CONSUMER BEHAVIOUR
Case: Wii´s Success
CASE ONE: NINTENDO WII'S SUCCESS
Q1: What consumer needs are driving the success of the market adoption of Nintendo Wii? Consider the innate and acquired needs.
Innate needs are 'biogenic' or 'physiological needs' which refer to needs such as air, food water, shelter, clothing etc. While acquired needs are those we learn from our culture and surroundings, also known as 'psychological' or 'psychogenic needs' i.e. affection, power, learning, prestige and self-esteem.
Nintendo Wii is a home video game console, which competes its way with Microsoft's XBox360 and Sony's PlayStation 3. Nintendo aim is to target a broader demographic than the other two. Nintendo took the craze of playing video games to a whole different level, that by introducing wireless controller and Wii remote which can be used as a handheld pointing device detecting movements in three dimensions. Moreover, allowing more than two people to play a time receive messages and update over the internet while in stand by mood makes the product user friendly. 'Wii' the name itself sounds like the word 'we', which emphasizes that the console is for everyone. People around the world can easily remember Wii; no matter what language they speak. No confusion (http://en.wikipedia.org/wiki/Wii). Having said a little bit about the product, it's not the quality and features of a product that leads to its success. There are other factors involved as well such as the marketing of the product, pricing and placing strategies and type of market targeted. As said by the president of Nintendo Wii that it's all about the Nintendo's customer driven marketing strategy which has lead to success of the product. Nintendo simply is a product created for the customer keeping their preferences in mind. The company runs the business through the eyes of their customers and not for competing or having any other motive behind their mind. Nintendo is a reflection and response of a