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    game industry grew in prominence with the 1985 introduction of the Nintendo entertainment system and was well into battle for supremacy among third generation consoles in 2008. The development of video games began in 1947 with the introduction of the first games: “Tennis for Two” and “Spacewar”. The first patent for video game was created in 1968 by Ralph Bear. Until 1983 consumers could only play simple arcade-type games‚ but Nintendo rescued the video game industry in 1985 with the introduction of

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    Console War

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    "Console wars"‚ also known as "System wars" is a term used to refer to periods of intense competition for market share between video game console manufacturers. The winners of these "wars" may be debated based on different standards: market penetration and financial success‚ or the fierce loyalty and numbers of the fans of the system’s games. The term itself does not strictly denote a clear winner in each case‚ though. The outcome of a console war may however determine whether or not a manufacturer

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    Nintendo's Wii Strategy

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    Nintendo has pursued a fundamentally different strategy and business model with the Wii console than that of its competitors‚ the Microsoft Xbox 360 and Sony PlayStation 3. The heart of Nintendo’s strategy was the assumption that consoles do not necessarily require leading-edge power and performance. This is a radical stance since the gaming industry traditionally competed on technological performance‚ graphic quality‚ and game realism: factors valued primarily by die-hard gaming fans. Nintendo shifted

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    Game Console Industry

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    Provide an overview of the company. Include any information you think is pertinent to this company (5 points) Nintendo is a company that creates video games and game consoles. Nintendo is the creator of the Game Boy‚ Super NintendoNintendo DS‚ Nintendo 64‚ Nintendo GameCube and of course the Wii. Nintendo is only one of the few companies that create gaming systems‚ and is in constant competition with Sony (PlayStation) and Microsoft (Xbox). Nintendo’s revenues in 2009 were $19‚308.1 million‚ with

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    is to analyse the key strategies of the three multinational companies; Nintendo‚ Dell and Starbucks. The key strategies recognised were mainly‚ innovation‚ expansion‚ and introduction of new products‚ lowering of markets‚ use of better technology and the like. Further‚ Nintendo‚ Dell and Starbucks enjoyed the first mover advantage. They gained consumer trust and evolved as successful multinational companies. Moreover‚ Nintendo indulged in advanced technology and newer products. Dell’s proposal for

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    dead. But Nintendo managed to recreate the home video game business. First‚ the head of Nintendo’s United State subsidiary Arakawa had an excellent foresight. He noticed the industry’s further potential and believe in people’s interest in games. He then implemented the successful marketing strategy which includes switching to new distribution channels and redesigning the machine to cater to American market. Second‚ when the home video game industry was booming‚ Yamauchi‚ the boss of Nintendo‚ successfully

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    Marketing Management

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    home Video game market. Interest in Video games was rekindled when a number of different companies developed hardware consoles that provided graphics superior to the capabilities of computer games. By 1990‚ the Nintendo Entertainment System dominated the product category. Sega surpassed Nintendo when it introduced its Genesis System. By 1993‚ Sega commanded almost 60 per cent of Video game market and was one of the most recognized brand names among the children. Sega’s success was short lived. In 1995

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    answer. Wii will break down that wall that separates video game players from everybody else. Wii will put people more in touch with their games … and each other. The Wii‚ an advanced video gaming console‚ represents a bold new direction for Nintendo. In developing such an innovative product‚ the company has brought gaming to a whole new level. What makes the Wii especially unique is the Wii remote‚ a distinguishing feature. The white‚ wireless controller is used as a handheld pointing device

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    Consumer Behaviour

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    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

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    History of Pc Games

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    History of Computer Games John E. Laird EECS Department Updated 9/7/05 Derived from The Ultimate Game Developer’s Sourcebook The First Quarter: A 25 year history of video games‚ S.Kent and sources on the WWW First “games” • 1952 – TicTacToe: – A.S.Douglas on a EDSAC vacuum-tube computer [OXO] T56K [M3] PFGKIFAFRDLFUFOFE@A6FG@E8FEZPF @&#9!8!7!!!!!!!*NOUGHTS!AND!CROSSES @&#6!5!4!!!!!!!*!!!!!!!!BY @&#3!2!1!!!!!!!*A!S!DOUGLAS#N!*C#M1952 @&@&*LOADING!PLEASE!WAIT#MMM ..PK T45KP192F [H-parm] T50KP512F

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