Preview

Nintendo Market Analysis

Powerful Essays
Open Document
Open Document
2863 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Nintendo Market Analysis
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 the non gamers into the spot light and create a new consumer segment. They decided to concentrate on simplicity and real life game scenarios. Nintendo designed and marketed “Wii” as family entertainments devise involving all age and gender groups including those who enjoy watching others play. This encouraged not only young members[2] of the family asking parents to buy gaming devises, but the elders started showing interest and started buying Wii. Wii was able to remove the traditional negative barrier between “the child” and “the parent”.

Wii also found a competitive edge by getting female (A NDP[3] press release suggests 5% point increase in female gamers during 2009 compared to previous year, mainly attributed to successes of Wii) and other adult population who has not been very keen in playing earlier.

Company: Nintendo after entrance of new players like Microsoft and Sony into the industry did not see many successes and was fighting for its survival. Nintendo’s net sales remained static for three consecutive years from 2004[4]. The vision of the new leadership was being tested with launch of Nintendo DS and its other variants. However the biggest change came in form of Nintendo Wii in November 2006.

The company financial results showed tremendous growth with net sales and net income tripling by end of 2008. Share holders received dividends of 1,260 Japanese yen, almost 3 times higher than year 2006. Company’s stock prices rose to 64,500 Japanese Yen by



Bibliography: 3. Nintendo (2009) ‘Annual Reports 2008’, http://www.nintendo.co.jp/ir/pdf/2008/annual0803e.pdf [accessed October 14, 2009] 4 5. The NPD group, Inc (09/06/2009) ‘Press releases’ Video gaming attracts larger female audience in 2009. http://www.npd.com/press/releases/press_090629b.html [accessed October14, 2009] 6 7. PVC forum accessed on October 14, 2009 from http://www.pcvsconsole.com/features/consoles/ shows Wii hard drive capacity as only 512 MB compared to Xbox 360 (20-80 GB) and PS3 (20-120 GB). 8. Consumerreports.org (2008) ‘Blogs Electronic’ Get in the game. http://campus.college.ch/resources/Harvard_Referencing.pdf [accessed October 14, 2009] 9 [8] Nintendo (2009) ‘Games Guide, http://www.nintendo.com/games/guide#qhardware=Wii [accessed October 14, 2009] [9] Entertainment Software Rating Board (2009) ‘Home page’ http://www.esrb.org/index-js.jsp [accessed October 17, 2009] [10] PVC forum accessed on October 14, 2009 from http://www.pcvsconsole.com/features/consoles/ shows Wii flash drive capacity of only 512 MB compared to hard drives of Xbox 360 (20-80 GB) and PS3 (20-120 GB).

You May Also Find These Documents Helpful

  • 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

    History of Nintendo

    • 521 Words
    • 3 Pages

    With Nintendo’s boost in confidence they decided to take the next step and jump into the gaming industry by setting up coined operated video games which were a great hit with the younger generation. This was nothing compared to the…

    • 521 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Rocker and Bookchin both critique Marx for falling short in predicting the transformation of capitalism to its full capacity. Where capitalism transforms to exploit resources beyond the state itself. An interesting critique of Marx Bookchin brings up is; Marx’s failure to demonstrate how workers could control the state without the mediation of a statist institution. Understandably so, the Communist Manifesto lacks full development of the capitalist transformation within society. Marx develops strong understanding of the society under which the capitalist economy would transform, but Marx is restricted within the time of which he was analyzing capitalism.…

    • 267 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
  • Better Essays

    Kahn, S. (2014). Video Games in the US. [ONLINE] Available at: http://clients1.ibisworld.com.proxy-ub.researchport.umd.edu/reports/us/industry/default.aspx?entid=2003. [Last Accessed 10/10/2014].…

    • 4659 Words
    • 16 Pages
    Better Essays
  • Better Essays

    The video game console industry is a very competitive segment. Entry into this market is still feasible. From a cultural standpoint, games have never been bigger. Nielsen found that half of all American households have a console, and the amount of time spent playing games has increased 7% since last year (due mostly to mobile and tablet games). But the current crop of consoles is aging rapidly: Xbox 360 is seven years old; Wii and PlayStation 3 are six. As a result, hardware sales are down 15% over the past year, and software isn't faring much better. Even factoring in projected Wii U sales, NPD analyst Anita Frazier expects…

    • 1258 Words
    • 6 Pages
    Better 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
  • Better Essays

    Opportunities: Players of all ages regardless of class, culture, and income with the gaming industry has more than the movie industries. With the gaming online more than homes will have a broadband internet so they are ready to buy and play the Nintendo products.…

    • 885 Words
    • 4 Pages
    Better Essays
  • Better Essays

    thaddeus fotos

    • 1640 Words
    • 7 Pages

    In the console-gaming world people know Sony and Nintendo. Microsoft may be the largest and richest software company in the world, but it’s unknown when it comes to console gaming. Microsoft is counting on the Xbox to change that perception. Gamers may not be willing to take a chance with the Microsoft Xbox, even if it is far superior to any console ever made. Nintendo Gamecube is nothing if charismatic. Nintendo’s new machine is half the size of any other console and looks like a toy with its brightly colored plastic shell and handle. It’s destined to be home of such popular games as Mario, Donkey Kong, Pikachu, and Kirby. Nintendo Gamecube seems mismatched as it goes up against the Microsoft Xbox and the Sony Playstation 2 (a multimedia mayhem that Sony says it’s supposed to be “The Future Of Entertainment”). All this makes you think; what makes Nintendo believe it can possibly go up against the ultra-sophisticated Xbox.…

    • 1640 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Reign of Nintendo

    • 631 Words
    • 3 Pages

    Nintendo has had many competitors over the years starting with Atari and Calico. In 1985 they took the rapidly failing game market by storm releasing the Nintendo Entertainment System along with 15 other games sold separately. By 1987 they have released 20 games including Metroid and Super Mario Brothers, and completed the annihilation of the Atari with the release of The Legend of Zelda. In 1996 there was the release of the Nintendo 64 which was almost out shown by Sony's Play Station released in the same year due to the lack of title available at the time. Less than 6 months later they released 15 games knocking Sony out of the water with their massive fan base. The climb didn't stop there. Not only where they releasing television counsels the where domination the hand held world with the release of the game boy. From 1994 to now…

    • 631 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Video Game Console

    • 1204 Words
    • 5 Pages

    This cycle of using technological enhancements to differentiate consoles was broken when Nintendo launched the Wii. This simple and new approach to gaming appeared risky and shocked industry commentators. However it proved successful for the firm as by 2009 they had sold 51.6 million Wii consoles which almost amounted to the combined sales for Microsoft’s Xbox 360 and Sony’s PlayStation 3.…

    • 1204 Words
    • 5 Pages
    Better Essays
  • Powerful Essays

    The study suggests that gamers actually tend to make more online purchases and spend more money on entertainment content than nongaming population. Growing gaming popularity is directly proportional to household penetration of gaming devices. These devices such as PC, game console (Nintendo Wii, Xbox, Rock Band), cell phones, attractive to all kind of buyers with different features they provide. Some of the companies provide subscription services with a fee that grants users some features such as free games, interactive online game play.…

    • 1561 Words
    • 7 Pages
    Powerful 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