Nintendo Wii

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    Gs1140

    Summary of Key Findings This technology has already been applied in video game industry, for example the Microsoft Xbox 360 Kinect, Nintendo Wii Motion controllers, and the Sony Playstation Move. It has launched with widely mixed reviews. Despite their mixed reception the aforementioned have sold 24 million units (Epstein, 2013), 100.04 million units (Nintendo Inc., 2013), 15 million units (Tin-Poole, 2012). Motion control input devices have been adapted for use in standard home computing environments

    Words: 457 - Pages: 2

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    Nintendo Case Study

    Nintendo’s Wii U Marketing Case Study Wii U launch: make or break for Nintendo Three years ago, Nintendo was king of the $78 billion videogame industry. The Wii was a smash hit and Nintendo's DS hand-held was the best-selling portable gaming device. But a series of stumbles—a lukewarm debut for Nintendo's 3DS hand-held game player and a sharp decline in Wii sales—raised questions about whether the company is on the wrong side of a generational divide. Nintendo has refused to veer from

    Words: 1139 - Pages: 5

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    Nintendo

    [MARKETING FUNDAMENTAL: THE SUCCESS OF THE NINTENDO] | | Summary Introduction: 3 I. General presentation: Nintendo 3 II. Porter´s model: 4 I. The Substitution Products : 4 II. The competition 5 Sony: 5 Nintendo: 5 Microsoft: 5 III. The Positioning: 6 The similarity matrix: 6 Perceptual map of Nintendo DS: 6 IV. Segmentation: The reasons of success 8 Swott : 8 Operational Segmentation 9 Why marketing communication campaign was a success? teddy 10 V. CONCLUSION:

    Words: 1843 - Pages: 8

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    Five Forces Analysis of the Video Game Industry

    development, marketing and sale of video and computer games. It includes video game consoles, game software, handheld devices, mobile games and online games. The video gaming industry has been growing exponentially in recent years with Sony, Microsoft and Nintendo competing for the higher profits in the market. This essay will analyze each of the five forces acting on the industry: threat of new entrants, threat of substitute products or services, bargaining power of buyers, bargaining power of suppliers,

    Words: 943 - Pages: 4

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    Economic

    Wii: Creating a Blue Ocean. The Nintendo Way ÁREA MARKETING ESTRATÉGICO Wii: Creating a Blue Ocean The Nintendo Way Patricio O’Gorman1 RESUMEN Durante la última década, Nintendo ha tenido serias dificultades para mantenerse a flote en el mercado ultra-competitivo de los video-juegos. Su suerte se revirtió solamente cuando modificaron radicalmente su estrategia (creando un Blue Ocean), cambiando así las reglas del juego. Con el lanzamiento de la Nintendo Wii a fines del 2006, recuperaron

    Words: 3230 - Pages: 13

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    Nintendo

    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

    Words: 1974 - Pages: 8

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    Nintendo

    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

    Words: 1974 - Pages: 8

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    Caso: Responding to the Wii?

    20120292 CASO: Responding to the Wii? Fecha de entrega: Lunes 13 de abril 1. ¿Tiene Nintendo una ventaja competitiva? ¿Cuál es? ¿En que se basa? ¿Pueden los competidores copiarla? Nintendo no solo duplica las ventas de sus mayores competidores Sony y Microsoft, sino que observando la utilidad operativa y los márgenes operativos de la industria, podemos observar como Nintendo tiene una gran ventaja sobre la misma. Tomando los resultados desde 1993 hasta el 2007, Nintendo en promedio logra una utilidad

    Words: 2814 - Pages: 12

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    Nintendo External Environment

    competitive environment, there are a number of opportunities and threats for Nintendo to consider while drafting its strategic movements. As an overview, Nintendo is relevant within many different industries -primarily electronics, gaming and entertainment. Demographically speaking, Nintendo reaches one of the widest audiences for its products; people of all ages and genders can find something for them at Nintendo. Socially, it is seen as a more “family-friendly” type of entertainment compared

    Words: 1646 - Pages: 7

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    Nintendo

    1. Was Nintendo just lucky, or does the Wii’s success have strategic merit? Nintendo's strategy was very clear and clever. It thought that it could not survive in the competition with Microsoft's Xbox and Sony's Play Station 3. So, Nintendo do not try to compete to the competitor rather than it tried to rebuild the gaming system. Without concerning the more advanced technology, it tried to do more using less investment. The gamers are of two types; teenagers and hardcore gamers. Company earns

    Words: 343 - Pages: 2

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