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 determining the potential recommended strategies Nintendo could take to increase profits and level the competition.
SWOT Matrix STRENGTHS * Global Presence * Creative Games * Past success leads to better reputation * Experience * Consistency with manufacturing since it is done in Japan only * Better distribution which is worldwide * Appeals to a broader public * Synonymous with gaming, i.e. Super Mario, Donkey Kong, Pokémon * Affordable gaming * Simple gaming | WEAKNESSES * Smaller game selection * Less online options * Wii popularity seemed to have peaked * Not appealing to serious gamers * Technology is not as good as others * Haven’t integrated into online programs * Counterfeit products | OPPORTUNITIES * Experience with motion technology which could lead to expansion * Large number of current owners * Capable of improving technology * Expand into new generation with Super Mario Brothers * Possibilities for other licensee’s * Expansion of digital business by offering downloadable content and digital distribution of packaged software | THREATS * Not going into online gaming * Competition includes social networking games, Microsoft, Sony, and Apple, other mobile devices that
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