game parties or what not.
Where do you… Where we play? Which is important, but what areas does our company need to play to win? So with the option one, remain a toy, the current profit profitable niches and then also a family in senior homes and casual settings. Same thing with the option to how do we win? This is kind of a key question, the character awareness, creation of new characters, expand the fun to other dimensions.
Option two, if you want to be a technology expert, you’d want to specialize in stores and promote Nintendo expertise, become the industry technology champion for high-resolution graphics, which is not what they’re doing as you know. What capability do they need to make this happen? They need to attract more technology and creative talent, acquire more Miyamoto-style talent, you know, the creator of Mario. If they want to be a technology expert they should hire retailer management from existing tech examples, IE, you know, hire someone from Apple Store who runs the logistics around that and get some experts actually in those stores like the Apple Genius Bar. Get some Nintendo geniuses.
Finally, management systems. What management systems do they need to succeed? In option one, if you want to remain a toy company you want to have that horizontal diversification to create different plat…different areas of your marketing and that includes a theme park, for example. We’ll throw that idea out there because Nintendo is so similar to Disney, it’s kind of shocking. And finally option two for technology experts, what would you do with the management system? What management systems do you need? You need that vertical integration within the value chain, so actually try to absorb the publishers and developers a bit more. Don’t try to diversify, so don’t go into theme parks or cruise ships or whatever you want to do with your loved characters. Stay within your niche and focus on the technology, and own the value chain, thereby making it more difficult to imitate.
So, in conclusion, that’s the whole presentation. Thank you very much for listening to this. If you have any comments or questions, awesome. Please leave them below the video. If you liked this video please subscribe to Professor Nerdster and thank you very much for your time.
References
1.Nintendo Annual Report 2016. (2016, April). Retrieved November 30th, 2016, from
10.Extensive Industry Analysis Interview with Erika Szobu: Youtube Personality (https://www.youtube.com/user/erikaszabo) at A&C Games on Spadina Ave, December 12th, 2016
There are a few critical steps to engaging in Business Analysis and Valuation. In this post, we begin with Strategy Analysis by looking at Financial Statements themselves as a means of describing business performance.
Step 1 is the Strategy Analysis: What is the core strategy of the firm?
How is the kind of firm you are dealing with reflected in their financial statements?
This work requires an understanding of the Financial Statements of the firm. What would you expect of this firm based on the balance sheet and income statement? These types of questions need to be answered using the classic MBA training test of Identifying the Firms from their Financial Statements. In order to Identify the Firms, first you’ll need to group the firms by Industry. So here are some classic industry traits.
Remember – these financial statements do not have to be from the most recent year.
US Steel – manufactures and sells a range of steel products.
American Insurance Group – sells a broad range of insurance products. Revenues include premiums from customers and revenues earned from cash received from customers. Expenses include amounts paid out or expected to be paid out for claims.
Gillette – makes and sells a wide range of consumer personal grooming products. Has made a lot of acquisitions recently.
Hewlett Packard – the firm develops, manufactures and sells computer hardware, with a large part of the manufacturing outsourced.
Household International : A firm that lends money to consumers for periods ranging from few months to many years. A big part of expenses is the estimated uncollected loans.
Interpublic Group : A media services firm. Creates advertising copy. Purchases ad time and space. Revenues are commissions for these services. Has made a lot of acquisitions recently.
Kelly Services : A “temp” agency. Hires out temporary help.
Lands End : An catalog based apparel selling firm. Most revenues through 3rd party credit card. Sells own branded merchandise.
McDonalds – Operates fast food restaurants, both thru firm owned as well as franchised operations. McDonalds often owns and leases properties to franchisees under long term leases.
Newmont Mining – Mines gold and other metals. R&D includes exploration costs, but can be zero if there is no exploration
Wendys – Similar to McDonalds, but Wendys owns most of its restaurants.
So, take a look at this spreadsheet and see which firm likely matches the above….
Answer Key: Identification
Start with what industry each of these companies likely works in.
9 & 10 R&D
1, 11, 12 No Inventory
1, 7 Receivables
2, 4, 5, 8 Net PP&E (Property, Plant & Equipment)
3, 12 no Long-Term Debt
7, 11 Cash/MS
5, 8 Inventory/COGS (Cost of Goods Sold)
Services businesses (law firm etc): (11) and (12)
If you have a high account receivables that means other firms, customer owe you money. This makes sense, you would expect the accounts receivable to be rather large, as you wait for the client to pay you. If you have high Assets number relative to sales that suggests that your balance is about holdings rather than sales.
Financial Services Businesses: 1 and 7
I would expect your Assets relative to sales to be high. Sales over assets should also be high. Financial Services also typically have a higher level of long-term debt.
Retailers : 3 Land’s End, 6 TJX
You would have marketing inventory here. Often renting space.
Branded (Supply and Retailers) (10) HP and (9) Gillette
Gillette and HP have high Research & Development costs. Branded firms also have SGA over sales ratios because they are heavily invested in advertising. If your cost of goods sold is low relative to sales that also suggests you have that markup indicative of branded goods.
Fast Food Chains: (5) McDonald’s (8) Wendy’s
Look at inventory divided by the COGS. – Fast Food are Price Setters!They have high turnover with perishable goods. They have some inventory and COGS is low margins COGS/Sales is low because of branding costs. They also have a high SGA/Sales due to advertising.
Recall that Franchising has COGS/Sales 70%
Wendy’s Owns McDonald’s Franchising
Asset 100 50 = 50
Sales 100 10 = 60
COGS 70 = 35 COGS/Sales
Assets/Sales 100%
Industrial Businesses: 2 , 4
Margin is 2%, they are “price takers/commodities” they have elastic demand. PP&E is very high in this case. The Balance Sheet should be larger than the Income Statement. They have high costs to sales COGS. Remember that balance sheets are snapshots of what I have what I owe.
You might have Ontario Mining Towns: boomtown lands 15 years, high fixed costs, risky business model. They have a lot of debt because they have assets as collateral. Junior mining companies have low equity so creditors are immense. The toughest part: Firm 2 is the mine: assets as collateral.
Upside: Creditor gets interest + principal.Down side: if the firms goes bankrupt you get the collateral. Creditors: unlike holder, creditor get small upside (capped) and a longer share of the downside.
People generally don’t like negative truths that expose something about themselves so let me caveat everything below with: this is just an opinion, there is no absolute truth on the subject but “this deal keeps get worse all the time!” is echoed by a subset of marketers called search engine optimizers, almost daily and I know why (or at least I imagine because I got out of that career path 18 months ago ).
SEO as a tough career path: Search Engine Optimizing is absolutely a useful skill. You can read and internalize the book “The Art of SEO” and help Google, the internet’s librarian, find relevant content. That work is useful, no doubt. The grey area is when people try to turn it into a career without the necessary madness and passion. Most SEO folk get paid to help content creators AND/OR/ARE content creators. What do they do? Compete for Google’s affections by attempting to reverse engineer how Google’s organic search algorithm works and cater to how it works. It’s a logical leap of faith in a crowded market of optimizers. The goal is to appear in the top position in the organic results of various key word searches since you get more clicks to your site that way. The best content should appear on the first page of the search results but considering the subjective nature of the “best”, search engine optimizers have been able to say their content or their clients’ content should be ranked as the “best” and often charge clients a fee for the promise of performance via technical and content prowess…The problem is that that strategy fails at a high rate, so they then promise they will do their best for their client which ends up being – like – more of a learning experiment for search engine optimizer/practitioner…remarkably similar to management consulting. Basically, you are an outsourced solution for a problem that no one with any brains wants to own because the solution has a low probability of success. In fact, the term SEO has been tarnished for several decades in reality…
Why? Short-term actors have simply tried (sometimes successfully) to game Google’s algorithm with paid links for example. Sustained success however is fraught with difficulty: there is only one webpage that can rank 1st for a given keyword, even if there are millions of keywords it ain’t easy to rank for one (non-branded ie “Pepsi” or “Disney”) keyword, second, there is no way to A/B test organic performance to see if what you are doing as an SEO is actually the cause of an improvement or drop in performance*, so if your client suddenly ranks in first position there is no way to know if your efforts were the cause…so you take credit for the good and disavow the bad like a standard politician. Fortunately, even well educated people love to draw a cause and effect between two things, have poor memories and are nice people. So you can craft a narrative to persuade them you are awesome. Complex problems don’t have silver bullet solutions. All good stories, however, have a cause and effect pattern, and everyone likes a good cause (seo techniques) effect (better search ranking).
Needless to say, the relationship with Google has been antagonistic since SEOs are paid to rank their client’s content over Google’s more objective measures. But the valued relationship is between content producers and Google. How’s that work? Google crawls and indexes websites, uses your servers’ bandwidth and scrapes informational content IN EXCHANGE those content creators will receive Google search traffic by appearing on the search engine results page (SERPs)…..
Google is Decoupling The Deal With Content Creators (No Click Searches Are The New Norm)…the problem is Google increasingly wants to provide the best answer without sending users to the sites that provide those answers. Instead of encouraging users to click on a link to a website like webopedia.com, Google is building a personal assistant solution working off the backs of content creators without giving those creators the benefit of that traffic. How? By answering those user questions directly on the search engine result page, placing organic results way down the page, below paid advertising.
Google’s changes over the years have moved further and further away from content creators, to exclusively manage the interests of users. Principally on the smartphone where clicking to a new webpage is a pain, Google has squeezed organic content creation down below their pre-set answers. The consequences are that more content creators will allocate budget towards paid search results and treat search optimizations as a nice to have long-term project of serendipity but not a short-run conversion source….”We won’t have a next year, if we don’t drive traffic through paid!” might be something you’ll hear more and more. Creating organic content has increasingly diminishing returns but it seems like we will need to evolve even further away from the “SEO-gets-paid-to-rank-principle.” Technical website improving has its place but it too is dubious as Google uses hundreds of factors to circumvent poor performing websites in order to get users what they want….
Google search has +90% market share, hence they have a competitive advance, in the UK, for example. Content producers have limited re-course for example, only if every website blocked Google’s crawler, could content producers influence Google’s policies? A virtual protest against Google might work if you got the BBC to block Google’s crawler…But then other websites would take advantage in order to rank appropriately for those terms. Game theory is a pain. And SEOs are either trying to game the search engine or support it. In either case, Google doesn’t and hasn’t ever really wanted or needed the help of careerist SEOs. Google wants great content to please customers. And makes pay per click (PPC) or paid advertising in the search engine result page a far more crass and transparent means of allocating a marketing budget as it pertains to Google.
The % of organic and paid clicks changed with Instant Answers were rolled out in 2018. Now that this is rolled out, entire SEO agency workflows are undermined in various ways. Meanwhile doing what is best for searchers is what Google has used to justify all kinds of unhelpful changes that undermine marketers.
On Video: Google is basically recommending lists of films….no foreign films….above actually movie sites.
On Weather: Google owns this search and is taking away traffic from the Weather Network…London, UK was the same, I can confirm from my pre-2016 days.
On Flights: Google puts its own results on flights above the airline’s own pages unless there is a PPC ad spend that these airlines are willing to shell out to Google.
On Sports: Google sports information on the search. It brings no traffics to the franchises
On Hotels: Google eats Trivago for breakfast, that’s why Trivago advertises on TV (to drive traffic to their brand name since Google also supplies options)…
On Best of Anything: Google wants to control the options AND they want to link to US sites for users in Canada, eating Canadian dog food companies for breakfast.
Facebook has killed organic reach for postings by only scaling out posts that go “viral”: I’m not getting the stories from my own extended family as a result. Twitter and Linkedin have been trying to show content that contains no links so that users stay on their sites. Reddit has tried to keep people on Reddit as well. YouTube has cut out the descriptions linking. Amazon is extremely stingy about links.
UPDATE October 2018…..
Rand Fishkin’s solution to these challenges is to continue to believe in something that is (career-wise) completely impractical and unwise that “If you can nail it [create the perfect, high ranking page, under budget], you will get tons of traffic to your site….” But it’s pretty much impossible to “nail it” with any consistency. The idea that because something is harder, it makes the best even more sought after completely denies the fact that there are massive externalities that determine search performance (i.e. luck, trends)….Oh and no one posts comments saying their campaigns fail 95% of the time because they are still trying to work in this industry. Fishkin is in a jam because he can’t say that what he has been evangelizing is a low reward career (for the vast majority) because he’s made the skill approachable, fun and his excitement does not match the competitive realities, which is a huge let down. Fishkin has left Moz in what seems like a pivot away from SEO entirely. That should tell you something right there…
Anyway….
The Bad News (all SEOs should know):
If you go to BrightSEO where false prophets grant you an away day, then you’ll hear a lot of complaining about the demolished value creation in the face of automated technologies that reward dwell-time on a page and other metrics you can only influence immeasurably which make sense for content but not for search engine optimizers.
There are little boosts of performance that string your self-worth along. Serendipity is what you’re experiencing often because Google doesn’t disclose what is working or not working independent of all the myriad marketers also trying to rank for a given keyword.
SEO is really a stone soup (you think you are doing SEO ie. placing a stone in an empty pot….when you are really creating unique content or providing technical search-ability….ie convincing the towns people to add vegetables, spices, chicken broth, meat thus creating a delicious soup), As such, SEO allows you to develop other skills: excel/presentations/persuasion/coding skills.
The performance of SEO requires that you pretend to have a secret solution that is attained through agency scaled R&D, however very often, knowledge share of techniques between colleagues is hampered by deadlines and a lack of codification/training.
*As I said above, A/B testing to control for what change has a causal impact on a website is notoriously difficult. This problem is massive in many industries so it’s not entirely fair to call out SEO. Here’s an example from the political realm: a politicians says that if their opponent was in power, then X bad outcome would happen….the problem is there is no way to access the parallel universe what that opponent IS in power, to control for time series, the same population the same everything else, so that you can PROVE that the if the opponent was in power, then X bad outcome would be a reality. With SEO, splitting out a website and directing Google to crawl two versions in order to reverse engineer how Google ranks your site is not allowed…because if it was then people would be doing a lot. Agencies are the closest to creating a control group for a given website in real-time against another website (similar website). But this is complex and requires rigorous tracking.
It’s often advantageous for companies to bring SEO in house rather then depend on an agency and then squeeze that employee into a Social Media and general marketing function…..
The Good News:
You don’t have to work in this field! If you can pivot out of it, then do so!
You might find the work really fun and have tons of passion for the work and so I say carry on!
Long-tail queries are still ripe for search engine optimization of content! (slow clap)
You can build interactive content! (with your giant budget)
You can build great content! (if so then get paid for that directly as a journalist or creative)
You can basically create content in the formats that the monopoly want! (as competitive as that is)
You can make a website perfectly in-tune with best practices (but no marketer and no web-development team wants to be wholly in the service of a search engine).
You can ignore this post because it doesn’t really rank for any keyword because I’m too busy to bother trying to get this page to rank, maybe you’ve found it through serendipity. Congrats and good luck. Chill and take this post with a grain of salt.
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