...result in a sustainable competitive advantage for a competing firm, protecting it from imitation by rivals (Rumelt (1984)). For Nintendo, a large hardware customer base increases the incentive of Nintendo’s licensees to develop games for Nintendo’s platform, which will in turn create a positive feedback loop whereby even more consumers will flock to Nintendo’s game console as it is associated with more game titles than that of Nintendo’s competitors. There is a Nash equilibrium: licensees want to develop games for Nintendo’s hardware platform because it has a large installed user base, and consumers want to purchase Nintendo’s hardware because it has many available games. It is therefore no surprise that Nintendo priced its Famicom at or below cost when it was launched in 1983: by capturing more hardware users early, the firm incentivizes game developers to contract with Nintendo over other hardware developers. This also explains Nintendo’s capacity commitment with its suppler of chips for 3 million units, and its development of the Nintendo Power magazine, which served to increase the positive network effects among its installed base of customers. There is a sense in which, as Nintendo can lock-in its consumers to purchase only Nintendo games (e.g. the cost of buying competing hardware having already purchased Nintendo’s, the fan community that Nintendo created, the wide availability of games), its stronghold over developers in turn increases. Nintendo’s key actions regarding...
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...market is worth$58 Billion in 2010. There are only three major players in the market – Nintendo, Sony and Microsoft.The global games console market consists of the total revenues generated by Nintendo, Microsoft andSony through the sale of their console platforms, including any handheld systems. Market values havebeen calculated using annual average retail prices for each individual market.Market AnalysisPorter’s 5 Forces:Threat of new entrants:The console gaming industry, is a market in which, only very technologically advanced and well-fundedcompanies can enter. Loyal customer bases and established subcultures have made it so new entrantswould have to provide something completely revolutionary to get customers to switch. Microsoft was thelast big company to join the competition and they struggled for a long time, despite being a well-knowntechnology giant.Competitor rivalry:Although this market has few leaders, the competition is fierce. Nintendo squares off with industry giantsSony (PlayStation) and Microsoft (Xbox). Each of the competitors is well funded and has the mostadvanced technological innovations at their fingertips. For example, Sony nearly went bankrupt tryingto beat out the competitors through innovation, and lost close to $700 million (on the PlayStation 3) in thefirst six months alone. Fortunately for Sony, they are a multi-billion dollar company and have cashreserves that Nintendo can only dream of.Threat of substitute products:In such a highly competitive market...
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...Nintendo’s continued success Introduction Who have never heard about Nintendo? Nintendo Company, Ltd. has been created in 1889 by Fusajiro Yamauchi with the main goal of producing “hanafuda” cards, which is a traditional Japanese game. Based in Kyoto, the company changed its business and has become well-known all over the world for its numerous innovations in interactive entertainment. Nintendo has been manufacturing and selling hardware and software for systems such as Wii, Nintendo DS and Nintendo DSi from the 1980’s. Mario, Donkey Kong, Pokémon, or Zelda for the most famous characters from Nintendo’s video games, still are great classic nowadays and are recognisable by most of people. The corporation is now one of the most popular and the leader of the video games market. It could be argued that its continued success as a gaming company is due attributable to an understanding of the psychology of marketing and consumer behaviour. This assignment will evaluate the extent to which Nintendo have successfully applied the theories and topics studied as part of the module of Psychology of Marketing. Each part of this assignment will consider a different aspect of the consumer behaviour: perception, attitude, motivation and involvement. “Customer perception is reality” (Piercy, 2009) “What is the first thing that pops into your head?” This is the question asked by Brand tags, a website which registers words or phrases sent by internet users who answer this question...
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...A Strategic Analysis of Nintendo Contents Contents2 1.Introduction2 1.1Company Overview3 2.External Analysis4 2.1Global Trends4 2.2Porter 5 Forces4 2.2.1 Threat of new Substitutes5 2.2.2 Threat of new Entrants5 2.2.3 Bargaining Power of Customers6 2.2.4. Bargaining Power of Suppliers7 3.Internal Analysis8 3.1Core Competencies8 3.2. Financial Overview9 3.2Resources11 4.Strategy12 4.2 Corporate Level12 4.1. Business Level13 5.Conclusion13 Introduction If we remember a few years ago, everywhere you could see, if on the street, in a restaurant, on the train or at home. You couldn’t avoid meeting little children or even adults playing with a little portable hand-held console. What was that magical thing that seemed to fall just from heaven? And where did it come from? Nintendo DS launched in 2004 by the same titled company Nintendo Co. Ltd. That was the start of a new generation. The company already released distinctly consoles such as the „Gameboy“ where everybody is already supposed to know “Nintendo” all over the world, if this is not the case, now everybody does due to the Innovation of Nintendo DS. An innovation during the period due to the touch screen function who Nintendo has been the first corporation to use this technology in his line. Nintendo DS is able to utilize by both younger generation and elder because of the attached software which for example helped to train the memories of one’s brain. Shortly after 2004 a successful console was released...
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...company named Nintendo, and has been popular for over thirty years. The creator of Mario is Shigeru Miyamoto who is an employee at Nintendo. He was born November 16th, 1952 and was the creator of other great game franchises such as “The Legend of Zelda.” The way Mario got his names was in 1981 after the game Donkey Kong was released in Japan and was being shipped to America. Nintendo sent some Japanese staff to help with the release. When they got to where the games were they met the landlord Mario Segale who also had a mustache. Shigeru Miyamoto thought it would be a good name so he used it. The first game...
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...Nintendo is a multinational video game company located in Kyoto, Japan. Founded on September 23, 1889, it began as a playing card manufacturer, followed by a trial and error phase in which the corporation experimented with several niche businesses such as a cab company and a hotel, before settling into video games in 1974. Today, Nintendo is synonymous with innovation and a family friendly gaming atmosphere. [Nintendo Logo] Released in 2006, Nintendo’s “premiere product,” per se, is the motion-sensing video game console Wii. [Wii Image] Using a remote and camera combination to detect player arm movement, the Wii has a large game library ranging from the traditional Mario games to Sports games such as golf, baseball, tennis, and bowling that have the player using realistic motions (swinging, throwing) to control the game. [Wii-Mote] [Wii-Camera] The Wii was originally released at the US $299.99 price point, which was a calculated decision considering Nintendo’s competition, the Microsoft Xbox 360 and Sony Playstation 3, were at least $100 more expensive at the time. Today, The Wii is priced at $199.99 US and comes with one Wii-mote/Motion camera set. [Xbox 360] Wii Xbox 360 Playstation 3 Release Price $299.99 $399.99 $499.99 Current Price: $199.99 $199.99 $299.99 [Playstation 3] Known for colorful, fairly simple, easy to understand games, the Wii quickly emerged as the leader in the current generation of gaming consoles with its family friendly appeal and lower...
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...industry: the starting period of video game industry, the development of the home cartridge, the entry of independent game developer-publishers, and the development of massively multiplayer online role playing games, known as MMORPG. According to the authors, those changes in the industry had an impact on its competition and culture (Zackariasson & Wilson, 2010). Kline, Dyer-Witheford and Peuter (2003) also mentioned about the starting period of the video game industry and agreed that it marked a great beginning of the industry. Along with the fast growth, the authors also brought up how the fast growing industry came to an end in 1984. However, not long after the meltdown of the industry, Nintendo stepped in and rescued the industry with its skillful marketing concepts and management. Nintendo, as stated by the authors, has expanded the video game industry and was an important part of its development (Kline, Dyer-Witheford & Peuter, 2003). Accordingly, I have chosen two periods, that I believe, have shown great changes in the video game industry and its firms: the period in which Atari made video game to billion-dollar industry...
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...degree to which they should seek brand identification rather than competition on price and other variables achieved via advertising, sales, etc. 3. Technological Leadership: the degree to which they can compete to produce technological innovations. 4. Cost Positioning: the sales strategy they should choose, such as low quality, low cost; or high quality, high cost. Nintendo's Strategy In the current generation of video game consoles Nintendo has released the Wii. Nintendo very boldly announced they would not be competing with Microsoft and Sony when releasing this console. The console incorporates low specialization in hardware but high specialization in software (Datamonitor, 2008). A new style of game play has been incorporated with fully motion sensing controllers, dubbed “wiimotes.” Software is targeted towards a wide variety of ages and many markets. Nintendo recognized internal advantages of software development aimed at multi-player settings to be enjoyed by all age groups and certain niche markets. Furthermore, Nintendo successfully incorporated a low cost strategy that has helped to encourage massive unit sales. Released at $250 in North America making it the most affordable console of the three, the Wii has sold the most units today (Gruener, 2006). Perhaps more impressive the Wii is the only console of the generation to be sold above production cost at release....
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...Nintendo Wii U | MK 3251 Advertising Name:Panagiotis pavlou ID:117078Instructor:Galanis Chris | Company’s history Nortec Multimedia S.A is the distributor for Greek market since 1997 according to the official page of Nintendo. In addition to the Greek market Nortec is also supplying Albania, Bulgaria and Former Yogoslav Republic of Macedonia since 2002. Except the Nintendo product line Nortec is also distributing game titles of Nordic and other software in all the above countries. Nortec Multimedia is ready to serve its customers in a very effective and efficient way. According to the official site of Nortec Multimedia<<www.nortec.gr>> the company has an established network of around 800 points of retail shops, many partners in all countries that is operating and of course the big electronic chains such as Kotsovolos or Media Markt. 1.Situation analysis 1.1 The product characteristics and the label issue In all technological products sucs as the Nintendo Wii U there is a moment that a model has to be removed from the market and replaced with a new one that is matching today’s limits in technology. This action has to take place very carefully and according to my personal opinion just when the product life cycle is ready to expire. Moreover the new console Nintendo Wii U was introduced in Europe on November 30,2012 in order to replace as I said above the predecessor which was the Nintendo Wii. This move can be translated very easily and it is done just...
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...COMPANY NAME: Nintendo Co. Ltd INDUSTRY: Video game industry COMPANY WEBSITE: www.nintendo.com COMPANY BACKGROUND: Nintendo Co. Ltd was founded in1889 and was formerly known as Nintendo Playing Card Co., they changed their name in 1963 to Nintendo Co. Ltd (Yahoo Finance, 2011).Nintendo is a worldwide company that distributes video game systems along with software products as well. They are headquartered in Kyoto, Japan; Nintendo’s CEO Iwata has proved throughout the years that they can compete with other major came counsel makers. The case study concentrated on Iwata, the CEO of Nintendo, and Perrin Kaplan the Vice President of the company. As of September 20, 2011, Iwata has sales of $11.15 billion and a profit margin of 1.08% (Yahoo Finance, 2011). This is an increase over the previous months. SWOT ANALYSIS: Strengths: The biggest strength that the case study focused on was their demographics. Nintendo strived on their new video game counsel called Wii, this game counsel was geared towards everybody. The Wii system was able to be played by a broad audience, both an advanced player and some one who has never played before. The controllers were simpler than other complicated controllers. Nintendo’s goal was to produce games that appealed to all ages and games that everybody could play. Shigeru Miyamoto, a senior director at Nintendo, explained, “Most of the game business is going down a similar path toward hyperrealistic graphics which re-create sports or movies…. We...
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...Robin Muncy Nintendo: Maintaining Competitive Advantage Copyright 2011. Gatton Student Research Publication. Volume 3, Number 1.Gatton College of Business & Economics, University of Kentucky MGT 499 Spring 2011 2 Abstract Nintendo has been a major contender in the video game industry for the past several decades, and has faced the challenge of developing and maintaining competitive advantage over the years. With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising...
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...Robin Muncy Nintendo: Maintaining Competitive Advantage Copyright 2011. Gatton Student Research Publication. Volume 3, Number 1.Gatton College of Business & Economics, University of Kentucky MGT 499 Spring 2011 2 Abstract Nintendo has been a major contender in the video game industry for the past several decades, and has faced the challenge of developing and maintaining competitive advantage over the years. With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising...
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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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...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...
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...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...
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