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    Nintendo

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    Nintendo Case Study 1. Characteristics of game console industry?  Competitive technology-focused‚ with hardcore gamer as a target market.  Fast changing industry‚ since the product lifecycle is comparatively short.  People demand shifted as economy changes. Different specs‚ model‚ and prices are needed to fulfill the ever-changing demand. Game console company have to balance between suitable price and quality.  People are looking for new experience of game playing. 2. The Five Forces

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    A Nintendo

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    Phase 1 Report: Strategic Position Analysis Industry Nintendo of America Organisation Name Organisation Contact Name www.nintendo.com Website URL Email Address 4820 150th Ave. Northeast Address Redmond City WA State / Province 98052 Zip / Postal Code Individual Organisation Type Video Gaming Industry UNITED STATES Country Nintendo of America Inc.‚ established in 1980‚ is a subsidiary of Nintendo Co. of Japan. They have been the worldwide leader in the creation of interactive

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    Nintendo Wii Analysis

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    Nintendo Wii Case Analysis 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

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    Nintendo Case Analysis

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    Nintendo Q4. What conditions now serve as barriers to effective competitive response? 1. Technology development 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

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    Nintendo Case Analysis

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    Nintendo Case Analysis Case Analysis The Nintendo Case Analysis revolves around Nintendo Canada’s President Peter MacDougall anticipating the launch of the Game Boy Color which would become effective on November 23‚ 1998. Essentially‚ the Game Boy Color was viewed as one of the most important launches in the history of Nintendo’s gaming industry since the product was also introduced in North America and Europe respectively. According to the article‚ “Game Boy was arguably the most successful

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    Nintendo

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    Nintendo’s strategy towards game developers Nintendo serves as a good example of a firm that has managed to capture a great deal of value created by other players in the market‚ among others by leveraging the value created in the compliments market. The company mainly signed licensing agreements with outside programmers for development of games compatible with their hardware system. But by still keeping a small share of the game software development in-house (10% in the U.S)‚ Nintendo basically

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    Nintendo Case Analysis

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    Nintendo-The Launch of Game Boy Color Peter MacDougall‚ president of Nintendo Canada‚ was highly anticipating the launch of the Nintendo Game Boy color version across North America and Europe on November 23‚ 1998. This launch was one of the most significant in Nintendo’s history; sales had declined from 1992-1996‚ but had finally started to recover in 1997. The responsibility of the Canadian release was paced on MacDougall‚ and although he planned on utilizing some elements of the U.S. launch

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    Nintendo

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    ends’s S-trategy for the ‚.c A s E .1 Sdly Sarrett The Llnivcrsity of AJabama in ofAlahma for market sqnwqr gxne consoles (PS3) on b€e third-gffidisl selliag in_ eanieit drrirrg Nwbc l?‚ 2006‚ h headlion agairst M*xodb first-b-sta*et rhich had been rdcsd a full 1a ear2005. Tbc n€& LJ/pe suruuding h*ich overshadcred *e innoduction of -Wii system bliday seasm" Ss5r srted is vidm ganre console segmen since 2ffi0‚ Iwata warited to todally change the ryrtet’s

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    licensing program with six retail companies Started selling Nintendo systems in New York 1988- Sales reached 7 million; licensed to 31 American software companies 1990- Nintendo had 90% of market share worldwide 1991- Increased to 100 licensees; rescinded its exclusivity requirements 1992- Nintendo had 40% market share (Sega with 60%) Left alliance they had with Sony 1996- Launched Nintendo 64 in Japan and US (had 3D capabilities) Nintendo had 41% market share (Playstation with 49%) 2001- Gamecube

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    Nintendo Market Analysis

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    4C stakeholder’s analysis of Nintendo Wii Market in 2006 Customers: Nintendo Co Ltd (Nintendo) and its new president Satoru Iwata believed potential existence of a consumer market that distanced itself from gaming. They opined that existing games were not only difficult to understand and play‚ but also found the consoles complex to operate. The games were built more on fantasy and targeted towards traditional over 18 year old male[1] population. Nintendo made a conscious attempt to bring

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