The competitive advantage Nintendo had over its competitors was the product and clearly the strength of Nintendo. Nintendo DS, released in December 2004, was a compact portable game console distinguished by an innovatively intuitive touch-pen technique. It was supported by the Touch! Generations series, which included game titles such as Nintendogs, Animal Crossing, and Brain Age targeted at a wide direct market including young females and even seniors. Then the Nintendo Wii was presented, a new form of game that incorporated user movement into gaming. With a wireless controller and the Wii remote that detects movement in three dimensions, the user can dance, sing, golf, box, bowl, work-out, play a guitar, and on and on. Opponents can be sourced in other locations and even other countries. In fact the DS and Wii with their supporting games created a new market categorized as “casual games”. Video games that require less aptitudes, experience characterized by ingenuous, intuitive rules. The new casual game category went from 1 percent of the market to over 20 percent by 2005. One principle innovative reason was the acceptance of a realistic and astute analysis of the two
The competitive advantage Nintendo had over its competitors was the product and clearly the strength of Nintendo. Nintendo DS, released in December 2004, was a compact portable game console distinguished by an innovatively intuitive touch-pen technique. It was supported by the Touch! Generations series, which included game titles such as Nintendogs, Animal Crossing, and Brain Age targeted at a wide direct market including young females and even seniors. Then the Nintendo Wii was presented, a new form of game that incorporated user movement into gaming. With a wireless controller and the Wii remote that detects movement in three dimensions, the user can dance, sing, golf, box, bowl, work-out, play a guitar, and on and on. Opponents can be sourced in other locations and even other countries. In fact the DS and Wii with their supporting games created a new market categorized as “casual games”. Video games that require less aptitudes, experience characterized by ingenuous, intuitive rules. The new casual game category went from 1 percent of the market to over 20 percent by 2005. One principle innovative reason was the acceptance of a realistic and astute analysis of the two