Case Analysis Introduction In evaluating Case 3: “The Home Video Game Industry: Atari Pong to the Nintendo Wii”, it soon became evident that choosing a single company would become crucial in unlocking the next level to this Case Analysis. Much research revealed that Nintendo’s array of experience and the changes and obstacles that Nintendo has overcome, made them a great choice for a Case Analysis. This analysis will cover a SWOT analysis: digging deep into the internal strengths and weaknesses, and also the external opportunities and threats Nintendo faces. The evaluation in comparison to the Porter’s 5 Forces Model will determine Nintendo’s ability to rise among its competitors. Finally, the combination of the previous two will aid in …show more content…
(Totilo)” A shortcoming that the Wii has had is that it did not promote gaming for serious gamers. This was because the technology has not been as good. Most systems are using an online option for their gaming and Nintendo is not integrating itself into that aspect. The market seems to be saturated with the Wii. Most homes have one that want one, and a lot of them are not using it for what it is meant for, they are using it for things like a way to stream Netflix to their television. The other issue that has happened is the amount of counterfeit products that have been released. They have found major problems all over the world with counterfeit games, systems and controllers. Nintendo has many opportunities available to them and it seems that they have started to take advantage of some of them. Because they had such success with the Wii, they have experience with motion technology and that can lead to expansion. With the amount of current owners of their systems, they could focus on making games that will interest more people. Some feel that the controller is awkward, so they could come up with more alternatives. They could improve upon their technology and possibly come out with a better, stronger Wii. Their games offer major
However, as the Wii’s target market is slightly different from that of either the Xbox 360 or the PS3, it is of less concern in the short-term. Nintendo’s dominance of female console gamers, however, is of serious concern. In 2008, the Wii outsold the PS3 and Xbox combined, indicating Nintendo’s strength in the market, as well as the growing eminence of female gamers as a target for game and console developers.
Cathy did not see the shot coming and she never knew that it was the shot that hit her;
The Wii is developed on the same principle as of an Xbox and other gaming consoles. A form of interactive media that has extended to the point where it now has virtual exercise and sporting games you can play in your living room. With means of a wireless “power plate” and hand held cordless remote, Nintendo has virtually compiled almost every sport or physical activity one can do. So what does it extend? The Wii and its programs have been developed to stimulate its users physically and mentally, therefore it extends the entire body. Nintendo also have Learning
Nintendo appears to have implemented a market-penetration pricing strategy. The Wii at a cost of $250 is 50% less than the 20-gigabyte PS3 (smaller hard drive machine). At this lower price, it is easier for the product to penetrate the market due to affordability in most segments. This aligns with the assumed company’s aim of maximising market share in the current and new segments. To achieve this, Nintendo ensured that the Wii was less costly to manufacture. Moreover, a higher sales volume may lead to lower unit costs and higher long run profits. Conversely, Sony is believed to have a market-skimming pricing strategy. The company invested $2 billion in technology, so this strategy aims at recovering the maximum amount of revenue to cover the high costs incurred in the early stages of the product life cycle. Additionally, Sony has a strong brand due to the success of their previous machines (PS2 and playstation) and the high price assists in communicating the image of a superior product with quality.
The fifth and final force is that of the intensity of rivalry. This is the strongest force in the video game industry. Nintendo was very strategic in targeting an audience that Microsoft and Sony neglected. While Microsoft and Sony focused on the typical gamers, males ages 18-34, Nintendo focused on a broader audience “everyone” when creating their Wii. In the video game industry rivalry Microsoft and Sony are battling for the same market, while Nintendo has much of its audience all to itself. This is why
Case Analyses: select TWO court cases (from different chapters) from the list below, and respond in writing to the case questions. The written analysis of both cases should be approximately 2-3 pages total; use parenthetical citations and a corresponding works cited list when referencing specific information from the text or other sources, and follow other prescribed guidelines for APA format.
The Nintendo is a truly fascinating system. With a lot of history you may not have heard of, and with the Nintendo coming very far in the gaming world with the system’s and company’s progression as well as the systems after it, it is a very cool system altogether that I enjoy thoroughly.
When the NES came out Nintendo started a licensing company for third party games to produce their games in Nintendo factories. After the NES was created Nintendo redesigned the Famicom (the game cartridge) to look like a VHS tape to help grip the system grip it better. Also, the rarest game in NES history is the boxed version of Stadium Events, “but only a handful of boxed, complete copies have ever been seen in the wild, and they can fetch anywhere from $35,000-45,000 at auction” (www.usgamer.net). The best selling game in NES history was Super Mario Bros as it sold a total of 40 million copies (www.usgamer.net). Before the NES came along, Donkey Kong was the king of gaming. The reason for this is because arcades were the only way to play at the time. Luckily, NES games were playable in the arcades. Games like Ninja Gaiden and Super Mario Bros were stretched into the arcades by a system called Play-Choice10. In conclusion, the NES was part of a revolution in
The controllers are motion controlled, therefore it reads with your body motions along with being held in certain directions, all being read by a sensor bar that is placed above your television. Depending on a person’s height and placement of the sensor along with even just where your television is in your room, right down to the lighting, all affecting the sensor to make it just not read right. Causing you to have to move slowly to navigate anything from a game to just the home screen of the console. When you’re intensely focused on a game you do not want to move slowly, you want to be able to move freely, and just be able to react to anything. Another issue I always had with the Nintendo WII is trying to just find a good game. Most of the games are made for children or are family appropriate games. For a person who is really into gaming and is above ten years old, don’t get truly interested in the gameplay of these kind of games. These people like games with good action and stories that keep you focused and thinking. The games that Nintendo put out for the WII are just too simplistic. Then when you actually find the few games that are well known names you know that you like are end up hard to control properly. So than you try to mess with the apps that are provided with the WII and it always has a slow internet connection that causes the apps to glitch and take a long time to load. Trying to watch TV shows or movies on Netflix was always a nightmare with the WII.
The Wii was a huge success because it was different and family friendly and the Wii U was a fail because it wasn’t new or innovative. Nintendo has had the Wii branding for almost 11 years and because of that, they were not selling as many systems as they’d hoped. Then, they made a change. The dull gray and white color scheme of the Wii was replaced by a sharp red and white color scheme, along with a crisp new logo. This change has appealed to teens and adults, making the popularity of the Nintendo Switch skyrocket! This is a new Nintendo for loyal fans and it will positively affect the newer generations of Nintendo
It can be said, that Nintendo too was once part of this Red Ocean. But in the past years (specifically since 2006) the company has taken huge leaps in getting ahead of their rivals and taking hold of the market by making their counterparts irrelevant. This has mostly been due to the firm’s launch of the Wii. For many years, before the launch of the Wii gaming console, Nintendo spent most of its time playing catch up with Microsoft, and Sony, with its last success being the “Gameboy” in the 1990s. But in 2006, this company came up with something which not only brought them immediate success, but also paved the way for new innovations and ideas in the gaming industry, which had become dry of new inventions, as companies only thought of outselling each other, rather than
After seeing how the Nintendo Gamecube was doing many 3rd party developers did not want to work with Nintendo. Developers wanted to make mature games for the Play Station 2 and the soon to be released Xbox. Another reason developers shied away from developing on the Gamecube was for the lack of power and storage space with the discs (Thomas, L). Sony was using standard sized discs which meant that bigger games would be able to be played and developed, because of all the storage. Nintendo decided to try using smaller discs that had minimal storage and games would not be as big. This turned developers away and as of 2017 this decision Nintendo made back in 2001 still affects Nintendo.
How did Nintendo go from a small card company in Kyoto, Japan to a global juggernaut in the video game industry? They were able to able to mesmerize us all with fun and new intuitive ways to enjoy a medium that was only looked at as toys, but now is a medium that is enjoyed by every one of all ages. To quote the former president of Nintendo, the late Satoru Iwata said, “Above all, video games are meant to be just one thing: Fun for everyone” with that philosophy Nintendo was able to shape, save, and innovate the home video game entertainment market. As a gamer I idolized Nintendo since I was a child, providing a fun and satisfying experience with wonderful stories that provided escapism from childhood trauma and I am forever grateful towards them.
Panera Bread Company is a place where patrons can get quality food of its menu without waiting for long period of time. Panera Bread Company competitors are fast food chain restaurant and other place that provide on the go services.
Founded in the year 1889 by Fusajiro Yamauchi is Japan’s Nintendo Playing Card Co., Ltd, now popularly known as Nintendo Co. Ltd. with Satoru Iwata as the Company’s CEO. The name change was done in the year 1963. As of year ending 30th June 2010, the gross income of the Company was $11.98 billion and the net income figure was $1.01 billion. This case study is mainly on the launch of the company’s famous product the Nintendo Wii. This product of Nintendo Co. Ltd has recorded sales of thirty million Wii which makes it the fastest selling console in the history of U.S. The company strategy was to exploit the new and untapped market and thus was successful in becoming the market leader and a top competitor in the industry. Looking at the great success of Wii and its controls, companies like Sony and Microsoft have decided to launch their Xbox 360 and PlayStation 3 motion controls shortly during this year. It is now to be seen if these two products will be able to bridge the gap of sales lead between Wii and the other competitive products in the market.