Square Enix 2004 Annual Report Download - page 7

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SQUARE ENIX 2004 05
In any case, we believe users stand to benefit no
matter what happens next in the coming era of network
gaming.
It is our view that these developments are occurring in
not only the TV gaming industry, but also the IT
industry as a whole.
Becoming the Largest and Finest Digital Content
Provider
A noteworthy point about the video game industry is
that it has increased the variety and quality of entertain-
ment through technology. The video game industry is
in the best position to take advantage of the technologi-
cal changes mentioned above. To this end, we believe
the mission of Square Enix is to lead the industry into a
new era of entertainment.
To be able to adapt to any industry structure, more
specifically, to take the initiative in designing the next
ecosystem, Square Enix must have influence over the
whole value chain, reinforce its financial capacity, and
enhance its presence to form broad-ranging alliances.
The former Enix and Square were similar in terms
of their commitment to the quality of their products,
but they had different business models and different
areas of business focus. As a result of the merger, the
two companies were able to mutually complement
these differences and achieve the above-mentioned
objectives in a short time.
In addition, both companies share a point in
common in that they were early to start initiatives in
network content and we believe this will become a
crucial cornerstone for our future growth, despite the
fact that both companies’ preeminence in packaged
Network is the Game.
Software Community
Content made
by game makers
Content generated
by users