Free Essay

Case Analysis of Nintendo

In:

Submitted By babyann11
Words 1529
Pages 7
Case Analysis Of Nintendo.

Introduction

Nintendo was established in1889 and was founded in Tokyo Japan. At that time it used to sell playing cards and had its hands in other businesses as well. Later in 1985 it entered the video game market and since then has come up with numerous products for the game lovers like the playboys and Wii etc. Some of the most memorable efforts by Nintendo are Mario Bros. and The Legend of Zelda which created a landmark for Nintendo. The company with its Wii introduction in 2006 has managed to take the share from its competitors and the product has managed to create a sensation in the market. (Corporate, n.d.)

Case Analysis

Statement of Problem

A problem statement identifies the key problem in the case which is at times evident while at times it has to be found between the lines. (Steiss, 2003) Nintendo responded to its competitors by creating a new category for the non-game lovers by providing them easy games. They did not even try to compete with the advanced technological games for the hard core game lovers. This would cause them to lose the customers because once people have played a lot of these games they would want to switch to some difficult or more technological games which Nintendo does not offer. Thus, it might harm the company as those people would then switch to other brands. The only reason why Nintendo created a new category overall was due to the reason that it could not compete with the technological advancement of its competitors. Thus the problem statement would be “Nintendo does not have enough resources to spend on the technological aspect of the games. It could be said that the company is not as tech savvy as the competitors in the industry.”

Relevant Facts from the Case

When the competitors Sony and Microsoft came up with some cutting edge technological games, Nintendo had to face a lot of downward shift in terms of their sales because their product was not as technological and as the Xbox and play station. As they could not compete with the state of art technology used by the competitors, so they shifted into a new category over all and started catering to a different target market. The company with Wii is catering to the non gamers with easier and less tech savvy games leaving the hard core gamers out of their target market. This can later become a problem for the company because once the non gamers have played a lot of it they would want to shift to a more technological game in general conditions. Then since Nintendo is not providing such games so they would shift to its competitors. In this manner there is a chance that the company might lose their target market.

The price at which Nintendo is being offered is very less as compared to its competitors which can easily portrays the difference in the technologies used by Nintendo and its competitors. Though Nintendo is adding more and more features to its Wii but still it has completely neglected a major portion which can be served very profitability which is that of the game lovers who are even more brand loyal as compared to the non gamers.

Additional Data

Nintendo is the market leader in the industry where Sony and Microsoft are seen following it. The sales for Nintendo Wii have far outreached the sales of its competitors. Nintendo focuses on the nontraditional gamers aggressively who constitutes for the 36% of the market which is between the age group of 18-24. Nintendo is viewed as amore of a family oriented gaming which focuses more on family and wholesomeness and is also user friendly at the same time. (Bogner, Hung, Wang, & Wan, n.d.)

Assumptions

The assumption for this case would be that Nintendo would not be able to match up to the technology of its competitors which are Sony and Microsoft. Since the case said that it did not even try to compete with the games with high tech graphics by its competitors rather it preferred going into a completely new segment and left the hardcore gamers not catered. It is assumed that the company does not have enough resources and expertise to compete in the field of technology with its competitors.

Identification of Alternatives:

Following could serve as the alternatives for the current problem:

* Could create a separate category overall for the traditional gamers by making complex games which might not be as technologically sound as the competitor’s but would require more of mental processing and other qualities that the gamers look for in a game other than the graphics.

* Outsource the technological part of the game development as the company itself is not able to compete with its competitors. By outsourcing the whole thing, Nintendo would be able to save its resources that they may be implying for the development of technology and that resources can be used in what has now become their forte that is developing games for the nontraditional gamers. By focusing all the resources over here, Nintendo would be able to sustain its position in the non traditional gamers market. (Carbaugh, 2008)

* Nintendo can collaborate with the technological companies that develop games. By this they would not have to use their resources for the technology advancement while the company with which it has collaborated will be completely responsible for the technological part. (Abramson & Kieffaber, 2003)

Evaluation of Alternatives

The traditional gamers might also look for factors other than technological advancements and graphics. The company should look for those factors and incorporate those in its games in order to attract the traditional gamers. This would require an extensive research and a complete strategy would be required to change its positioning from family oriented game to also the games for traditional gamers. The advantage of this would be that the company would then be catering the whole market of gamers which would mean more revenue. But the whole process for research and implementation would require a lot of time and money to the company. (Wimmer & Dominick, 2003)

The second alternative would take away all the hassle from the company as every responsibility would then be of the outsourced company. Nintendo could outsource it to the best company and thus get technology which would be good enough to compete with that of Microsoft and Sony. This would have a lot of advantage as the company would then not have any burden regarding the technological operations and could also get the best technology. (Carbaugh, 2008) The disadvantage of this would be the cost which would be very huge (Bogner,Hung, Wang, & Wan, n.d.).

The third alternative would get another reputed company on Nintendo’s board. By this Nintendo will work in collaboration of the other company that will master the technology aspect. By this it can take advantage by the other company’s name by co branding itself by the other company’s name and the other advantage would be of the technology that it would get from the other company. Since this collaboration will only be for the products for the traditional gamers thus the profit sharing would also be restricted to those products only. The disadvantage could be that Nintendo would lose the autonomy as then it will be two companies operating on equal shares. (Tamm & Luyet, 2004)

Recommendations

I think that the third alternative would be the most suitable in Nintendo’s case. By this it would be able to compete with Sony and Microsoft as it will then have the technologies due to the other company. This will serve as the solution to the major problem as it will then serve the traditional gamers market without spending too much itself. It will have a company collaborating with it which will take care of the technologies and Nintendo would not have to spend too much for it then. Nintendo will be able to serve the rest of the market which currently it is not serving due to its lack of technologies. (Bogner, Hung, Wang, & Wan, n.d.)

Implementation

The implementation could be done by first approaching various companies with a proposal. The proposal should offer them enough to attract them in collaborating with Nintendo. Once the interested partner is found a mutual agreement could be done which would declare the two companies’ partners for certain unit or units (as required). Then this would follow the process of collaboration in designing and getting products to the market. (Munkvold, 2003 )

Conclusion

The case presented was a success story of Nintendo but still one problem that could be identified was that of lack of technology. The company was not able to compete with Sony and Microsoft in terms of technology so it decided to create a new category over all. Various alternatives have been given in the analysis of the case but the one selected to solve the problem is collaborating with other company that masters in gaming technology. By this Nintendo would be able to cater to the rest of the 64% of the traditional gamers in the market. (Sherman, 2010)

Similar Documents

Premium Essay

Case Analysis Nintendo

...CASE ANALYSIS: Nintendo BSBA FM-2302 Buela, Mary Joy Ebora, Vilma Gabriel, Romelita Perez, May Anne Submitted to: Ms. Jessica Flores I. Issue The main issue is the strong competition in the video game industry and the emergence of modern technology nowadays which make Nintendo unstable. II. Environmental Analysis Nintendo operates in a competitive industry. Nintendo’s main competitors included Microsoft and Sony, with their Xbox and PlayStation consoles. For years, Nintendo had been suffering from declining market share and shrinking margins. III. SWOT Analysis A. Strengths * Brand reputation and recognition * Unique and innovative product offerings with latest games * Geographical diversification reduces the business risk *  Affordable gaming for people of a variety of economic classes. * Portability factor B. Weaknesses * High dependence on few gaming titles unlike a few leading competitors * Brand hasn't established itself in the emerging economies * Limitations of enforcing intellectual property rights in some regions has led to growth of counterfeit products C. Opportunities * Increasing focus on third party software development will benefit Nintendo due to its relatively simple technology and low development costs * Expanding demographics of gaming consumers * Technological innovations set to improve gaming experience * Expansion of digital business by offering downloadable...

Words: 480 - Pages: 2

Premium Essay

Nintendo Wii

...COMPANY NAME: Nintendo Co.,Ltd WEBSITE: www.nintendo.com INDUSTRY: Video game industry BACKGROUND/HISTORY/TIMELINE: “Nintendo Company Ltd .was founded in 1889 as a producer of Japanese playing cards, but by the 1980’s the corporation had turned its attention towards the production of video game hardware and software”. “Since then, Nintendo has gone on to become the third most valuable company in Japan selling more than 470 million home game consoles and handhelds as of 2009”. Nintendo was founded by Fusejiro Yamauchi the great grandfather of the current president of Nintendo.” Nintendo's products arose in the mid-1980s from the relative obscurity of the amusement arcade to change the concept of home entertainment in both Japan and the United States”. SWOT ANALYSIS: Strengths: Nintendo “strongly established brands”, “robust revenue growth”, “strong cash flow from operations, and “Nintendo derived most of its revenue from the video game business, Nintendo was in the lead in video console” (pg.C269). Weakness: Nintendo weakness is “Inventory shortages”.”Nintendo was unable to meet demand during 2007 and also struggled throughout 2008”.”In an interview on the website Game Theory, Perrin Kaplin, Nintendo vice president of marketing and corporate affairs, suggested that shortages were expected some time”. “We are at absolute maximum production and doing everything we can…but demand continues to be really high” (pg.C273). Also Opportunities: “Rising demand for company’s...

Words: 1124 - Pages: 5

Premium Essay

Nintendo's Wii Case Analysis

...Nintendo’s Wii Case Analysis SUMA11 Sec F Business Policy July 24, 2011 CASE ANALYSIS Nintendo’s Wii COMPANY NAME: Nintendo Corporation Limited. INDUSTRY: Video Game COMPANY WEBSITE: (www.Nintendo.com) COMPANY BACKGROUND: Nintendo was founded in Japan in 1889 by Fusajiro Yamauchi, originally they sold playing cards called hanafuda cards, a popular card game in Japan, after few decades in 1983 they became as a video game company, creating the first video console known as NES (Nintendo Entertainment System), with the advances of the technology they continue improving their systems and realizing more advanced consoles, in 1990 their release an improved version of the NES, the super NES (SNES), then in 1995 they created another console positioned as the #2 in sales at that time behind the first Sony playstation, the Nintendo (N64). The GameCube console was released in 2001 to compete with the new generation of video games like Sega Dreamcast, Microsoft XBOX and Sony Playstation 2, with very popular games like Mario Bros and Sonic, converting the characters of these games part of their image. In 2006 they created the Nintendo Wii, an extraordinary console with a great innovation technology; with a motion sensor allowing the user to play moving the remote control in the air adding realism and interaction between the user and the videogame. The other great characteristic of this console is the internet capabilities, Nintendo Wii was the first console...

Words: 1268 - Pages: 6

Premium Essay

An Analysis of the Video Game Industry Marketing Essay Read More: Http: //Www.Ukessays.Com/Essays/Marketing/an-Analysis-of-the-Video-Game-Industry-Marketing-Essay.Php#Ixzz2V4Cda6B4

...future. The three main competitor companies in this industry are Microsoft, Sony and Nintendo. Microsoft is a multinational computer technology corporation that specialize in software such as Microsoft Windows operating system and the Microsoft Office suite. But what is more important they are best known for their consumer products Xbox. Sony is one of the biggest manufacturers of electronics, video, communications, video game consoles, and information technology products for the consumer. The latest generation of its console game products is the Playstation 3 which replaced Playsation 2.Finally Nintendo is one of the largest Japanese technology companies well known for its console games. Its latest and the most successful console Wii was able to outshine Microsoft’s’s Xbox and Sony’s PS3. Analysis of the competitive industry Organizations view competition in an industry as a crucial issue that needs to be analyzed. In terms of economic theory (cited by Johnsons et al.) industry may be defined as “a group of firms producing the same principal products” p. 59. According to Lynch (2006) analyzing a particular industry starts with general examination of the forces that have an impact on the organization. The main objective is to reach competitive advantage of the organization and therefore it would be able to defeat the rival companies. In terms of gaming industry, Microsoft, Sony, and Nintendo with their respective hardware’s MS Xbox 360, PS 3...

Words: 2308 - Pages: 10

Free Essay

Nintendo Case

...Executive Summary Nintendo Company Ltd. is a strong contender in the home entertainment industry and has faced the challenge of developing and maintaining a competitive advantage over the years. Its mission is to offer the highest quality products and services while treating their customers with attention and respect. Since 1983, Nintendo has focused on video game consoles and with the introduction of the Nintendo Wii console the company gained a strong hold as a leader in this industry. In 2008, Nintendo experienced various production and legal issues. However, their most significant challenge during this time was identifying and investing in innovative products that would allow the firm to continue to expand in the video game industry; while defending itself from rivals (Sony and Microsoft). Our analysis is based on various analytical tools, including SWOT (Appendix A), segment analysis (Appendix B), competitive strength assessment (Appendix C) and financial ratios (Appendix D). Overall, Nintendo has several opportunities and strengths of which they can take advantage to stay competitive in the market. However, their competitive threats and weakness pose significant financial challenges for the firm. Based on our analysis, we considered the following alternatives: 1. Continue to focus on the existing marketing strategy by differentiating itself from the competition; 2. Expand the video game product line to include games with improved graphics and functions for...

Words: 4611 - Pages: 19

Premium Essay

Nothing

...Introduction: Strategic analysis for a business and a clear planning and forecasting about the sales and making new target market etc are important business phenomenon in a competitive industry like the video games industry. At first we should have a complete idea about strategy. The definition of strategy states that- “A specific pattern of decisions and actions undertaken by the upper echelon of the organization in order to accomplish performance goals is called strategy [1]”. From the case study we get a fantastic idea about how a business plan should be made and executed to sustain the highly volatile and oligopolistic market (few sellers with uniform/non-uniform product). I will discuss about these strategy of Nintendo here. Assessment of current strategy: Though Nintendo is a big and renowned video game publisher from the very early age of video games in Japan, it captured 80% of USA games market a few years later than Japan. Before reaching the big USA market they made an outstanding plan for positioning their product with care and consciousness. While other companies like Sony and Microsoft made a mess among their business strategy Nintendo did well by making careful relation between software and hardware, uniform distribution as well as quality assurance of the product. Target market and market research are important tools for forecasting business policy. While other companies confined their market within the consumer range of 13 to 30 years, Nintendo expanded their customer...

Words: 1050 - Pages: 5

Free Essay

Nintendon't

...Team 1 Company Analysis 1    Jackson Berry, Will Berman, Amanda Curtis, Jenny Zhang  Professor Belz  Case Studies in Innovation  March 3, 2016    NintenDON’T    Nintendo captured many hearts and households in the late 1980s, and its legacy lives on  through the games that made it the best­selling console of its time. Revolutionizing the world of  video games, Nintendo survived the burst of the video game bubble through its storytelling  across multiple game console platforms. Their products were conceived at the intersections of  inexpensive hardware and unique, beloved storytelling in their games; this combination made  their console a household staple. In an era of heartthrobs and fads, Nintendo rose above and  surpassed a simple level of trendiness. The company defined gaming innovation: “to play  Nintendo” became synonymous with video gaming.  1983 saw the first recession in the video game industry in the form of the “Atari Shock,”  after the market became too populated with so many different games and consoles. This caused  an oversaturation of the console industry, which was already competing heavily with home  computer games. Thus, the “Atari Shock” was a flooding of a market in which no player had a  majority share, and the excess of third­party games resulted in decreased shelf space and  decreased sales. People started believing video games were a fad, and amidst the chaos, the  Nintendo Entertainment System (NES) was born. Nintendo made purposeful branding decisions  ...

Words: 1905 - Pages: 8

Premium Essay

Nintendo

...30089404 30089407 30089392 Presentation Overview (1/2) •Introduction •Company Profile •Microenvironmental Analysis •PESTLE Analysis •SWOT Analysis •Porter’s 5 Forces Analysis •The Industry Life Cycle •Nintendo’s Key Success Factors Presentation Overview (1/2) •Analysis of Key Uncertainties •Analysis of Future Trends •The Scenarios & Implications •Conclusion •References A Brief History of Video Games Atari to Wii Introduction (1/2) • Video games have been around since the 1940s. • Over the decades, game machines continuously evolved to become powerful machines capable of stunning visuals and graphics. • In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios. Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by Fusajiro Yamauchi. • Manufacturer of Hanafuda “flower” cards • Expanded in 1960s by Hiroshi Yamauchi. • Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer. Company Profile (2/3) ...

Words: 2368 - Pages: 10

Free Essay

Nintendo Strategy Analizes

...2004, Nintendo had a number of strategies available to change the company position in the market. It had become more than clear that following the same tactic would not allow them to overlap its competitors. In order to growth further, Nintendo could integrate the opportunity to reduce costs and expand into other markets at the same time. Secondly, and maybe most promising, they could explore different consumers segments, which would enable Nintendo to reach market opportunities that had been ignored by Sony and Microsoft so far. VERTICAL INTEGRATION After analyzing its core competences, the costs, benefits and risks involved, Nintendo developed a strategy based on internalizing as much as possible gaining substantial influence in the final products. This allows the company to outsource primarily activities in which either they possess a low level of core competencies and/or transaction costs show clear disadvantages in internalizing. Nintendo follows a fabless production model (derived from “fabrication-less”) which means that all production processes are outsourced to external suppliers and production factories and then sent and assemble in Nintendo-owned factories. By avoiding investing money on expand vertical, the company reduce their transaction cost by outsourcing the manufacturing and still manage to maintain lower retail prices than competitors. This result in a different vertical integration compare to the previously existing model allowing Nintendo to succeed...

Words: 2448 - Pages: 10

Premium Essay

Nintendo Case

...Nintendo case Q1: Was Nitendo just lucky, or does the Wii’s success has strategic merit Nintendo was nt just a lucky adventure. They had such a big success because they focused on customers. Before Wii: 2 groups were targeted 18-35 years old young adults and children and teens. Nintendo changed this and extended to people of all ages. They took a step back from technologies and focused on the fun aspect of playing video games. By creating the Wii fit and the balance board they were able to reach out to every one (exercising is more fun). It became the reason for family games at night and also a reason fr exercising (the console similar to remote control allows to play box or tennis for instance). They didn’t compete with Sony and Microsoft, they tried to differentiate. BE UNIQUE Q2: Has Nitendo put the fad question to rest? State a case as to why the Wii is or is not here to stay Nintendo managed to effectively target a large population segment of common gamers that are not going to disappear soon. Although Nintendo is not out of the red from becoming a fad, increasingly adding supplemental products has the ability to make them last.   Games are differentiated for those who use the Wii just as a console and for those who are using this as an entertainment tool with a scope (be fit or play with family and friends) The clearest indicator the Wii is here to stay are the imitation effects of other gaming companies. The PS3 Motion is a clear imitation of the Wii and...

Words: 1082 - Pages: 5

Premium Essay

Responding to the Wii Group Case Writeup

...Responding to the Wii Group Case Writeup BUSMHR 4490 In the Harvard Business Review case Responding to the Wii, Kazuo Hirai was faced with an interesting dilemma. Hirai, the chief executive of Sony Computer Entertainment Inc. faced pressure due to Sony’s Playstation 3 video game console losing market share to the Nintendo Wii. Hirai faced a major business decision in deciding how Sony should respond to the cheaper, more interactive, family oriented Nintendo Wii. The Video Game Industry at a Glance From an industry analysis standpoint, the videogame console industry in 2008 was not very attractive. The industry was, and still is, structured as an oligopoly in which there are few large firms with differentiated product and high entry barriers. The three main competitors- Sony, Microsoft, and Nintendo- completely saturated the industry and held the majority of the market share (Figure B). Capital and fixed costs were very high for console developers and entry required third party software developers to build quality games to be sold with their platforms. The big players like Sony (Playstation 3) and Microsoft (Xbox 360) were having difficulties selling their console even if their consoles were priced higher at $499 compared to $250 for Nintendo Wii, creating an environment of intense rivalry. Compared to the other two rivals, the Nintendo Wii was less advanced but it was priced significantly cheaper which was met with enthusiastic customer reception. Nintendo also targeted all ages...

Words: 289 - Pages: 2

Premium Essay

Nintendo's Strategy for Wii

...Executive Summary: Nintendo adopted a differentiation strategy with its seventh generation console the Wii, while simultaneously deciding to focus on serving buyers comprising of a narrow market niche. Rather than building a console with new graphic features and technological capability in to the console itself, the company concentrated on pioneering a daringly different video game controller. The bold new approach allowed Nintendo to tap into an entirely new demographic and to engage new players of video games. Combining these two strategic approaches propelled the company to become the market leader in sales of the third generation video game consoles, far surpassing Sony’s PlayStation 3 (PS3) and Microsoft’s Xbox 360. Nintendo is currently facing two significant problems: 1. The immediate concern is that the company is unable to meet the demand for the Wii console which continues to sell out in stores. 2. The long term issue that needs to be addressed is whether the company can identify and invest in innovations that would allow Nintendo to continue to expand in the market, while resisting a significant attack from its competition. In order to analyze the issues in detail a SWOT, PESTE, financial, and competitive analysis were performed. The findings indicated that the company differentiates itself from the competition with a high emphasis on product differentiation; it is quite susceptible to competition; and that the release of the Wii console has improved...

Words: 5981 - Pages: 24

Premium Essay

Nintendo Case

...Case 4: Nintendo: Reviving a Company, Transforming a Market I. Case Background Nintendo is one of the household names when it comes to home video game consoles. It was a market leader until the launch of Sony’s Playstation and Microsoft’s Xbox. However, the launch of Wii in 2006 brought back Nintendo’s former glory and is now the company’s best-selling console. Wii focused on two things to transcend their competitors, PS3 and Xbox. First, as a low-price leader, they have a more favorable benefit-tocost ratio and second, they focused on “the fun of playing rather than cold tech specs”. With Wii being an instant smash hit in the market, how will Nintendo sustain this momentum and secure the future full of uncertainties? Point of View: Nintendo Management, year 2008. II. Issue Identification: How will Nintendo sustain the demand for its product, Wii, from non-traditional users while at the same time targeting the hardcore gamers into the brand? III. Situational Analysis Social: Escape from reality. Video gaming let the users stray away from reality, making them feel like they are really in the game having fun and not worrying about the harsh realities of life. Fun and sense of accomplishment. For some, gaming is a way to relieve stress and to have fun during leisure time. For others, video games are played seriously with aims of accomplishing the game successfully. Media for socialization. Video gaming usually involves not only one person. It is a catalyst of socialization, giving...

Words: 1986 - Pages: 8

Premium Essay

Responding to the Wii

...Sony’s offering, the Play Station 3, had. I feel Sony should assess the following options. (1) Focus on catering to its niche advance game segment and focus on leveraging its progress form the previous 2 generations. (2) Respond to Wii onslaught by developing its previous generation console to include a low end offering that directly competes with Wii. (3) Partner with Nintendo and others to strengthen offerings in the gaming console space, eliminating Microsoft and creating a “co-opetition” I recommend a combination of (1) and (3) to ensure sustained dominance in the gaming console market. I would not look to option (2) since it undermines SCEI’s position as a focused differentiator (Exhibit 1 in appendix) and also because this would be a knee jerk reaction forcing Sony to play on Nintendo’s terms. Analysis As evident from Porters five forces analysis (Exhibit 2) the console market is not very attractive for new entrants. . However, there is a huge growth opportunity for established players since there is only moderate buyer bargaining power and few substitutes. To substantiate the Five Forces analysis, this paper will detail a strategy that could enable SCEI to create a sustained unique advantage in the Gaming market, ensuring profitability. Conclusions are given in bold font at the end of each section. Target market question Sony has established itself as a technology leader over the last 2 generations, building and catering...

Words: 1133 - Pages: 5

Premium Essay

Nintendo Marketing Strategy

...………………………….……………………………………….……3 Industry analysis ……………………………..………………….……...…......4 Competitors strategy ……………………….……………………………………. Microsoft – A differentiator………………………….…......7 Sony – A differentiator ……………………….…………………9 Analysis of competition………………………………………………………11 Nintendo’s strategy …………………………………..……………………….14 SWOT ………………………….…………………………………………………….17 Recommendations …………….………………………………………………18 References ……………………………..………………………………………….20 Introduction The first video game was created in the 1960's. Half a century later, the industry of video games represents a  42 billion Pound industry. The recent significant increase in this industry is due to the growth of broadband, the adoption of more robust wireless networks and phones, and the consolidation of game developers and publishers. This global turnover is divided in two parts: the software component is worth (32 billion pound) and the hardware component is worth (10 billion pound). Some recent analysis shows that there is about 300 millions of players in the world. It is quite difficult to find the exact number because a game or a console can be used by more than one player.  The Video Game Hardware market is dominated by three main competitors: Nintendo (49%), Microsoft (30%) and Sony (21%).  While the video game software market is dominated by four companies: Nintendo (19%), Activision (12%), Electronics Arts (11%) and Konami (5%).  These figures indicate that Nintendo is the leader on the video games market...

Words: 4049 - Pages: 17