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Nintendo Marketing Strategy analysis and proposal
1. To the rescue of
Analysis and Strategy for survival in the consoles
video game industry
2. About the Industry
$65bn worldwide revenue in 2011.
High penetration in developed markets, low in emerging.
Expansion towards all the global market.
Target audience is getting broader: more women, adults, families.
Change in the use of consoles: more and more people see consoles as home
entertainment hubs, with a social purpose.
Console makers sale their products with an implicit loss, but the revenue is
recovered by the games, accessories, etc.
Although it usually runs in 5 year cycles, the last consoles were launched
more than 5 years ago.
3. Porter’s 5 forces
Threat of Entry
Heavy investment in product development, branding and marketing communications necessary
Suppliers Competition Consumers
Several external suppliers, from 3 main competitors in the video Small cost of change
hardware providers to software console market: Sony, with
programmers PlayStation 3, Microsoft, with X Very strong and loyal core market,
Box 360 and Nintendo with
Risky and costly to change suppliers less likely to switch
Small, but extremely competitive
market
Substitutes
PC
Portable gaming devices, such as the Nintendo DS and the PSP
Mobile phones
4. PESTEL
Political Technological
Enforce regulations on material sold Advances in online technology
SOPA and ACTA Consoles become media centers
Hacker attacks
Economic
Legal
Recession
User data protection regulations
Piracy and lack of proper regulation
Social
Content restriction and classification
New demographics: older and female.
Environmental
New niche markets: education and health
Energy usage
Composition of devices
5. All three companies are declining in their
global results...
Source: Sony, Microsoft and Nintendo Annual Reports (2008-2011)
6. Although the immediate forecast suggests a decrease in sales, the
gaming console market is expected to grow in 2014-2015, with the
launch of new products and the continuing growth in market.
9. Competitors
Launched Move and failed Reboot sales with Kinect
Sales have been declining Large sales growth
Good video game offer Impact in final profit
Online services with problems Market leader in 2012
and hacking
Complete online service package
Has a good brand positioning with console
Launch of next gen: 2014 Wide range of games
Launch of next gen: 2014
Both used to target the core video gamer, now aiming at
becoming a family center hub and trying to get Wii’s consumer
Price war + bundles
10. 2006
Highly traditional games
Decline in sales for 2 years
Lost market leadership
Profit affected by price cuts (2009)
Accessories were successful at beginning
but fail to keep up 2012
No additional features in wii: failed to
deliver services
More appealing to women
Innovation/ new market
11. Our SWOT analysis
Internal
STRENGTHS WEAKNESS
• Important heritage in video games • Behind in offering online experience
• Strong global brand in video game market. • No disc player and home entertainment hub
• Innovation (first motion –sensitive) • Not good at services for console
• Good at simple friendly family games • Cut-price strategy
• Peripherals available in gaming market • Old product (Wii) launched in 2006
• First console to approach casual gamers • No HD display
• Large player basis • Knowledge and focus only on videogames
• Production in Japan: high cost
Negative
Positive
OPPORTUNITIES THREATS
• New product launch Wii U in 2012 • Games in smart phones and social networks
• More people interested in game consoles • Competitors launched peripherals
• Leading game console brand image • Microsoft and Sony are large corporations
• Internet connection for new services • Consumer spend has lowered
• Ageing population in developed markets • High competition for price
• Growing consumer base in emerging markets • The Wii U will compete in another market
• Largest market in the world remains the US. • The strong Yen cause loss in exchange rate
• Maturity of consumers towards consuming online
services through game consoles.
external
15. Strategy 1
Big momentum for launch of
Large marketing communication campaign:
PR
Advertising
Events
Activation/trade activities
Highlight differentiators
Offer new services
Strategic alliances with top brands
16. Strategy 2
Attack new target audiences:
Schools
Parents
Special services
Different channel
Different positioning
Alliance with government
New marketing communications and PR campaign
17. Strategy 3
Wii for senior citizens:
Population ageing – longer life
Retired people have a lot of time and money
Activities and services through the Wii
Use the abilities of the Wii for this target
Develop health and exercise capabilities
Advertising of products and alliance with pharmacy companies
Marketing communications and alliances campaigns for this
target
18. Strategy 4
Wii woman:
Increase usability of women
Shopping
Beauty apps and advise
Alliances with brands
Large marketing, branding and
communications campaign targeted
at women, mostly focused on social networks
19. Strategy 5
Transform Wii into
an entertainment hub:
Online resources
Targeted at families
Alliance with Disney and other networks
Activities for the family
Advertising and sponsorship trade with family products.
Substitutes PC: main threat to video consoles. Better graphics and gameplay, though it lacks the interactive functions the multiplayer character and the ease of use of the gaming console Portable gaming devices, such as the Nintendo DS and the PlayStation Portable. Offer the same range of activities, with the advantage of mobility. Very limited compared to the fixed models, and consumers tend to see them more as a complement rather than a substitute.Mobile phones: technological advances in image quality and online access develop make it a serious threat (IAB, 2011)
Companies results:Sony: decline in sales / not profitableNintendo: decrease in sale/profit Microsoft: increase sales but decrease in profit
Largest in Europe, it presented a decrease in revenue from last year to this33 million people play video games, 21 million use consolesMost users describe themselves as “casual” gamers, who prefer to play in the company of friends and familyMost console owners use their devices for activities other than just gameplay, such as content streaming and internet access