...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...
Words: 2852 - Pages: 12
...Executive Summary This report will provide several research findings and discussion of large scaled organizations utilizing integrated marketing communication tools whilst measuring the environment (context) that they operate under while providing several suggestions of improving their communications to parties internally and externally. There this group is consisted of 3 members and the chosen industry and organization for this report is gaming consoles; Microsoft Xbox. While conducting our research on the context of the industry and Microsoft Xbox, several marketing tools were used to acquire this information. With the utilization of Asteroid Tabulation, we were able to acquire supporting information on consumers. This information would involve the use of the Roy Morgan surveying data base. By conducting marketing research through the use of Asteroid and Roy Morgan resources the group was able to determine and observe formalities, and purchase and consumer behaviour of the customers. Other areas of context of the gaming console industry were analysed, one of the areas included the way Microsoft Xbox has communicated to prospective customers and current customers. In terms of marketing perspective; we will discuss the ideologies and perspective Microsoft Xbox are communicating to their customers. A situation analysis is also conducted in terms of the environment Microsoft and other gaming console company’s face. As competitors also determine the behaviour of how a corporation...
Words: 3405 - Pages: 14
...Introduction – Problem identification Nintendo was founded in 1889 and have been operating in the video game console market since 1977 and is a leader in the handheld console market. The videogame industry has over the years grown to a $30 billion industry and is dominated by two giants: Sony with its PlayStation and Microsoft with its Xbox. In 2006 Nintendo introduced Wii as a contrast to the competitors' products and generated $8.26 billion in revenue the same year. Nintendo sold millions of units of Wii every month during the first years and was not even able to meet demand. The Wii differentiated by trying to bring non-core gamers back to gaming and was characterized as a blue ocean strategy, because of Nintendo’s strong value innovation of many new customers. In 2012, Nintendo released the follow-up to the successful Wii, the Wii U. The Wii U started strong by selling 3.6 million units in 2012. But after that sales slowed down. Nintendo revised its sales estimates for the 2013-2014 financial year, downwards from 9 million to 2.8 million units which results in an 18% drop in the company’s share price. Nintendo is now left with the question of what to do with the Wii U. Is it possible to re-introduce the product, or should the company move on to something new? The issue for the lack of success has been identified as related to marketing mistakes. Nintendo have not been able to establish customer awareness and failed to show why the customer needed the Wii U. One of...
Words: 3005 - Pages: 13
...Court Rye Market Research Nintendo DS – Marketing Strategy Problem/Situation Description: Ten years ago Nintendo dominated both the console and handheld gaming industry. Today the gaming industry has grown so much that it is competing directly with the movie industry! Growth in this industry is occurring in the demographic of 18-34 year olds. Nintendo is primarily focused on 5-17 year old gamers with its first party software, especially in the handheld gaming market. As the industry expands Nintendo is struggling to retain market share percentages as their primary market of young male gamers is already saturated. Marketing Objectives: Increase Nintendo’s market share and boost sales without losing touch with the current market of 5-17 year old males. Target Audience: The suggested target audience for Nintendo to expand towards is 5-17 year old females. Budget: The three tools suggested for reaching the target consumer most effectively are TV commercials, movie theater pre-show trailers, and the actual casing and packaging of the product. A high quality 30 second commercial is estimated to cost $100,000 to $350,000 dollars. Movie trailer slides are estimated to start at $1500+ for a four week period. Casing and packaging redesign costs are unknown but estimated to be relatively small when spread over the number of units being produced. Total costs for the Nintendogs Pink DS promotion would be nearly $30 Million dollars over the span of four months. Strategy:...
Words: 6123 - Pages: 25
...The Challenge Of Maintaining Greatness in the Gaming Industry Strategic Management Professor : Yuri Mishina 12-12-2013 1 Table of Contents Executive Summary....................................................................................................................................... 3 Industry Analysis ........................................................................................................................................... 3 Threat of New Entrants ............................................................................................................................. 4 Power of Suppliers .................................................................................................................................... 4 Power of Buyers ........................................................................................................................................ 4 Substitutes ................................................................................................................................................ 5 Degree of Rivalry ....................................................................................................................................... 6 Firm Analysis ................................................................................................................................................. 7 Company Strategy ....................................................................................
Words: 4107 - Pages: 17
...MKTG2100 Principles of Marketing 08 Fall Nintendo: Situation Analysis Krista Law C3110728 Kimberley Campbell C3194572 Julia Arellano C3206262 Haydon Potter C3207158 Table of Contents Executive Summary 2 Introduction 3 Market/Customer Situation Description 4 Industry & Product Category 4 Segmentation Bases & Variables 4 Demographic 4 Psychographic 5 Target Market Description 5 Marketing Situation Description 6 Product 6 Price 6 Promotion 7 Place 7 Process 7 People 8 Physical Evidence 8 Competitive Situation Description 9 Macro-environment Forces Situation Description 10 Demographic 10 Economic 10 Natural 11 Political 11 Technological 11 Socio-Cultural 11 SWOT Analysis 13 Strengths 13 Weaknesses 13 Opportunities 14 Threats 14 Main Opportunity Description 15 Conclusion 17 Reference List 18 Executive Summary This report comprises an analysis on the current and projected marketing performance of Nintendo. After careful and extensive research, a comprehensive analysis of these situations provides an insight into the anticipated future of the company. This will allow Nintendo to evaluate their current marketing situation and make appropriate changes in order to increase the effectiveness of any future marketing campaigns. The methods of analysis include: * An analysis of the current market/customer situation, this provides...
Words: 6464 - Pages: 26
...Research In Motion Case Study Report MKTG 1102 – Set K Anne Marie Webb-Hughes The Zen Group (Group B) Allysa Bikowski Sam Bryant Sarah Crossin Jeron Dillon Kevin Giles Theresa Lawson David McConville October 22, 2009 0 Problem Identification Research in Motion (RIM) will face considerable challenges moving forward. The most relevant questions at hand for the company are, “How can RIM successfully gain a more significant market share of the consumer market?” and, “How will RIM maintain its brand dominance within the business market?” Key Findings RIM, founded in 1984, is the pioneer of smartphone technology and the developer, manufacturer and marketer of the most popular portable communication device in the world, the Blackberry. Unveiled in 1998, the BlackBerry is a truly innovative product that has changed the face of business. In August 2009, Fortune Magazine named RIM the fastest growing company in the world and according to British Broadcasting Corporation, RIM profits have increased by 84% and revenues by 77% in the last three years (Fortune Magazine, 2009). Furthermore, Schonfeld (2009) reports that 56% of all smartphones in the United States are Blackberries and the bestselling smartphone of 2009 is the Blackberry Curve. Despite this success and growth, RIM faces significant challenges. The greatest challenges currently confronting RIM are maintaining its market dominance in the business market and increasing their market share in the consumer market. While RIM...
Words: 2381 - Pages: 10
...Research In Motion Case Study Report MKTG 1102 – Set K Anne Marie Webb-Hughes The Zen Group (Group B) Allysa Bikowski Sam Bryant Sarah Crossin Jeron Dillon Kevin Giles Theresa Lawson David McConville October 22, 2009 0 Problem Identification Research in Motion (RIM) will face considerable challenges moving forward. The most relevant questions at hand for the company are, “How can RIM successfully gain a more significant market share of the consumer market?” and, “How will RIM maintain its brand dominance within the business market?” Key Findings RIM, founded in 1984, is the pioneer of smartphone technology and the developer, manufacturer and marketer of the most popular portable communication device in the world, the Blackberry. Unveiled in 1998, the BlackBerry is a truly innovative product that has changed the face of business. In August 2009, Fortune Magazine named RIM the fastest growing company in the world and according to British Broadcasting Corporation, RIM profits have increased by 84% and revenues by 77% in the last three years (Fortune Magazine, 2009). Furthermore, Schonfeld (2009) reports that 56% of all smartphones in the United States are Blackberries and the bestselling smartphone of 2009 is the Blackberry Curve. Despite this success and growth, RIM faces significant challenges. The greatest challenges currently confronting RIM are maintaining its market dominance in the business market and increasing their market share in the consumer market. While RIM...
Words: 2369 - Pages: 10
...THE VIDEO GAME INDUSTRY By Team 1: Nintendo TABLE OF CONTENTS History of the Video Game Industry P. 3 - 7 Twenty-First Century Trends P. 7 - 8 United States Market P. 8 - 10 Regional Markets P. 10 Industry Players P. 10 - 13 Consumers P. 13 - 15 Regulations P. 15 - 16 Overall P. 16 Exhibits P. 17 - 19 Appendices P. 20 - 33 Endnotes P. 34 References P. 35 - 36 The video game industry includes a broad spectrum of operations including: gaming consoles, games made for consoles, and online games which make up the retail segment of the industry. The majority share of the market is the development and manufacturing of games, consoles and accessories. This report goes through a history of the video game industry; trends to look for in the 21st century; the United States markets and the four segments (games and software, consoles, online games and software, and accessories); regional markets by segment; the major competitors in the video game industry; consumers of the industry, and the minimal regulations that affect the industry. The Appendices provide profiles for the major companies in the video game industry including Nintendo Co. Ltd., Microsoft Corporation, Sony Corporation, Electronic Arts Inc., and GameStop Corp. History of the Video Game Industry Though the history of video games goes back to the 1950s with...
Words: 11759 - Pages: 48
...A Case Study With Sony On Penetration Pricing As Global Pricing Strategy Meaning of Penetration Pricing This is a marketing strategy used by firms to attract customers to a new product or service. Penetration pricing is the practice of offering a low price for a new product or service during its initial offering in order to attract customers away from competitors. The reasoning behind this marketing strategy is that customers will buy and become aware of the new product due to its lower price in the marketplace relative to rivals. It can often increase both market share and sales volume. Additionally, the high sales volume can also lead to lower production costs and higher inventory turnover, both of which are positive for any firm with fixed overhead. The tagline “special introductory offer” is the classic sign of penetration pricing. The aim of penetration pricing is usually to increase market share of a product, providing the opportunity to increase price once this objective has been achieved. Penetration pricing is, therefore, the pricing technique of setting a relatively low initial entry price, usually lower than the intended established price, sometimes lower than the costs too, to attract new customers. The strategy aims to encourage customers to switch to the new product because of the lower price. Penetration pricing is most commonly associated with a marketing objective of increasing market share or sales volume. In the short term, penetration pricing is likely...
Words: 4316 - Pages: 18
...A Case Study With Sony On Penetration Pricing As Global Pricing Strategy Meaning of Penetration Pricing This is a marketing strategy used by firms to attract customers to a new product or service. Penetration pricing is the practice of offering a low price for a new product or service during its initial offering in order to attract customers away from competitors. The reasoning behind this marketing strategy is that customers will buy and become aware of the new product due to its lower price in the marketplace relative to rivals. It can often increase both market share and sales volume. Additionally, the high sales volume can also lead to lower production costs and higher inventory turnover, both of which are positive for any firm with fixed overhead. The tagline “special introductory offer” is the classic sign of penetration pricing. The aim of penetration pricing is usually to increase market share of a product, providing the opportunity to increase price once this objective has been achieved. Penetration pricing is, therefore, the pricing technique of setting a relatively low initial entry price, usually lower than the intended established price, sometimes lower than the costs too, to attract new customers. The strategy aims to encourage customers to switch to the new product because of the lower price. Penetration pricing is most commonly associated with a marketing objective of increasing market share or sales volume. In the short term, penetration pricing is likely...
Words: 4316 - Pages: 18
...Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889[2] by Fusajiro Yamauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4...
Words: 7314 - Pages: 30
... 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...
Words: 9622 - Pages: 39
...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...
Words: 20783 - Pages: 84
...9-508-076 REV: APRIL 14, 2008 ELIE OFEK Sony PlayStation 3: Game Over? [W]hen you look at the history of the video game industry since the PlayStation was launched back in 1995, we were able to take the leadership position very quickly with the PlayStation. With PlayStation 2 we have more than 110 million gamers and consumers enjoying the PlayStation 2 on a worldwide basis. And I think we have a very loyal following for the PlayStation family of products. So with the PlayStation 3, I believe that we are going to be able to quickly take the leadership position once again and maintain that position for a very long time. — Kaz Hirai, President and CEO, Sony Computer Entertainment of America, November 17 20061 It was a picture that was reminiscent of the launch of the original PlayStation nearly a dozen years before. Some eager customers had arrived as early as 6am and from as far as New Jersey to a video game store in Manhattan with the hope of purchasing one of the newest and most sought after video game consoles. By 9am, the number of customers waiting for entrance to the store exceeded 100 and the line extended down the block. One customer in line had been searching stores across the region for two weeks in order to find a console for her brother’s twenty-fifth birthday. A twelve-year-old and his grandmother were visiting their third store in search of the new console. “I just hate what you have to do just to get one,” the boy said.2 In one sense, long...
Words: 10292 - Pages: 42