"Was nintendo just lucky or does the wiis success have strategic merit" Essays and Research Papers

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    Nintendo final v4

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    City University of Hong Kong – Part Time MBA 20th December 2014 FB5601 – Principles of Marketing By Name Lo Man Kin KU Kai Chi Cypress Wong Wong Chi Wing Fok Cheung Kong Student ID (54007922) (53837305) (53822513) (53974350) (53977049) FB5601 – Principles of Marketing City University of Hong Kong TABLE OF CONTENTS Company Profile................................................................................................................................................. 2 Main Competitors

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    Wii Case Analysis

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    1. The demand for the Wii console is relatively elastic because it has close substitutes which are the PlayStation 3 and Xbox 360 and consumers will tend to shift to others if the price of Wii console increases or if it happens that there is no availability left for it after its first hot lunch. 2. The supply for the Wii console is relatively elastic because the quantity to be supplied is determined through the price. Also in most markets‚ it is said that time period is considered as determinant

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    Marketing Study of Nintendo

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    EXECUTIVE SUMMARY In December 2012‚ Nintendo Co.‚ Ltd introduced Wii U and hoped it can create another gaming sensation as Wii. However‚ not only Wii U is not as successful as Wii‚ the consumer’s confidence level is declining even in Nintendo’s home market – Japan. Wii U faces competitions from both direct (videogames) and indirect (social/online games and other entertainments) competitors. In addition‚ given Nintendo’s image‚ Wii U is perceived as casual game and received poor response from its

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    Nintendo – Innovation Organization Role R&D Quoting from the Nintendo Annual Report 2012‚ the company strategy is the expansion of the gaming population‚ which is to encourage as many people in the world as possible‚ regardless of age‚ gender or gaming experience‚ to embrace and enjoy playing video games. Nintendo aims to expand their digital business by offering downloadable‚ paid add-on content‚ digitally distributing packaged software and so forth to adapt in environment changes surrounding

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    Nintendo Marketing Mix

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    Analysis of the Nintendo Wii Market in 2006. Please note that an analysis is more than just a list. You need to describe each stakeholder and how they affect the strategy. • Consumers (note: there’s more than one target segment): The case notes that Nintendo targeted non-gamers in addition to gamers. This included consumers of any age and gender. Conversely‚ competitors like Sony focused on teens and males. The case also mentions moms/housewives and families as targets of Nintendo marketing. The

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    Nintendo Case

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    near monopoly of the U.S. video game console market in the late 1980s? There are a few different factors that allowed Sega to break Nintendo’s near monopoly of the U.S. video game console market. First‚ the introduction of a 16-bit system was huge. This was double the original 8-bit systems that were out and consumers were anxious to try it because of the enhanced graphics. Second‚ Sega made their new system backward compatible with its 8-big Master System games meaning that anyone who already

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    Nintendo Case Analysis

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    Nintendo Q4. What conditions now serve as barriers to effective competitive response? 1. Technology development Traditionally‚ Sony‚ Nintendo and Microsoft will create a new battle every five or six years‚ so it means that to develop a new and good product takes time. For the cost aspect‚ as the consoles are expensive‚ the cost of the video games is increased as well. In order to fulfill the customers’ need‚ company has to make more attractive and complex games and this will cost a

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    Wii Fit Promotion

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    Promotion 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

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    Nintendo launch

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    Positioning Macdougall knew the younger the audience he targeted the less likely they were to already own a Game Boy product. The teen market was more sophisticated in a variety of ways. First‚ many in this segment already had a black and white Game Boy and a library of five or six games. As a result‚ they viewed the product as “old technology”. Many teens appeared to have moved past the handheld machines to consoles‚ which offered greater speed and game complexity. Also‚ teens tended to purchase machines

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    Swot Analysis for Nintendo

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    Company overview Nintendo is a Japanese based corporation founded in 1989. It’s original purpose was producing handmade hanafuda cards. After failed attempts at changing the direction of the company‚ it found success in the interactive entertainment systems and software industry. It changed its name from Nintendo Playing Card Company to Nintendo Company‚ Ltd. in 1963. Since then‚ Nintendo Co. has been creating video games and gaming systems that have become tops in their respective categories. In

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