Preview

Wii Notes

Satisfactory Essays
Open Document
Open Document
536 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Wii Notes
1. How attractive was the videogame console industry in 1985 (when Nintendo was the volume leader)? What did Nintendo do to position itself relative to the 6 forces?”

* Not very attractive; home video game market ended in 1983 because of the saturation of low quality games developed by third party game developers for the Atari System. The games were uninspiring or unattractive. * Domino effect: software houses collapsed because they had to reduce the price of their games, making the market price for games even lower for other software houses that soon collapsed due to profitability issues. * Caused Atari to sell their consoles ten times lower, 40:4. * Nintendo when entering the market had to sell the consoles at below cost, $249 ($557) * Positioning to the 6 forces: * Approach for designing in-house games was to focus resources on developing one or two hits games per year, rather than a large number of lesser successes. * Authentication Chip “Seal of Quality”: this made sure the quality for the games were up to standards and a great way for them to monitor and collect on royalties that 3rd party software companies made, which were their compliments. * Nintendo took the strategy of developing some complimentary products inhouse, which were the games, while outsourced most of it to 3rd parties. * They also set restrictions on how many games could be developed by 3rd party , no more than 5 games per year.

2. How attractive is the videogame console industry in June 2011?
- mobile game sales were increasing to up and over 15% while handheld software game sales were decreasing by 19%. The entrants of new substitutes decreased the attractiveness of the video gaming industry.
- Microsoft and Playstations during 2010 developed better motion sensor products than wii, which was their core competitive offering for their systems, they didn’t have graphics to go with it. - they also offered other bundled technology,

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The Microsoft and Sony are competitors for Nintendo Wii. And Nintendo is doing pretty good compared to these companies.…

    • 297 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    Responding To The Wii

    • 1072 Words
    • 4 Pages

    Given the current market scenario, Sony will have to fight on both fronts. The Wii has unlocked a new segment of the market. Sony should adapt its strategy to address this new market. But Sony must not lose sight of the big picture, to win the long term race for the “center of the living room”. Sony should leverage its relation with game developers to introduce simpler games for the casual gamer. It has to keep targeting the hardcore gamer and it must continue to provide additional value as a single device for gaming, streaming movies and television, internet surfing, video conferencing etc.…

    • 1072 Words
    • 4 Pages
    Powerful Essays
  • Powerful Essays

    Nintendo Case Analysis

    • 2536 Words
    • 11 Pages

    Nintendo led the market in the globally lucrative video game retail industry. Nintendo 64 was released in 1996, and quickly became one of the most sought after products in the market. Sales continued to rise throughout 1997, yet in 1998 Nintendo faced a problem as some third-party game developers shifted their focus towards the Song Playstation. As Nintendo console sales began to wane, an even greater importance was placed on the market for Game Boys. Handheld games were becoming a very significant contributor to profits across U.S. and Canada. Comparatively, the handheld market in Canada was not as strong as the U.S. market. The size of the U.S. led to a more demographically balanced base of users spread apart over the country. This resulted in a larger support group of teens and adults in the U.S. Another factor that played into the situation was that Sony had a more aggressive marketing strategy across Canada, directly competing with Nintendo’s sales. However, Sony’s marketing efforts were significantly lighter in the U.S. The consequence of this was that Nintendo Canada had to allot a larger portion of their budget to focus on the marketing of consoles, rather than Game Boys.…

    • 2536 Words
    • 11 Pages
    Powerful Essays
  • Satisfactory Essays

    Executive Summary nintendo

    • 1043 Words
    • 4 Pages

    During the PlayStation 2 era, Sony had a complete domination of the market at 89 million consoles sold vs. Xbox and GameCube’s roughly 20 million each. Recently, Sony production delay set it back in its war vs. Microsoft’s, and to win the future Sony needs to reclaim its total domination within the hardcore, 16-25 year old computer savvy, gaming market. The Wii is carving its name outside the target market of Sony, and it isn’t cost effective attack both the hardcore gaming market and casual gaming market because they want different things. To be successful in the future, Sony needs to turn its attention to Microsoft and focus on what it is already successful at.…

    • 1043 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to CY'2011 where the total revenues was USD ~ million. Each segment in the video game industry is subject to a gamut of different factors such as price cuts and number of units sold that play an important role in determining their respective revenues. The video game industry in the US has grown at a CAGR of 8.5% from USD 13,300 million in CY'2006 to USD ~ million in CY'2012. (PR, N. 2013, March 7). The video game console industry is still postured to grow despite the already rapid growth from CY’2006 to 2012. Opportunity still exists for new entrants into the video game console industry.…

    • 1258 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Nintendo Strategy

    • 4445 Words
    • 18 Pages

    Nintendo Co. Ltd. is a longstanding member of the home entertainment software industry that has embarked on a mission to offer the highest quality products and services while treating their customers with attention, consideration and respect. Nintendo’s strategy thus far has been to take advantage of their video game development capabilities; nearly 60% of games sold by Nintendo are self developed. The innovative capabilities derived from various gaming platforms have allowed Nintendo to capitalize off of a series of attachment control devices. The biggest strength that Nintendo has is a strong brand name along with high returns. A well established brand name gives Nintendo an edge over its competitors. Nintendo is the only company that has managed to capitalize on both hardware and software components. The biggest opportunity for Nintendo is to incorporate themselves into the online gaming market due to short product life cycles. Nintendo maintains their competitive advantage through superior game and character development, for which it often owns the legal rights. In a technical comparison of the Wii against its major competitors, it is substantially outperformed in speed processing, memory, storage, networking, video output and multimedia output. If Nintendo wishes to maintain a competitive advantage, the niche market must be penetrated while maintaining the integrity of the Nintendo brand image. Nintendo Black would become a subsidiary company of Nintendo Co. Ltd. that will operate with a mission to specialize in advanced technological specifications to consoles that will compete with Microsoft and Sony. If the proper measures are taken then Nintendo has the opportunity to continue to position itself as an alternative to the gaming experience while increasing the level of competition for its rival companies with its subsidiary company.…

    • 4445 Words
    • 18 Pages
    Powerful Essays
  • Good Essays

    Reign of Nintendo

    • 631 Words
    • 3 Pages

    Nintendo has had many competitors over the years starting with Atari and Calico. In 1985 they took the rapidly failing game market by storm releasing the Nintendo Entertainment System along with 15 other games sold separately. By 1987 they have released 20 games including Metroid and Super Mario Brothers, and completed the annihilation of the Atari with the release of The Legend of Zelda. In 1996 there was the release of the Nintendo 64 which was almost out shown by Sony's Play Station released in the same year due to the lack of title available at the time. Less than 6 months later they released 15 games knocking Sony out of the water with their massive fan base. The climb didn't stop there. Not only where they releasing television counsels the where domination the hand held world with the release of the game boy. From 1994 to now…

    • 631 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    * The gaming market is lead by a relatively small number of game producing companies; Sega,…

    • 4955 Words
    • 20 Pages
    Powerful Essays
  • Good Essays

    Threat of New Entrants: In 2008, the threat of new entrants was not very high. Sony’s Playstation, Microsoft’s Xbox, and Nintendo’s gaming systems were very well established names in the industry. The brand identities of these products were so strong that it would be very difficult for a new player to enter the game at this point in time. Many years prior to 2008 this was not the case. Many new companies tried to enter the market, some, like Microsoft, succeeded, others, like Sega, did not fare as well. In 2008, the Threat of new entrants, is not a strong force in this industry. The cost required to develop and manufacture a product that could be a decent a competitor in this market is too great for a non-established company in this industry to be able to compete. The technology that is needed to be successful at this point is too advanced for new competitors to achieve. Although at times the threat of new entrants might have been a concern for this industry, in 2008, the three current competitors had much to strong a hold on the industry.…

    • 760 Words
    • 4 Pages
    Good Essays
  • Better Essays

    Business Policy Week 8

    • 1281 Words
    • 6 Pages

    One reason the Sega Dreamcast failed during my analysis was the ease for game developers to create games on consoles (Hamilton, P. David). What this means is that creators of popular games would hesitate to create games for the Dreamcast because it did not have a user friendly way for development. One thing that can make or break a video game system is its library of games. It does not matter if a gaming system is more technologically advanced if it has boring games in their library.…

    • 1281 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Games need not be revolutionary, sophisticated, out of this world, or the newest sparkling clean technology of the future to be successful, if they don’t crave it, they won’t praise it. This can be seen with two distinct examples of Nintendo’s consoles comparing the Nintendo’s Wii to Nintendo’s ill-fated Virtual Boy. The Nintendo Wii was a huge success, because it understood its target demographic, and provided for its target demographic, it advertised itself as a social experience one where families, the elderly, and the young could enjoy together. This clicked well with the demographic, and led to its phenomenal success. It provided an experience targeted at families, and individuals who do may not have identified themselves as gamers, and provided an experience tailored to them that they could enjoy with others. The Wii itself introduced motion controls, which were intuitive and innovative, and it can be clearly seen with most of the advertising for the Wii, the focus was not on what was on the screen, but more of the actions, interactions the console provided between people. The Wii was most definitely not the strongest control of its time, nor did it have the best graphics. Which is the focus of…

    • 1677 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    numbered (with the exception of the ace, king, queen, and jack) and contained a heart, diamond,…

    • 1681 Words
    • 7 Pages
    Good Essays
  • Better Essays

    Nintendo Strategy

    • 25208 Words
    • 101 Pages

    which had been on the market for three years. The competitors' products (Sony's PlayStation 2…

    • 25208 Words
    • 101 Pages
    Better Essays
  • Good Essays

    • Most of the video game industry has been dominated by two or three companies at a time.…

    • 512 Words
    • 6 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    When the Wii came out, Nintendo focused on both expert players and occasional gamers. This can extend the market well. But Sony and Microsoft didn’t recognize this point, so they fell behind.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays