...Tejada 20120031 Aneliesse García-Junco 20120292 CASO: Responding to the Wii? Fecha de entrega: Lunes 13 de abril 1. ¿Tiene Nintendo una ventaja competitiva? ¿Cuál es? ¿En que se basa? ¿Pueden los competidores copiarla? Nintendo no solo duplica las ventas de sus mayores competidores Sony y Microsoft, sino que observando la utilidad operativa y los márgenes operativos de la industria, podemos observar como Nintendo tiene una gran ventaja sobre la misma. Tomando los resultados desde 1993 hasta el 2007, Nintendo en promedio logra una utilidad operativa de casi 1300 millones de dólares y un margen operativo de 26%. Mientras que comparado con la industria, esta tiene en promedio una utilidad operativa de 31 millones de dólares y un margen operativo de 6%. Es evidente y podemos afirmar que Nintendo sí cuenta con una ventaja competitiva respecto a su competencia. La misma podemos identificarla en el segmento de mercado tan amplio que logró penetrar. Después de que las consolas de Sony y Microsoft se enfocan en personas desde los 18 años de edad hasta los 34, Nintendo logró penetrar un mercado que aún no había sido explorado. Creando así, una consola que pueden utilizarla niños desde los 9 años hasta personas de mayor edad de 65 años. Esto lo logran por medio de una estrategia de innovación, donde se enfocan en hacer una plataforma “User Friendly”; lo cual se ha convertido en la característica principal de la marca. Sin embargo, Nintendo no contaba con la plataforma con mejor tecnología...
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...Término de contrato de trabajo Sepa cuáles son las condiciones y procedimientos para poner fin a un contrato de trabajo. Las cosas han estado mal en la fábrica de Don Fernando. Las bajas ventas están causando grandes números rojos, y para salir a flote va a tener que reducir, es decir, despedir personal. Pero, ¿cómo hacerlo? ¿Qué causas legales puede invocar para eso, y qué documentos debe gestionar? ¿Y corresponde pagar indemnización a los trabajadores que despedirá? ¿Cuáles son las causales legales para poner término a un contrato de trabajo? Muerte del trabajador. Mutuo acuerdo entre las partes. Renuncia voluntaria. Vencimiento del plazo convenido en el contrato. Fin del trabajo o servicio que originó el contrato. Caso fortuito o fuerza mayor. Conducta indebida de carácter grave, que debe ser comprobada. Por ejemplo, falta de probidad del trabajador, acoso sexual o conducta inmoral. Negociaciones que ejecute el trabajador dentro del negocio y que aparecen como prohibidas en el contrato. Que el trabajador no acuda a sus labores sin causa justificada durante dos días seguidos, o dos lunes en el mes, o un total de tres días en el mes. Abandono del trabajo por parte del trabajador. Actos, omisiones o imprudencias que afecten el funcionamiento del establecimiento, la seguridad o la actividad de los trabajadores. Daño material causado intencionalmente en las instalaciones, maquinarias, herramientas, útiles de trabajo, productos o mercaderías. Incumplimiento grave de las obligaciones...
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...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...
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...Summary Nintendo entered the video game market in 1979 and has been a top competitor ever since. In 2006, with the release of the Nintendo Wii, they secured their competitive advantage in the video game industry. The Wii was created to establish a new standard in game control, using innovative and unprecedented interface with the Wii remote. The remote’s motion sensor capabilities allowed the user to interact and manipulate objects on the screen by moving and pointing the remote in various directions. It really changed the way games were played. In 2010, they were the market leader of that generation of video console sales growth, ahead of Microsoft and Sony. By the fall of 2010, Sony and Microsoft were starting to gain on Nintendo’s competitive advantage when they came out with their own gaming systems that had innovative controllers along with much better graphics. If Nintendo wants to keep their competitive advantage, they will need to reevaluate their strategies. External Environment If a company does not keep up with changes in the external environment, it becomes difficult to sustain competitive advantages. There are two components to the external environment to analyze. The general environment, which consists of demographic, sociocultural, political/legal, technological, economic and global conditions; and the competitive environment, which includes rivals, suppliers, customers and other factors that may directly affect a company’s success. Nintendo used the...
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...objective that stands in front of our project is to clarify the present situation on the market of video console games. To present the strategies of the three main rival firms-Sony, Nintendo and Microsoft, to see their advantages and disadvantages, to see what their mission statement is, to see who are their customers and in which market segments the companies are trying to penetrate or have already penetrated. At the end we are going to try to predict the future development of the battle. We are also going to compare them in the above mentioned spheres, with the help of a competitor analysis. Conclusions are going to be derived after every paragraph. In order to do that we are going to use different methods including- SWOT analyses, PEST analyses etc. There were two different variants how to structure the text- first to include the PEST and SWOT analysis in the text for every firm or second variant to add it after the analysis. The second way was chosen because we decided that using this method it will be easier to compare the firms. Additionally we are going to present the information in the most understandable way by a PowerPoint Presentation. Content: 1. Introduction page 2 1.2 Profile of the gamer page 2 2. Microsoft page 3 3. Nintendo page 4 4. Sony page 6 5. Competitors analysis page 8 6. PEST analyses page 9 7. SWOT analyses...
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...industry in nearly 12 months, Arvind Bhatia, an analyst at Sterne Agee & Leach Inc., said in a research note today. The industry is gearing up for the peak holiday shopping season beginning in November. Among nearly a dozen tent-pole game titles from major developers, Microsoft Corp. (MSFT) releases the next installment of its $3 billion Halo franchise, while Activision Blizzard Inc. (ATVI) will begin selling “Call of Duty: Black Ops II.” Console Sales Microsoft held the lead in console sales in September for the 21st consecutive month. The Redmond, Washington-based company said in a separate statement that U.S. retailers sold 270,000 of its Xbox consoles last month. That’s down 38 percent from 438,000 players sold a year earlier. Nintendo Co., based in Kyoto, Japan, said in its own e- mailed statement that sales of...
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...[MARKETING FUNDAMENTAL: THE SUCCESS OF THE NINTENDO] | | Summary Introduction: 3 I. General presentation: Nintendo 3 II. Porter´s model: 4 I. The Substitution Products : 4 II. The competition 5 Sony: 5 Nintendo: 5 Microsoft: 5 III. The Positioning: 6 The similarity matrix: 6 Perceptual map of Nintendo DS: 6 IV. Segmentation: The reasons of success 8 Swott : 8 Operational Segmentation 9 Why marketing communication campaign was a success? teddy 10 V. CONCLUSION: Recommendations for Sony and PSP 10 Introduction: A portable console is a video game console designed for ease of transportation. It differs from the old « classic » console in its compact design, bundling the screen, control buttons and the speakers. During the 1970s and 1980s, several companies such as Coleco and Milton Bradley offered a combination of portable and non-portable (requiring a support to be raised) electronic games. The original portable models were limited to a single game built into the machine itself and thus not meeting the multiple gaming capabilities of current portable machines. Milton Bradley Microvision introduced in 1979 is considered as the first real portable console with exchangeable video game cartridges. The Nintendo Company has dominated the handheld market since the release of its Game Boy in 1989. Nintendo is often seen as the company that made this console, popular. Unlike the PC market, the console manufacturers are not as numerous...
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...industry is the economic sector involved with the development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers, and the competitive rivalry among existing firms. Then it will be determined if the video game industry is still an attractive industry for Sony. The video game industry has high entry barriers because of its high research and development costs, and capital investment needed to start a business in the console industry. The cost required to develop and manufacture a product that could be a decent competitor in this market is too great for a non-established company in this industry. The technology that is needed to be successful is too advanced for new competitors to achieve. For this reason, the threat to Sony, Microsoft and Nintendo of new entrants, was not very high in 2008. Additionally, Sony’s PlayStation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The prestige of these products was so strong that it would be extremely difficult for a new company to enter the field successfully...
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...FARHOOMAND NINTENDO’S DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY For some time we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations. - Satoru Iwata, president of Nintendo Co. Ltd1 In the 2008 BusinessWeek–Boston Consulting Group ranking of the world’s most innovative companies, Nintendo Co. Ltd (“Nintendo”) was ranked seventh, up from 39th the previous year. 2 This recognised Nintendo’s significant transformation into an innovative design powerhouse that had challenged the prevailing business model of the video game industry. In 2000, when Sony, Microsoft and Nintendo (the “big three” of the video game console manufacturers) released their latest products, Sony's PlayStation 2 (“PS2”) emerged as the clear winner, outselling Microsoft’s Xbox and Nintendo’s GameCube. In 2006, a new generation of video game consoles was introduced by these players, precipitating a new competitive battle in the industry. Microsoft and Sony continued with their previous strategies of increasing the computing power of their newest products and adding more impressive graphical interfaces. However, Satoru Iwata, president of Nintendo, believed that the video game industry had been focusing far too much on existing gamers and completely neglecting non-gamers. Armed with this insight, the company repositioned...
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...Addicted to Video Games When you think of video games, you don’t think of an addiction, but video games can be as addictive as gambling or alcohol. When my son was around 3 years old, I bought a PlayStation video game system and he would sit and watch me play. One day my son asked me if he could play, it was a 2 player game, so I showed him how to play. I would play from time to time, and as time went on he became better and better. It was like nothing I had ever seen, he was a natural. As the years went by and my son grew older, he was playing more games and he had asked for a Nintendo Gameboy. He soon grew bored of it, he asked for a Nintendo Wii for Christmas and Santa made his wish come true. As the months went by, as a reward for doing chores he would receive a game instead of money. Before long, he had every accessory and he had received 22 games. The years passed and again he grew bored of the Wii, so he asked for the Xbox 360 video game system, and of course I gave in. He became more involved in playing games as the years went by. He always would ask for the newest games, the newest wireless controllers, or headsets. He began to play more in the multiplayer online game venues, and had a list of friends from all over the world. He plays the Xbox any and every chance he gets, beating complete games in as little as 4 hours, or playing campaigns in the online multiplayer area for hours on end. When he plays the game so much, it tends to get in the way of his everyday...
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...it's for everyone, including the hardcore gamers. This isn't true. Therefore, everyone wants one. it appeals to both casual and hardcore gamers and has tons of casual games like MySims and WiiPlay and than nintendo busts out its killer apps like galaxy and brawl Hmm... innovative control scheme and abigger focus on casual gamers, non-gamers, and women... while continuing to bring out hardcore games * price advertising uniqueness ability for everybody to play Introducing something new to the market - Controller Getting mainstream help - Media (south park, Elderly people playing, helping stroke victims) Helping people loose weight - WiiFit, WiiSPorts Its cheaper than competition Bringing back old gamers. a big thing you should talk about is their family name. for more then twenty years nintendo has been seen as always a good choice. parents knew if they would get their kids a maro game they choose quality. explain their franchises that call to everyone. if you want to seem cool you should qoute that line about mario in that one video of that guy talking to snake explaining how mario is known through out the world. also talk about how nintendo managed to be the best thing in handheld gaming since the gameboy was created and never lost a generation * Nintendo completely changed their look in gaming, staring with the DS. The DS introduced a new way to play games. Not only is it intuitive, it can also make games easier and more accessible, like a PDA. This first opened...
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...1. Environnemental scanning Macro Environment Macro environment is said to be the most general layer of the environment. This consists of broad environmental factors that have an impact on the organization. The PESTEL framework helps us to identify the future trends which might impinge on Nintendo and therefore identify the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. PESTEL Framework: This categorizes environmental influences into six main types: political, economic, social, technological, environmental and legal. Political: Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video game industry. Video games have a tendency to play with the emotions of people which inturn can threaten peace and law, a country being multicultural. Therefore Government has the authority to control the contents of the video game frames. Economic: Places such as US and Japan are largely dominated by the video game business. Therefore contributing towards the GDP of their countries. Interest rates have not much impact on the video game business as they manufacture their own units. The disposable income of the consumers in the video game industry has an effect on their buying behavior. For example people who fall under a low income range may not afford to buy a video game of a high price. Nintendo’s low manufacturing...
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...que una mala fe por parte del actor quien en pleno conocimiento de que se le pagaron cada uno de los haberes reclamados, vuelve a requerir su pago y además en la misma confesión judicial reconoce que la empresa nunca falto al pago de haberes, siendo así vendrá a su conocimiento que todas las pretensiones no pueden tener asidero. De la contestación a la demanda y Audiencia Preliminar En la contestación a la demanda se establece claramente que la terminación de las relaciones laborales fue ante la autoridad competente Inspector de Trabajo con la comparecencia de las partes mediante Acta de Finiquito haciendo constar todos los rubros pormenorizados a que tenía derecho acogiéndonos al Art. 169 numeral 6 del Código de Trabajo que determina el caso fortuito o fuerza mayor (plagas de campo) por parte de AGROCALIDAD,...
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...Inc. has the unique distinction of being the first and only company to have had market leadership for 2 consecutive console generations. However, in recent times, the ecosystem has changed to include a larger audience and usability has trumped technological superiority as a key metric in generating buyer interest. In 2008, Nintendo’s Wii had 2 times the market share that 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...
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...'Pokemon' still catching 'em all on Nintendo 3DS (CNN) -- Two new Pokémon games, "Pokémon X" and "Pokémon Y," have taken the gaming world by storm, selling more than 4 million units globally in their first two days of availability, and tracking to become the fastest-selling games of all time for the handheld Nintendo 3DS. Not bad for a franchise that got its start in 1996 on the Nintendo Game Boy handheld console. But the president of the Pokémon Company said the new games stay true to their roots of bringing people together to play while offering a new blueprint for the universe of pocket monsters. "From the beginning, communication between players has been the primary goal for the Pokémon brand," Tsunekazu Ishihara told CNN. "Today, the ability to connect millions of people around the world via Wi-Fi is why launching 'Pokémon X' and 'Pokémon Y' simultaneously worldwide was an ambitious yet important goal." Since debuting in video and card games, Pokemon has become a cultural phenomenon across the globe. There have been cartoons, cereals and a feature-length film, not to mention the national and global tournaments that draw thousands of players. "Gotta catch 'em all" is the franchise's catch phrase, referring to the player's goal of catching and training the tiny monsters to compete against other players. That's gotten significantly harder, though, with the expansion to more than 700 different known creatures in the universe. Unlike previous titles that were named after...
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