"Wii creating a blue ocean the nintendo way" Essays and Research Papers

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    The Home Video Game Industry: Atari Pong to the Nintendo Wii; Rotting youthful minds since 1974 Many people of today remember how video games began the decay of the physical and mental well-being of the world’s youth since the inception of the Atari game Pong in 1974. What Atari creator Nolan Bushnell did not realize back then was that when he invented this wildly successful creation it would leave such a large imprint on society; physically‚ mentally and emotionally. Many youths of today are

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    Case Study Nintendo

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    International Business Case Study 2 Nintendo: Fighting the Video Game Console Wares Submitted To : Douglas Kuluk Date : 15th Nov 2014 Prepared by : Nebieyu Adinew & Samuel J Ebenezer Program : International Business Section : 3 Contents Executive Summary: 2 Introduction: 3 Problem Analysis: 3 Alternative Analysis: 4 Recommended Solution: 5 Conclusion: 6 References 7 Executive Summary: The report focuses on the case study of Nintendo which is provided followed

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    In Carl Safina’s writings of Song for the Blue Ocean‚ he reflects on his and others take on what is currently going on to the salmon across the Northwest. As you can clearly see from his writing he truly admires this animal and so do many of the people he introduces us to. He shares with us the ridicule’s many industries‚ whom are harming the salmon have laid plainly before us and we fall for without any second thought. He begins his work with a very descriptive story of a female salmon who has

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    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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    Froilan Mencias EEMBA: Strategic Management 2 Prof. Jesus Gallegos Jr February 12‚ 2013 Written Analysis of Case: Nike “Jordan Brand” a Blue Ocean Strategy In 1983 Nike had revenues of $920m‚ this increased by $15m after the Air Jordan 1 was released in 1984. Air Jordan 1 actually sold $130m in 1984 or 13% incremental sales. In 1989‚ powered by further increase in Jordan’s popularity and the efficacy of his “Just Do It” campaign‚ Nike sales reached $1.7 Billion‚ with the Jordan

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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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    Wii Console Case Study

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    Vincent Tan 1206771F 1. Wii is a game console product that involved physical actions of a human‚ it’s not a video game that people would only move their fingers in order to play. The console let one get involved in physical movements in order to play. A good way to promote healthy gaming. 2. The reason why Wii is here to stay is because of the games‚ as most of the games are more suitable for family and girls. Their target is not only hardcore gamers but family and younger generations

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    Environment Macro environment is said to be the most general layer of the environment. This consists of broad environmental factors that have an impact on the organization. The PESTEL framework helps us to identify the future trends which might impinge on Nintendo and therefore identify the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. PESTEL Framework: This categorizes environmental

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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: Great impact on gaming Video gaming has evolved enormously over the years. A variety of advancements in technology has affected gaming and the experience for gamers. Nintendo has been involved in changing the nature of gaming over the years; from playing cards to household video game systems‚ to now having the convenience of playing your video games on portable handheld consoles. Nintendo has been a leader in driving the advancements of video game systems. Before any electronic

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