Preview

Consumer Behaviour

Powerful Essays
Open Document
Open Document
2570 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Consumer Behaviour
EXC2112
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

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    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, although Sony’ PS3 and Microsoft’s X360 was the high performance products. The consumer wanted to buy the user friendly products instead of over-techs.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    As Nintendo Wii continues through the product life cycle, I assume that it will stabilize as opponents are rapidly about to happen with very analogous products. The rate or charges of the item will turn down a little bit to maintain client’s stratagem. One more distinct thing in relation to the Nintendo Wii that I never observed as a lot with other video game systems is that they advertize their product in front of the families. Commonly, you believe about these video games as being for a fresh market, but Nintendo Wii has taken the observation on the reality that they have a product by which the entire family can get pleasure. They carry on becoming visible with games that are…

    • 344 Words
    • 2 Pages
    Satisfactory 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

    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
  • 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
  • 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
  • Powerful Essays

    Nintendo Marketing Plan

    • 8431 Words
    • 34 Pages

    We should continue to Improve our current consoles. Some of the ways that we can do this is by letting the consumer play DVD and MP3s, giving the Wii remote a rechargeable battery, and allow the consumer to save games on an SD card.…

    • 8431 Words
    • 34 Pages
    Powerful 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
  • Good Essays

    Wii Fit Promotion

    • 937 Words
    • 4 Pages

    Nintendo knows that it has a unique and attractive product to a wide demographic at an affordable price. To generate the sales and profits that we have forecasted though will require all of the above features to be effectively communicated to our customers. This is where promotion enters the marketing mix. This mix will consist of a blend of personal selling, advertising, sales promotion, public relations, and web site. Our promotional strategy will be based on the Wii Fit target audience and their goals.…

    • 937 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Nintendo Wii - HBS case

    • 1811 Words
    • 8 Pages

    The video game industry can be seen as part of the broader entertainment industry, which is a sector that involves most part of the population all over the world, especially in the developed countries. The more countries will develop, the broader the entertainment industry’s consumer base will become, with the consequence of greatly widening video game industry’s potential customers. More specifically, video game console industry has been growing during its first two decades of life around a segment of young male users. Afterwards, thanks to the debut of PlayStation in 1995, it enlarged its consumer base up and downwards, their age ranging from 6 to 40-45, but still mostly formed by males. Nintendo Wii changed the rules of the game, by addressing people of both sexes, and of ages ranging from 5 to 65. At the same time, it also renewed the way of video gaming, from a mostly individual activity to a group game, and by changing the channel of interaction between the gamer and the console, from a manual joystick towards a body-motion based system. The impressive success Nintendo Wii has experienced during the first two years after its release has to be seen as a massive broadening of the actual consumer base of the industry, which makes it look very much attractive at least for what concerns the following console release, being the figure at stake huge. Therefore, the market for video game consoles has grown tremendously. Moreover, video game consoles have become a means to address more and more consumers’ needs, even outside the entertainment one. As an example, they are now provided with Internet connectivity, so that users can communicate through them, and thanks to Wii’s new modality of playing, they can also help users to stay or get fit.…

    • 1811 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    Market Segment – New design are to position Wii as a console for gamers of all ages and teastes. The broad target audience is how Wii differentiate itself from other competitors in the market. Major competitors like XBOX and PlayStation are mean more for the teen and young age game fever group.…

    • 296 Words
    • 2 Pages
    Satisfactory Essays
  • Better Essays

    Brand As I have mentioned above, Nintendo is one of the highest competitive worldwide game companies, created many well-known, household industry icons such as Super Mario, Wii Fit, Wii Sports and The Legend of Zelda, all of which not only improved the brand to be more recognizable and irreplaceable but also enable it to gain customer loyalty. With the strongly helpful background, Wii was born with people’s expectation. It is a fantastic beginning to get marketing success.…

    • 1512 Words
    • 7 Pages
    Better Essays
  • Powerful Essays

    Nintendo released a kind of video game player that is played at home called Wii in 2006, but it has been available in 7th December 2007 in market. Nintendo has founded by Fusajiro Yamauchi on in September 1889 in Kyoto, Japan. Nintendo has 21 subsidiaries and 8 affiliates and also a common deponent in Video games industry. Its brand was established for the family entertainment. Nintendo’s history is a company for video games and toys with the reason for serve entertainment for every household. After two years established Nintendo changed into American Inc. with USA market and then Nintendo has globalized successfully in Canada, German, Franc, UK and Korea. Wii is a kind of party game for two people, but can also for single, with a controller machine is put next to the screen. Player can use body touch instead of remote controller. As a seventh-generation smart invention, Wii has to compete to Sony Play Station 3 and Microsoft Xbox 360. Since Wii has introduced, it become popular in entertainment and applications. Wii has a strong market and most of its consumers are middle class, especially in 2008. Although there are some complains about the speed of system and functions but Wii still develop in recent years. To maintain the competitive advance, Nintendo have to look forward the influence to the customers of Sony and Microsoft and understand what consumer needs and wants to improve the product and continue to develop innovation.…

    • 3137 Words
    • 13 Pages
    Powerful Essays
  • Better Essays

    Nintendo 's Wii three main target consumer groupsNintendo discovered that in order to succeed in its business undertakings, it needs totarget different groups of consumers that are sure to earn them a substantial profit. Ittherefore purposed to intensify its promotion strategies to high earning individuals most ofwhom were young adults and therefore interested in video games. Their target customerscomprised of members of the armed forces that were mostly interested in golf, teachers thatmostly took wine and other citizens who owned pets (4b_ntendo 2006). After grouping thegroups in such segments, they had to consider how much they earned.…

    • 1116 Words
    • 4 Pages
    Better 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