...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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...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...
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...paying careful attention to their customers and continuous improvement with their product lines. At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Vision Statement Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Nintendo Corporation feels an equal commitment toward our employees. The Company wants to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. History Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda...
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...Name Business Prospects for The Seattle Mariners Institutional Affiliation May 27, 2016 Executive Summary The Seattle Mariners have been in the region since 1977 with the aim of entertaining and representing Seattle in the highest level of playing baseball. The present home of the Mariners is the Safeco Field in the SoDo area of Seattle. The team has won the league in 1995 and on 2001 the team set the league record winning the highest number of games for one season. The Mariners are one of the best-managed clubs returning profits even when the other big players are operating at a loss. Some of the reasons for its sustenance and success are attributed to firstly, the Nintendo group. The controlling owners bought the 55% stake when the company was experiencing difficulties in the maintenance of the former home necessitating a change of location. They brought the peace of mind and stability to the community. The other reason for the team's rise is because of the management that has made wise decisions regarding the present building and home of the Mariners. A SWOT analysis of the institution shows that the firm is in a good position to compete with other national league teams because it can increase its local support base as well as appeal to International market because of the presence of icons from other nations among the team members. The weaknesses are glaring but can be avoided by building a team that is very ambitious to win and reach levels that have not been reached...
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...The ESA’s Balanced Scorecard Damian Miles June 15, 2015 AMBA 630 – WEEK 10 EXECUTIVE SUMMARY The Entertainment Software Association (ESA) is a U.S trade association dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the internet. Each year the ESA looks to find ways to highlight, and bring positive awareness to the video game industry, while also deterring negative press along the way. Our industry is fun, innovative, creative, and inspiring; and also has an enormous amount of growth potential. The ESA is directly serving the publishers of the gaming industry, by offering a range of services. Services are as follows, but not limited to; a global content protection program, business and consumer research, government relations and intellectual property protection efforts. The ESA also provided the industry with the biggest trade show, which allows our member companies to use a huge platform to bring their newest innovation, and technology to the public. The ESA measures company success from services provided video game industry is usually evident through different factors. The ultimate goal is to have every U.S. video games publishing company become a member of our company. That will happen if we continue to support, work, and build the industry through our services to our member companies. Financial...
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...Course Project: Team A DeVry University - Online Technology, Society, and Culture HUMN 432 Aimee James 19 February, 2012 Abstract Here we as a six-member team collaborate to delve into this fascinating industry, taking a trip from describing the technology and its graphics, through its myriad history. Furthering these endeavors continues this journey into the influences surrounding this titanic industry, exploring political, legal, physical, and both positive and negative influences alike. Then taking a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society...
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... NAME: Mei Zhang Yixuan Yao Zhaorui Liu Yong Zhang In this case we choose the SONY Corporation. SONY Corporation (NYSE: SNE), commonly referred to as SONY, is a Japanese multinational conglomerate corporation headquartered in Minato, Tokyo, Japan and the world's fifth largest media conglomerate measured by revenues. SONY is one of the leading manufacturers of electronics products for the consumer and professional markets. The Game is an important industry, SONY launches "PS3" in the middle of 2006, and it also strengthens self-developed video games software. We focus on the PlayStation of SONY Corporation to analysis the market structure and the competitors (XBOX of Microsoft, WII of Nintendo) A. Nature of demand 1. The buyers currently go about buying existing products of SONY considering the number of stores shopped, the consumers will feel that the more stores sell one item, the more popular the product is. For example, there are many different types of SONY Digital Single Lens Reflex Camera, but most stores only sell α35,α390, buyers may propensity to buy this two types. Buyer will buy SONY`s products when they are sold in different stores. The buyers also consider the industrial sources, as a consumer, we all want to the best raw material, intermediate material and final material, thus the industrial sources is the key factor. The display screen is most important part of television; people will choose the product that...
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...SALES, DEMOGRAPHIC AND USAGE DATA 2010 ESSENTIAL FACTS ABOUT THE COMPUTER AND VIDEO GAME INDUSTRY © 2010 ENTERTAINMENT SOFTWARE ASSOCIATION WHAT’S INSIDE WHO IS PLAYING 2 4 5 6 Who Plays Computer and Video Games? How Long Have Gamers Been Playing? Parents and Games Parents Play Games AT PLAY 7 7 8 9 9 9 9 2009 Computer and Video Game Sales by Rating What Were the Top-Selling Game Genres in 2009? What Were the Top-Selling Games of 2009? Who Plays Games Online? How Many Gamers Play Games Online? What is the One Type of Online Game Played Most Often? How Many Americans Play Games on Wireless Devices? THE BOTTOM LINE 10 11 11 Recent Sales Information (2008 and 2009) Historical Sales Information (1996 – 2009) How Many Americans Plan to Buy Games in 2010? WHO WE ARE 12 12 About the ESA ESA Members OTHER RESOURCES 13 ESA Partners ALL DATA IN THIS DOCUMENT IS FROM THE ESA’S 2010 CONSUMER SURVEY UNLESS OTHERWISE NOTED. The Entertainment Software Association (ESA) released its 2010 Essential Facts About the Computer and Video Game Industry at the 2010 E3 Expo. The annual research was conducted by Ipsos MediaCT for the ESA. The study is the most in-depth and targeted survey of its kind, gathering data from almost 1,200 nationally representative households that have been identified as owning either or both a video game console or a personal computer used to run entertainment software. WHO IS PLAYING GAMER DEMOGRAPHICS WHO PLAYS COMPUTER AND VIDEO...
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...COMPANY CASE Netflix: Disintermediator or Disintermediated? PRESENTED BY: DANIEL RICARDO ORDOÑEZ 201312625 MARIA LUCIA PACHON 201311104 YALILE KATHERIN ROA 201313192 THE SABANA´S UNIVERSITY BUSSINESS ADMINISTRATION MARKETING GROUP 1.2 2015 1. BACKGRAUND Netflix is a company that was created from the need generated by getting movies to watch from the comfort of the house, although at that time the companies who led this market were Blockbuster and Redbox , but to get them you had to approach a local Blockbuster or go a supermarket or store nearby where a dispenser Redbox addition these had a specific time to be returned, if not met you could have a fine is found, Netflix identify these weaknesses in them and became its advantages as well when you wanted to watch a film could access the internet make your Netflix account and solicitabas the list of movies you wished to see them received and send you the movies , these could be the time you wished and return , so Netflix quickly gained the lead. But with technological advancement and different devices that were created Netflix realized that people prefer to search online movies so they should not leave home or wait for them to arrive , so the company decided to create direct platform on which there are not only movies but also get series , plus Netflix decided also be associated with the different technological advances for these Netflix had already built into the device as we see when we buy a PlayStation...
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...Marketing violence to youth MARKETING VIOLENCE TO YOUTH Table of Contents I. Introduction--------------------------------------- 3 II. Violent Movies----------------------------------- 4 III. Brutal Television--------------------------------- 5-6 IV. Vicious Video Games--------------------------- 7-8 V. Sadistic Music------------------------------------ 8-9 VI. Intense Internet----------------------------------- 9-10 VII. Conclusion---------------------------------------- 10 VIII. References---------------------------------------- 11 ii INTRODUCTION In the 21st century, youth seem to be overwhelmed by mass media. Everywhere that youth turn, there are magazines, movies, music, television, video games, and internet websites used to constantly promote and market violence. There is a distinct difference between the way that today’s youth are confronted with media, than what their parents or even their grandparents faced. Most children no longer go outside to play after finishing their homework, or take a walk to the local library to check out a book. To today’s youth, this type of entertainment is almost extinct. Instead, youth attention and time is grasped by some form of digital communication technology, such as an iPods, television, the internet, and video games. Marketing, advertising, and branding companies have spent thousands of hours and millions of dollars to target and capture and keep the interest and wallets of youth. ...
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...To fully understand the importance of video games you need to take a look at all angles. Video games have been around for years and have impacted us more than you can imagine. From the very first prototype, to the futuristic simulations we have today, video games have changed the world as we know it. The video game industry is at an all time high. Video games are no longer a form of entertainment for few, but a world-wide phenomenon for people of all ages joining in on the fun. Consoles have a very long history; from the very start passionate people have been hard at work to make the industry what it is today. There are also guidelines that all video game companies must abide by as well, so it’s not all fun and games. A video game is defined as a game that involves direct input from a user to generate visual feedback on a device. The systems used to play video games are commonly known as platforms. These devices range from home consoles such as the PlayStation 3, Xbox 360, Wii to the personal computer, and all the way to the arcade system, where the video game was born. Video games were first made as a form of entertainment but have since evolved into a worldwide cult following. They are now used for entertainment, learning tools, and even training. The video game industry was first introduced as a commercial entertainment medium in 1971. This is where it all started. After the collapse of video games in 1983, there was a rebirth 2 years later which set in motion the events...
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...similarities and differences of target market and target audience. • To understand the various options for making a target audience decision for marketing communication. Marketers Seeking 50-Plus Consumers Nintendo is famous for its video games. DaimlerChrysler features a wide selection of car brands. Tabi is known for its classic women’s clothing. While seemingly unrelated, these brands have recently shared a similar strategy. As these established companies expanded beyond their current customer base, each brand attempted new marketing communication programs containing a more emotional message aimed at the 50-plus demographic. The 50-plus crowd not only is a sizable market, but also is a very lucrative one; they control 55 percent of all discretionary spending in Canada due to their relatively high net worth. And while the brands all looked toward the fifty-plus market, additional segmentation based on an understanding of consumer behaviour revealed subtle differences in their approach. For Nintendo, the saturated youth market proved to be a no-growth avenue. With industry sales hitting the billion-dollar level, penetration levelling off at 30 percent of Canadian homes, and research indicating that 75 percent of teens perceived lower interest in gaming, Nintendo looked to new users. However, convincing 50-plus consumers of the value of buying a device to play “brain-training” games like Sudoku on a hand-held device appeared to be a significant communication challenge because...
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...Microsoft corporation I.history History Main articles: History of Microsoft and History of Microsoft Windows Paul Allen and Bill Gates (respectively) on October 19, 1981 in a sea of PCs after signing a pivotal contract. IBM called Microsoft in July 1980 inquiring about programming languages for its upcoming PC line;[1] after failed negotiations with another company, IBM gave Microsoft a contract to develop the OS for the new line of PCs.[2] Paul Allen and Bill Gates, childhood friends with a passion in computer programming, were seeking to make a successful business utilizing their shared skills. The January 1975 issue of Popular Electronics featured Micro Instrumentation and Telemetry Systems's (MITS) Altair 8800 microcomputer. Allen noticed that they could program a BASIC interpreter for the device; after a call from Gates claiming to have a working interpreter, MITS requested a demonstration. Since they didn't actually have one, Allen worked on a simulator for the Altair while Gates developed the interpreter. Although they developed the interpreter on a simulator and not the actual device, the interpreter worked flawlessly when they demonstrated the interpreter to MITS in Albuquerque, New Mexico in March 1975; MITS agreed to distribute it, marketing it as Altair BASIC.[3] They officially established Microsoft on April 4, 1975, with Gates as the CEO.[4] In August 1977 the company formed an agreement with ASCII Magazine in Japan, resulting in its first international office...
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...nations, such as the United States of America and the Republic of South Africa, the constitutions of the Australian States and Territories and the Commonwealth Constitution Act 1901 (UK) contain no bill of rights. Australia is the only western democracy without a federal bill of rights. The debate regarding the need for a bill of rights necessitates an understanding of what human rights the people of Australia already enjoy. If sufficient protection can be found in existing sources, does Australia really need a federal bill of rights? Opponents of a bill of rights state that we have sufficient protection from arbitrary government intervention in our personal affairs and thus a bill of rights is unnecessary. There are a number of potential sources of human rights in Australia that might provide the suggested existing protection, including the common law, specific domestic legislation, international law and constitutional law. Each of these sources of human rights has, however, important limitations. The focus of this article is on the inadequacy of the Australian constitutions as a source of purported protection. This in turn suggests that an alternative source of rights is needed – a federal bill of rights? In the course of this analysis the author makes suggestions for reform; specifically how a federal bill of rights may address the paucity of constitutional protection. I INTRODUCTION Unlike the constitutions of many nations, such as the United States of America and the Republic...
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...QUARTERLY PERFORMANCE ANALYSIS OF COMPANIES (July - September 2010) INDIAN MEDIA & ENTERTAINMENT INDUSTRY October 2010 Cygnus Business Consulting & Research Pvt. Ltd. Plot No: 8-3-948/949, 1st Floor, Solitaire Plaza, Behind Image Hospital, Ameerpet, Hyderabad - 500 073. Tel: +91-40-23430202-05, Fax: +91-40-23430201, E-mail: info@cygnusindia.com Website: www.cygnusindia.com Disclaimer: All information contained in this report has been obtained from sources believed to be accurate by Cygnus Business Consulting & Research Pvt. Ltd. (Cygnus). While reasonable care has been taken in its preparation, Cygnus makes no representation or warranty, express or implied, as to the accuracy, timeliness or completeness of any such information. The information contained herein may be changed without notice. All information should be considered solely as statements of opinion and Cygnus will not be liable for any loss incurred by users from any use of the publication or contents 1 QPAC-Indian Media & Entertainment Industry- July - September 2010 CONTENTS EXECUTIVE SUMMARY.........................................................................................................3 INDUSTRY ANALYSIS ............................................................................................................4 OUTLOOK FOR THE SECTOR ...........................................................................................11 INTER-FIRM COMPARISON........................................
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