Preview

Product Lifecycle of the Nintendo Wii

Good Essays
Open Document
Open Document
570 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Product Lifecycle of the Nintendo Wii
Product lifecycle of the Nintendo Wii

Key:

1. INTRODUCTION
2. GROWTH
3. MATURITY
4. DECLINE

A production life cycle illustrates the phases that a product goes through during its existence. The graph above shows the growth of the Wii since its introduction in 2006 when it was launched onto the market. The continual upwards sloping line shows no sign of decline as after five years it is still at the top of cutting edge technology. This shows that Nintendo has redefined what was traditionally thought to be the video game console life cycle with the Wii as it can be seen as an industry standard and shows no signs of decline. This means that the Wii can plausible be seen as the dominant design in this market as “a single basic architecture that becomes the accepted market standard” (Anderson & Tushman (1991)).

The key behind the success of this console seems to be its affordability and Nintendo’s concept of “play, not graphics”. The results of these simple concepts have led to the Wii jumping into the console life cycle well ahead of where it should be, at the point where mass market acceptance becomes high and barriers to entry are low. For instance, in 2008, Wii was the highest selling gaming console in the world with 24.5 million units hardware (console) sales and 148.4 million units software sales. The impact of this innovation is hard to describe as it can be described as both fundamentally radical and incremental due to the fact that it is a new core product but also due the major improvements that have been made on top of this (wireless motion censored gaming).

The results are staggering as Nintendo raised its hardware and software sales expectations four times in 2007 with the number of Nintendo Wii units sold up to December 2009 standing at 67.45 million. Its widespread appeal has lead to everyone from hardcore gamers to middle aged couples becoming early adopters of the Wii opposed to Playstation and Xbox whose target audience comprises



Bibliography: http://nintendowiipro.com/microsoft-follows-nintendos-lead-with-product-life-cycle/ - Accessed on 2nd March http://www.sleepygamer.com/2008/09/12/rethinking-the-product-life-cycle/ - Accessed on 2nd March http://uk.gamespot.com/pages/forums/show_msgs.php?topic_id=26183515 – Accessed on 2nd March http://seekingalpha.com/article/33732-nintendo-s-stellar-results-bad-for-video-game-publishers?source=article_lb_author – Accessed on 2nd March http://seekingalpha.com/article/33732-nintendo-s-stellar-results-bad-for-video-game-publishers?source=article_lb_author – Accessed on 2nd March http://www.nintendo.co.jp/ir/pdf/2008/annual0803e.pdf - Accessed on 9th March

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The product or the item for consumption that I have selected is the Nintendo Wii Game System. This system ruined the industry’s rank, when they put on the loose of this novel perception of effectively taking part in the video games. I would like to say that the Nintendo Wii is at the market development stage or level. Although the product is just a pair of years old presently, the attention level carries on to cultivate as the Nintendo organization is constantly producing original augmentation to move out by the side of the Wii game system. More over, other video game varieties currently are opening to generate the similar video game technology providing the Nintendo Wii opposition that untill that time it did not have it. This opposition has merely pact with the Nintendo generating more attentive games, trimmings, and improvements building up their product yet more enjoyable or pleasurable.…

    • 344 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    In the console game industry, “generations” defined by advancement of the underlying technology. Nearly all technological leaps from one generation to the next were marked by a change of industry leadership. Such as, the 3rd generation (1988~1944) was dominated by Sega Genesis console which was set firstly applied with a 16-bit microprocessors. And in the 4th generation, Sony introduced PlayStation, a 32bit CD-ROM videogame machine which had more storage capacity and more lower costs…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Wii Encore Case

    • 1383 Words
    • 4 Pages

    Thirdly is reading consumer desire. The victory of the Wii from the wireless motion-sensing controllers depends on the consumer desire. The consumer chose the lower performance product, Wii which had the wireless motion-sensing controllers even though Sony’s PlayStation3 and Microsoft’s Xbox360 were higher performing products. The consumer wanted to buy the user friendly products instead of over-techs. Sony was the exception to these factors mainly because of their intensive relationships with the developers, the backward-compatible technologies, the reasonable approach to prcing, and their relatively weak competitors.…

    • 1383 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    The life cycle stage of Nintendo is at growth rate, the video games have a potential demand in international market. The Nintendo has already successful in launching video games like Wii. Hence Nintendo product Wii is in growth stage. The life cycle of its competitors are in introduction stage only, compared to…

    • 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 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

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    The game console industry is unpredictable, as the market leader changes as frequently as new games being released. Currently, the most prominent console manufacturers in the industry are Sony (PlayStation), Microsoft (Xbox), and Nintendo (Wii). While Sony and Microsoft focus on powerful machines and games targeted at older teens and young adults, Nintendo’s family friendly, less graphically polished consoles target an entirely different market, and is not applicable to the Sony/Microsoft battle.…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Powerful Essays

    Case Responding to the Wii

    • 1457 Words
    • 6 Pages

    When looking at how the industry evolving over time we can use figure A given in the case reader. Here we can clearly see the market leaders in the gaming console industry over the generations. When looking at the product life cycle of each of the volume leaders, we can see that each console produced by the volume leader has an approximate life time of about 5 years. Technological improvements and competition over time have been the main…

    • 1457 Words
    • 6 Pages
    Powerful Essays
  • Powerful Essays

    [ 6 ]. "Nintendo Wii." Encyclopedia Britannica. Encyclopedia Britannica Online. Encyclopedia Britannica, 2011. Web. 23 Apr. 2011. .…

    • 2732 Words
    • 11 Pages
    Powerful 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
  • Satisfactory Essays

    Technological Forces: Technological factors have played a significant role in Nintendo’s decline in sales. A new generation of young users is typically downloading free-to-play gaming…

    • 732 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    Nintendo Wii Analysis

    • 1117 Words
    • 5 Pages

    The Wii is a video game console released by Nintendo on 2006. It is the 7th generation of the Nintendo family. Today it competes with Sony Playstation 3 which was released the same year and Microsoft Xbox 360 which was released a year ago in 2005. Why Wii? Well, they say that Wii is more than a game machine. It is a social and active entertainment that brings the whole family together. How they have achieved this is by innovation in their gaming console. The Nintendo Wii is "motion controlled" meaning that you the player, have to control your play with your movements using the wireless remote that comes with the console. This is one of a kind feature brought by Nintendo and as of the first quarter of 2012, the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales. In December 2009, it also broke the record for best selling console in a single month in the United States.…

    • 1117 Words
    • 5 Pages
    Good Essays
  • Best Essays

    The video game is still a relatively young industry, dating back to the 1972 launch of the first home console created by the American company Magnavox, called the Odyssey. In just under four decades the industry has blossomed across the globe. It wasn’t an easy road though, as the industry experienced a collapse in 1983, but was given life again thanks to the overwhelming popularity of the Nintendo Entertainment System created by Japan based company Nintendo. Today the video game industry has become a worldwide entertainment…

    • 1433 Words
    • 6 Pages
    Best Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    Traditionally, Sony, Nintendo and Microsoft will create a new battle every five or six years, so it means that to develop a new and good product takes time. For the cost aspect, as the consoles are expensive, the cost of the video games is increased as well. In order to fulfill the customers’ need, company has to make more attractive and complex games and this will cost a lot and take time also.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays