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NINTENDO Competitive Analysis and Strategic Recommendations Prepared by Sudhish Subhash | Theron Korda | Mridul Katial | Sumit Deo M-290A EDGE : FTMBA10 - PaulMerage School of Business
Vision Current state    Board of Directors    Employees    Investors    Conclusion Corporate Vision ,[object Object]
Devotion to entertainment business ,[object Object],Vision
Vision    Current state    Board of Directors    Employees    Investors    Conclusion Sustaining Innovation Better Console gaming ,[object Object]
Portable Gaming Platform – Nintendo DS
Simplified touch screen controlsPerformance 3D TV hooked to current consoles Target overshot customers Different Performance Measure New end disruption Innovation ,[object Object]
Controller free
Screen free - 3DTime 3D presentation techniques non bound by CONTENT – games, music, shows Compete against non-consumption    Next??  Consumerism and Socializing Time Non-consumers or non-consumer context Vision Company improvement trajectory
Vision    Current state    Board of Directors    Employees    Investors    Conclusion Technological Segment ,[object Object]
Future Developments: Holography, brain wave technologiesSociocultural Segment ,[object Object]
63% of parents feel that video games were a positive addition (2008)Current State - Industry
Vision    Current state    Board of Directors    Employees    Investors    Conclusion Opportunity Insights Competitors & Substitutes Mega Global Forces Consoles: PS3,Xbox360 PC Games Handheld: iphone, PSP, Gameboy, DS lite Social Gaming: MMORPG, Xbox live, PS network Home Entertainment: Movies, Songs, Netflix, Redbox Upcoming: Microsoft’s Project Natal, Health vault Interactive education: languages, architecture, environmental issues, exploration Health Virtual Shopping Social/interactive gaming Online dating Gesture based interaction Home entertainment E-readers, file management Current State - Industry
Vision    Current state    Board of Directors    Employees    Investors    Conclusion Nintendo’s current Value Proposition: Wii ,[object Object]
Focused on what matters in having fun rather than what is looking or having cutting edge
Changed the way how game was played: from pushing buttons to moving body
Used game for something more than game such as fitness and family entertainment to make this other activity funValue Proposition
Vision    Current state    Board of Directors    Employees    Investors    Conclusion STRENGTHS ,[object Object]
 Owns popular properties such as Super Mario Bros. and Donkeykong ,[object Object]
 Built a lot of brand equity over the past 30 years (sold 49 million Super Nintendo Entertainment System consoles in the 90s)
 Captures a broader demographic than other console makers
 Solely focused on gaming, unlike competitors Microsoft and SonyCurrent State - Nintendo
Vision    Current state    Board of Directors    Employees    Investors    Conclusion WEAKNESSES ,[object Object]
 Not known for sophisticated graphics
 Popularity of the Wii seems to have peaked
 The hierarchical nature of the company may cause it to not respond quickly enough      to the threat of an insurgent Current State - Nintendo
Vision    Current state    Board of Directors    Employees    Investors    Conclusion CAPABILITIES (Based on Strengths & Weaknesses) ,[object Object]
 Leverage first mover advantage, bargaining power and easy customer recall
 Utilize global presence and geographical diversification to reduce business risk
 Reduce dependency on suppliers
 Balance hardware and software focus
 Diversify range and appeal to serious gamers

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Nintendo YOO - The next generation of Console Gaming

  • 1. NINTENDO Competitive Analysis and Strategic Recommendations Prepared by Sudhish Subhash | Theron Korda | Mridul Katial | Sumit Deo M-290A EDGE : FTMBA10 - PaulMerage School of Business
  • 2.
  • 3.
  • 4.
  • 5. Portable Gaming Platform – Nintendo DS
  • 6.
  • 8. Screen free - 3DTime 3D presentation techniques non bound by CONTENT – games, music, shows Compete against non-consumption Next?? Consumerism and Socializing Time Non-consumers or non-consumer context Vision Company improvement trajectory
  • 9.
  • 10.
  • 11. 63% of parents feel that video games were a positive addition (2008)Current State - Industry
  • 12. Vision Current state Board of Directors Employees Investors Conclusion Opportunity Insights Competitors & Substitutes Mega Global Forces Consoles: PS3,Xbox360 PC Games Handheld: iphone, PSP, Gameboy, DS lite Social Gaming: MMORPG, Xbox live, PS network Home Entertainment: Movies, Songs, Netflix, Redbox Upcoming: Microsoft’s Project Natal, Health vault Interactive education: languages, architecture, environmental issues, exploration Health Virtual Shopping Social/interactive gaming Online dating Gesture based interaction Home entertainment E-readers, file management Current State - Industry
  • 13.
  • 14. Focused on what matters in having fun rather than what is looking or having cutting edge
  • 15. Changed the way how game was played: from pushing buttons to moving body
  • 16. Used game for something more than game such as fitness and family entertainment to make this other activity funValue Proposition
  • 17.
  • 18.
  • 19. Built a lot of brand equity over the past 30 years (sold 49 million Super Nintendo Entertainment System consoles in the 90s)
  • 20. Captures a broader demographic than other console makers
  • 21. Solely focused on gaming, unlike competitors Microsoft and SonyCurrent State - Nintendo
  • 22.
  • 23. Not known for sophisticated graphics
  • 24. Popularity of the Wii seems to have peaked
  • 25. The hierarchical nature of the company may cause it to not respond quickly enough to the threat of an insurgent Current State - Nintendo
  • 26.
  • 27. Leverage first mover advantage, bargaining power and easy customer recall
  • 28. Utilize global presence and geographical diversification to reduce business risk
  • 29. Reduce dependency on suppliers
  • 30. Balance hardware and software focus
  • 31. Diversify range and appeal to serious gamers
  • 32. R&D to include sophisticated graphics without significant costs
  • 33. Adopt a flat structure to ensure faster response to threat of insurgentsCurrent State - Nintendo
  • 34.
  • 35.
  • 36. Online gaming continues to expand at a breakneck pace
  • 37.
  • 38.
  • 39. Focus on Online gaming segment
  • 40. Incorporate Social Networking games
  • 41. Target ‘mobile’ gaming segment
  • 42. Leverage the power of home networking and entertainment delivery technologies
  • 43. Integrate Wii with basic activities (Extend offerings like Wii Fit)
  • 44. Online promotion of specific games
  • 45. Manage shorter product lifecycle efficiently
  • 46. Adapt to changes in consumer preferenceCurrent State - Nintendo
  • 47.
  • 48. Product : Project Natal
  • 49. Place : Target Advertisers
  • 50. Price : Competitive ($150)
  • 51. Position : Casual GamersAssumptions Realism – More effective representations and interactions in 3D Hardware-less controls Capabilities Strengths: Brand awareness, Loyalty, Presence Weaknesses: Manufacturing costs Competency: Operating Systems/ Computing Vision Current state Board of Directors Employees Investors Conclusion 4 Corner’s Analysis for Insurgent (Microsoft) Current State - Competitor
  • 52.
  • 53. Ensure that Nintendo 3DS (pipeline) is positioned correctly
  • 54. Partner with 3D holographic companies (Musion)
  • 55. Partner with Cisco (Telepresence)
  • 56. Acquire smaller players with a potential to disrupt1UP Current State – Nintendo Vs Competitor
  • 57. Partner with other companies Execute Execute Build in-house Vision Current state Board of Directors Employees Investors Conclusion ? SHORT-TERM STRATEGY A Y N Y N Strategy
  • 58. Vision Current state Board of Directors Employees Investors Conclusion SHORT-TERM STRATEGY B TouchscreenWii - One Controller, Multiple Uses Strategy
  • 59. Vision Current state Board of Directors Employees Investors Conclusion SHORT-TERM STRATEGY C YOO can control your emotions EMOTION SENSING Strategy
  • 60. Vision Current state Board of Directors Employees Investors Conclusion SHORT-TERM STRATEGY D Cater to a broader demographic From ages 5-95 yrs Strategy
  • 61. Vision Current state Board of Directors Employees Investors Conclusion MILESTONES Strategy
  • 62. Vision Current state Board of Directors Employees Investors Conclusion LONG-TERM STRATEGY Strategy
  • 63.
  • 64. Gaming Focus: Nintendo is dedicated to games, while competitors worry about broad high tech and electronic sectors.
  • 65. Strength of Brand: Customers know that they can expect quality and creativity from Nintendo.
  • 66. Scale: Nintendo has the capability to launch the next gaming revolution on a global scale.
  • 67. Sustain: Nintendo must continue to build
  • 68. on its success to maintain market share Employees
  • 69.
  • 70. Knowledge Base: Key individuals that brought us Wii and Nintendo DS are assigned to the project.
  • 71. Research & Development: Multiple R&D professionals will be summoned to experiment and collaborate on the project, and continue the rich development tradition of Nintendo.
  • 72. Resources: The executive team is committed to providing the necessary capital, both human and monetary, to make the next gaming venture as successful as the last.Employees
  • 73.
  • 74. Infrastructure: Communications providers are crucial participants as Nintendo needs to secure network capacity.
  • 75. Content Developers: Nintendo needs allies in independent content providers that share the vision of the possibilities of the new gaming platform.
  • 76. Manufacturers: Outsource production to best-in-class gaming hardware manufacturers.
  • 77. Financial Support: Communicating value to ensure continued financial backing from investors and lending institutions is key.Employees
  • 78. Vision Current state Board of Directors Employees Investors Conclusion Our Goal – You are the game
  • 79. Vision Current state Board of Directors Employees Investors Conclusion Its perfect time to launch the next big innovation NINTENDO YOO!! Financial Health Analysis
  • 80. Vision Current state Board of Directors Employees Investors Conclusion Nintendo transformed the game console market in 2007 with launch of Wii. Sales jumped 104% over an year. We have reclaimed our throne as #1 Console producer. Revenue Analysis - Retrospect
  • 81. Vision Current state Board of Directors Employees Investors Conclusion 35% 40% Over 75% of our installed base for new products are in the US and Japan, with our diversification strategy we shall target emerging markets and markets with higher disposable income for the simultaneous launch of Nintendo YOO Revenue Channel Analysis - Retrospect
  • 82. Vision Current state Board of Directors Employees Investors Conclusion Even with conservative estimates (50% of Wii figures) accounting for saturation and increased competition we see a CAGR of 40% Revenue Forecast – Nintendo YOO
  • 83. Vision Current state Board of Directors Employees Investors Conclusion Nintendo enjoys the lion’s share of the console market Strategic Advantage: Highest Installed Base will provide a huge advantage to convert Wii ‘Fan Base’ into YOO customers. Nintendo DS and Gameboy Advance – 42% of revenues Strategic Threat: Decline in sales of the Handheld account for 45% loss in revenues Threat: iPhone, iPad Competitive environment http://www.edge-online.com/news/ps3-takes-31-per-cent-market-share-in-q1-report
  • 84.
  • 86. Timeline of >18 and <30 MonthsKEY FEATURES 1. Centralized team in each geography (to understand growing demographic trends) 2. Steering committee will assure delivery/termination (no premature swap ins/out) 3. Lucrative product lines will be adopted globally (Technology has no barriers) Innovation Model http://www.innovationtools.com/PDF/Integrated_Innovation_PLI.pdf
  • 87.
  • 91. Transition towards the new normalConclusion