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Nintendo Case Study

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Nintendo Case Study
1. Imagine that you are charged with designing a successor to the Wii. Briefly describe the new-product strategy you might use.
If I was in charge of designing the successor to the Wii I would expand how interactive the system is. Right now when playing games such as baseball you can use the remote as a bat and swing the remote to have the character on the screen swing, or when playing Mario cart you can use the remote like a steering wheel and turn it to make the vehicle you are controlling turn. I would take it a step farther and use the technology that Microsoft has just recently came out with. Microsoft has a add on to its system called Kinect. This technology uses a 3 cameras sensors and 4 microphones which helps it recognize who is standing in front of it. I would not want to go completely away from how the system is now, I would just want to expand the possibilities. Using this technology would allow users to participate more in games that include running, you could race someone and even jump over hurdles. You could also have fun with games like boxing which would allow the user to have better control over what type of punch to throw or dodging an opponents punches. The possibilities are endless but I wouldn’t like to race a car like this there would not be an advantage which is why the current system should remain in place for such games like this.
2. How might the diffusion process differ between the Wii and its competitors?
Since the Wii already partially uses this technology its process is much easier to convert over. Research and development is always easier and cheaper if you can build on technology that already is in use.
3. Compare the life cycle of Nintendo’s video game consoles as a whole to a particular console, such as the Wii.
Nintendo usually has a product life cycle of about 5 years for their game consoles. The

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