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Submitted By elomda78
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TEN
MBA 57602 - Marketing Management

Mid Term Project

Nintendo Wii

Introduction:

The video game industry started in 1970 & by time it became a big business worth more than 10 Billion dollars annually (1). In 2006, Nintendo Co. evolved the market with it is new innovation “Wii” game console. Wii lunch changed the roles in the business industry & brought back Nintendo's ranking in the market to the top.

In the following lines we will provide a brief analysis of the company, stakeholders & product in light of the marketing management models.

4 C’s Stakeholders Analysis:

1. Consumers:

With strong & innovative vision from Saturo Iwata, President & CEO of Nintendo, the company deputed it is new product targeting all customers irrespective of age, gender & gaming experience (2). The new game has been used all over the world by every member of the family. In addition to the traditional segment of consumers composed of video gamers, Wii attracted women and elderly people as well to enable a whole family of all ages to enjoy the game together and jointly. It is a success story of transgenerational design (3).

By introducing Wii as new way for keeping the physical competency, the game entered the health & fitness sector to find new customers. The business of diet related products in the United States exceeds 40 billion dollars annually (4), Wii eventually shared part of the pie. Diet specialized web sites provided special reviews to show how Wii can be used for loosing weight (5).

The very exciting results from the Wii consumers' composition by age and gender clearly shows well-balanced customer base found throughout all the age groups. A wide variety of different groups of both male and female customers appear to be enjoying Wii in the U.S. Seniors to the age of 74 used to be regular Wii users (6). With an estimation of 9 million

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