Final Project from the Subject: Doing business in the Americas.
Certificate: International business management.
Student: Carlos A. Espino Valles
TecMilenio Campus Durango
1. Student’s name: Carlos Alberto Espino Valles
Negociación en el continente americano
Teacher’s name: Daniel Marcelo Rodríguez Lozano.
2.
3. Nintendo is one of the most advanced
companies, technologically speaking, which
started back in 1889.
They started by selling trading card games,
which became very popular at that date. Due to
the technological advances in Japan, Nintendo
took advantage and expanded to the video game
industry, by launching their first console, a big
hit internationally recognized.
Nintendo 64
Super Nintendo
Entertainment
System
Nintendo
Entertainment
System
GameCube
5. One of the issues that plagued Nintendo was
that in the face of competition from Sega and
Sony, innovation and focus on costumer trends
was left aside.
While Sega and Sony were focusing on different
genres like first-person shooter games and racing
games, Nintendo continued to use their same
ideology “user friendly and certainly less violent
games.”
Nintendo’s overconfidence with their outstanding
results in sales of the Nintendo 64, caused a lack of
interest in innovation and by doing this Nintendo
stopped performing at their highest potential.
6. Other rising and well-established companies
that have a long-documented history not only in
the gaming industry but also in other branches
of the electronics industries, such as Sony and
Microsoft presented their consoles to the world
in the year 2000 (PlayStation 2) and 2001
(Xbox).
7. They agreed to change the CEO
Satoru Iwata.
Creator of Super Smash Bros.
Series and Kirby’s Dream Land.
4th president of Nintendo.
Worked with a group of six
external executives.
Changed the way the Company
was working.
Influx of creativity from the staff.
Decisions were made on a
consensus.
8. The development team started to think of new
ideas for attracting clients in a whole new
costumer focus. Iwata’s ideas of a gaming
console that would be able to involve all of the
family was one of the biggest aims of the
company.
Creating a console that was meant to be in the
living room instead of the client´s room was
Iwata´s goal.
9. He believed that this would enable the console
a greater appeal for families rather than
individuals. His focus on families would allow
Nintendo to grow in acceptance in the public´s
eye. Knowing that women, especially mothers,
have an influence in household purchasing
decisions he forecasted that there would be an
evident increase not only in console but video
game sales.
10. Nintendo has faced multiple obstacles during its
history, not only outside but inside the
company, facing them making the relationships
stronger than ever. Nintendo will keep
harvesting success in the long run, not only
because they have a strong loyal customer base,
but because they keep loyal to their vision of
the gaming experience they offer.
11. • da Cunha, M. (2014). 6 Storytelling Tips to Tell Your Business Story
Like a TED Pro. WordStream Online Advertising Made Easy. From:
http://www.wordstream.com/blog/ws/2014/12/05/business-
storytelling
• Generic user. (n.d.). Storytelling In Business: Elements of Story
Structure. THEMOLESKIN think.try.teach. From:
http://www.themoleskin.com/2010/03/storytelling-in-business-
elements-of-story-structure/
• Kim, S. Lamont, I. Ogasawara, H. Park, M. Takaoka, H. (n.d.).
Nintendo’s “Revolution”. Learning Edge. A free learning resource for
management educators and students. From:
https://mitsloan.mit.edu/LearningEdge/strategy/Nintendos-
Revolution/Pages/Nintendo-Revolution.aspx