Brand Audit and Fingerprint of Nintendo Ltd Contents Page Number 1.0 Corporate Brand Audit 2 1.1 Brand Description 2 1.2 Brand Strength 4 1.3 Brand Future 6 2.0 Brand Fingerprint (Lead product - Nintendo Wii) 7 2.1 Target 7 2.2 Insight 7 2.3 Competition 7 2.4 Benefits 7 2.5 Proposition 8 2.6 Values 8 2.7 Reasons to Believe 8 2.8 Essence 9 2
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HKU982 ALI FARHOOMAND NINTENDO: DISRUPTOR BEING DISRUPTED In February 2011‚ Nintendo released the next evolution of the DS line of handheld gaming devices in Japan: the Nintendo 3DS. It was an auto-stereoscopic device that allowed users to view three-dimensional (“3D”) images without wearing 3D glasses. Despite initial rave reviews of the new device‚ sales figures were much lower than expected. In July 2011‚ Nintendo announced that it would reduce the price of 3DS by 30%1 to boost sales
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develop a strategy that sees Nintendo maintain its market leader status once it is in the market maturity stage Background: Nintendo has been in existence since 1889‚ starting with cards and then expanding into toys and games Nintendo is the leading video game maker in the United States Nintendo has had phenomenal success with their recent launches of Wii and DS In 1992‚ Nintendo had captured 80% share of the market for video games Forecast:1 Nintendo is forecasted to sell 14‚000
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working to shape the industry dynamics. News Nintendo has joined forces with McDonald’s to offer free wireless internet access in the US for its DS handheld games console. (BBC News‚ October 18‚ 2005‚ retrieved from http://news.bbc.co.uk/1/hi/technology/4353480.stm) Analysis This deal reflects a Nintendo’s strategy to 1) ramp up the network effect and 2) create a lock-in of game players who play games outside. One of the key features of Nintendo DS‚ a successful portable game device‚ is its
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Nintendo applied “Differentiation strategy” for Wii. A completely new innovative design in Wii Remote and Wii Nunchuk differentiate Wii as a new video game standard. It has been very competitive in game console market when Nintendo announced their new product “Wii”. XBOX and PlayStation had taken a major market share since Wii’s predecessor Game Cube lost ground in the game console market. Nintendo understands only price does not help them to gain back market shares. It is “Differentiation” will
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Product planning Wii Player of Nintendo 1. Company Analysis: 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
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Nintendo Wii Case Study DeVry University Professor Earnhardt 11/13/11 Executive Summary This marketing plan is looking at Nintendo ’s Wii. This innovative hardware has really changed the way people‚ young and old‚ look at gaming. Considering the Wii has only been out since 2006 this is an extraordinary feat. Nintendo has been keeping gaming alive since 1985 with the release of the original Nintendo (Famicom in Japan) and still keeps the true spirit of gaming alive today. Situation
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Case Analysis: Nintendo and the Wii Every industry and every company operates within a unique internal and external environment. Because of this there is never one specific strategy that dominates others‚ even within industries. Determining which strategic direction to take in order to meet goals and achieve a company’s vision is not easy or uniform. For this reason‚ simply reading about business strategy from a textbook doesn’t give the reader a true sense of real life decisions companies face
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4 1.4 How are brands positioned ? 4 1.4.1 Segmentation 4 1.4.1.1 Nintendo Wii 5 1.4.1.2 Nintedo DS and 3DS 5 1.4.2 Positioning 4 1.4.2.1 Nintendo Wii 5 1.4.2.2 Nintedo DS and 3DS 5 2. BRAND EQUITY 8 2.1. What is a strong brand ? 8 2.1.1 Brand Awareness and Brand Image 8 2.2 The value of Nintendo 9 2.2.1 The value of a brand 8 2.2.2 The value of Nintendo 8 2.3 What makes Nintendo strong ? 9 2.3.1 Brand elements 8 2.3.2 Marketing Mix 8 2
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Product lifecycle of the Nintendo Wii Key: 1. INTRODUCTION 2. GROWTH 3. MATURITY 4. DECLINE A production life cycle illustrates the phases that a product goes through during its existence. The graph above shows the growth of the Wii since its introduction in 2006 when it was launched onto the market. The continual upwards sloping line shows no sign of decline as after five years it is still at the top of cutting edge technology. This shows that Nintendo has redefined what was traditionally
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