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Title
ABC/123 Version X
1
Real Estate Regression Exercise
QNT/351 Version 5
2
University of Phoenix MaterialReal Estate Regression
ExerciseDirections: Use the real estate data you used for your
Week 2 learning team assignment. Analyze the data and explain
your answers.
You are consulting for a large real estate firm. You have been
asked to construct a model that can predict listing prices based
on square footages for homes in the city you’ve been
researching. You have data on square footages and listing
prices for 100 homes.
1. Which variable is the independent variable (x) and which is
the dependent variable (y)?
2. Click on any cell. Click on Insert→Scatter→Scatter with
markers (upper left).
To add a trendline, click Tools→Layout→Trendline→Linear
Trendline
Does the scatterplot indicate observable correlation? If so, does
it seem to be strong or weak?
In what direction?
3. Click on Data→Data Analysis→Regression→OK. Highlight
your data (including your two headings) and input the correct
columns into Input Y Range and Input X Range, respectively.
Make sure to check the box entitled “Labels”.
(a) What is the Coefficient of Correlation between square
footage and listing price?
(b) Does your Coefficient of Correlation seem consistent with
your answer to #2 above? Why or why not?
(c) What proportion of the variation in listing price is
determined by variation in the square footage? What proportion
of the variation in listing price is due to other factors?
(d) Check the coefficients in your summary output. What is the
regression equation relating square footage to listing price?
(e) Test the significance of the slope. What is your t-value for
the slope? Do you conclude that there is no significant
relationship between the two variables or do you conclude that
there is a significant relationship between the variables?
(f) Using the regression equation that you designated in #3(d)
above, what is the predicted sales price for a house of 2100
square feet?
Copyright © XXXX by University of Phoenix. All rights
reserved.
Copyright © 2016 by University of Phoenix. All rights reserved.
ASSIGNMENT 2: NINTENDO Wii CASE STUDY
NINTENDO Wii CASE STUDY 2
Khoa Hong Luong
Assignment 2: External and Internal Environments
BUS 499
Professor Paul J. Hutter
04/30/2016
Introduction
When Nintendo speaks, the world of gaming listens. The launch
of the Nintendo Wii gaming console in 2006 was a smashing
success; it revolutionized the world of gaming, which reclaimed
the company’s place in the gaming market (Nintendo, 2011).
With upcoming titles such as Wii Balance Board and ‘Wii Fit,’
Nintendo managed to encourage physical activities by getting
gamers off the couch. This is part of the company’s corporate
social responsibility given constant criticism that video games
contribute largely to the unprecedented rise of obesity in the
United States. Technological breakthrough and innovation are
Nintendo’s key strengths. A notable weakness is fierce
competitiveness of the gaming industry in the past decade; key
competitors include Sony and Microsoft with its respective Play
Station and XBOX 360 (Thorsen, 2010). The company has
managed to compete in the market by defining core
competencies, and exploiting viable opportunities.
Organizational Overview
In early 1980s, Nintendo had diversified its presence in the
entertainment market but lost its dominance to the video game
giants like Microsoft, Sony, and Sega who were keen to bring
new ideas to the people. In its bid to venture back in the
lucrative video game console market, Nintendo launched it
trademark Wii gaming console in 2006 (Thorsen, 2010). This
particular gaming console integrated a system based on virtual
reality to deliver a signature product to the market. The move
was a game changer; Wii attracted a large demographic
following thereby knocking out the already established gaming
console companies due to its freshness and easy-to-use
interface. Nintendo’s Wii technology targets users of all ages,
races, sexes and nationalities leaving it with a room for future
expansion and development. Nintendo Wii is hailed as one of
the most innovative technology in gaming hardware (Thorsen,
2010).
Nintendo’s core business focuses on the production of
contemporary gaming console hardware and software. This
company intends to produce goods that meet the customer’s
requirements through continuous product improvement.
Nintendo as a company believes that it is through equal
customer treatment and commitment that such quality revolution
is obtainable. The company also seeks to commit to its
employees since this is the source of enthusiasm that is badly
needed in production of quality goods. Nintendo markets its
gaming consoles mainly through the corporate website
http://www.nintendo.com (Nintendo, 2011).
Nintendo is currently headed by a six-member board under the
leadership of Satoru Iwata. This organizational setup is
designed in a foolproof manner which ensures all fundamental
business considerations are treated equally at board level
(Spong, 2002). Due to price reduction on the newly discovered
Wii, Nintendo has been able to amass up to $2.04 billion worth
of profits and $15.2 billion in revenue for the trading period
ending March 2010 (Thorsen, 2010). These profits are a clear
indication that the company is likely to continue losing its
profits due to the price reduction factor since it had made a
profit of $2.98 billion and$12.5 billion in revenues in the
previous trading period (Thorsen, 2010).
The company culture is well defined to list the rudiments of its
social corporate responsibility (CSR), drafted with regard to
customer service, community activities, corporate governance,
employee welfare, environment, recycling product quality and
safety. Customer service at Nintendo is offered on a round-the-
clock basis through its website unlike most of its competitors.
The organization seeks to care for its employees by providing
highly ergonomic working environments. With regard to the
environment, the company maximizes material use to minimize
wastage that may get its way to the environment. Moreover,
products are packaged in recyclable materials to avoid
environmental pollution. The company has set up philanthropic
organizations that are conscious about community development
in various parts of the world in order to embrace the spirit of
giving (Nintendo, 2011).
SWOT Analysis
One of the company’s biggest strength is innovation and
creativity. Following the launch of the Wii gaming console,
Nintendo reclaimed its place as a creative innovator. Likewise,
its products appeal to a cross sectional demographic raging from
children, young people, and adults with every consumer
segment with its own distinct consoles. Research shows that
with years of experience in video media, Nintendo presently
commands a huge share of the global market with a growing
number of gamers. In addition, Nintendo has a large number of
qualified personnel ranging from the subordinate to the top
management. This serves as an advantage that keeps the
innovative nature of the gaming console business flourishing
and alive. The customer base that Nintendo holds for its Wii
product is high as compared to its competitors. Its strengths
mainly enlist the large client base due to the user friendly
interface that has a high sense of innovation and the fact that
Wii products are affordable with the usability it pose to any age
group (Moats, 2008).
The weaknesses identified with respect to Wii include the
exclusion of third party software in its campaign to eliminate
video game related violence. Although the company has been
able to gain understanding with its third party software
providers, this action comes in at a later date when other
competitors have streamlined its relationships with third parties.
The vigilant nature of hardware production has seen the
supply’s incapability to satisfy the growing customer base
escalating. The graphics cards employed by Wii are of
considerably low quality as compared to Sony’s Playstation 3
and Microsoft’s Xbox 360 thereby conceding defeat in its
inability to feature close to life images (Moats, 2008). As such,
the company has had to struggle with competition from the
rivals
Experts have identified numerous opportunities for Nintendo
tied to the technological breakthrough the company has had in
the past decade since the launch of the Wii gaming console. It
has been developing state of the arts console to match rivals
innovations. The opportunistic price of Wii as compared to the
competitor’s tags has enhanced Nintendo to sell more units
regardless of the image quality. Gaming console has also gained
popularity in the current generation hence proving it a downhill
task for Nintendo to market the Wii technology as it is the first
of its kind in the market. Wii console has faced its share of
threats in the market too due to the economic recess recently
seen throughout the world. This has also affected the cost of
shipping due to escalating costs of oil (Moats, 2008).
The gaming industry has recently come under the threat of
impending lawsuits amid emerging claims that the degree of
violence as depicted in popular video games is distressing. Dr.
Melissa Bridges, a social psychologist from Stanford
University, expresses concerns that violence depicted in media
causes aggressive human behavior. In the theory of human
developmental learning, psychologist Erik Erikson explains that
human beings are a product of its immediate environment. As
social beings, the learning process draws from the occurrences
in the immediate environment. By inference, violence depicted
in popular video games influences the perception, emotions, and
actions of the viewers.
Regrettably, it is disconcerting to see how the depiction of
violence in the film causes people to act aggressively in its
relations towards others. A recent survey conducted under the
auspices of child welfare program in the southern states shows
that the video game industry has aggravated racial sentiments
between minorities – African Americans, Mexicans, and Asians
- and the white folks. This is unfortunate considering that
aggrieved parties can use and lobby Congress for the enactment
of laws that are likely to pose a major threat not only for
Nintendo but also for Play Station and XBOX 360.
Analysis via Porter’s Five Forces Model
The competitive rivalry in the gaming console market is very
stiff considering the number of new products that are being
unveiled. The main rivals to the Wii gaming console technology
are Microsoft’s Xbox 360 and Sony’s Playstation 3. Reflecting
on these two established products, the Wii console faces the risk
of being disfigured from the market. On another perspective,
Wii gaming console may not be where it is right now without
stiff competition from its major market rivals (Moats, 2008).
The customer’s bargaining power is however not shaken
because Wii is sold at an extremely low price as compared to
the competitors. The propensity of the customers to buy
Nintendo’s Wii gaming console is high since the technology is
unique and seems like a market monopoly as the patents
governing this technology are tight. The customers can not find
any other product that fits Wii description in the current market
giving it a competitive advantage over the competitors in terms
of substitutability of the Wii products.
Nintendo depends on third party hardware as it does not make
its own parts. For example the Wii batteries are supplied by
Panasonic Electronics Company and Processors by International
Business Machine (IBM). Nintendo has been able to maintain a
cordial and lasting relationship with its suppliers so as to
realize timely delivery of goods to the market. On the other
hand, it would be better if Nintendo was able to manufacture all
the Wii parts as it would be able to realize more superior
quality. Although Nintendo manages to sell some of its Wii
products online, most of them are sold by retailers who handle
other competing goods. This raises the question on whether the
Wii products are given equal consideration as the competitor
goods (Moats, 2008).
Strategy Employed
Nintendo’s marketing strategy, since the launch of the Wii
console, has been seen to tackle considerable setbacks in the
global market. The company has shown resourcefulness by
reaching out to people with no gaming affiliations such as
women and the old age while maintaining and satisfying its
steady customers. The user interface and controls employed by
the Wii technology is friendly giving Nintendo a competitive
edge against its competitors. Wii console has a shortened game
span as compared to Xbox 360 and Playstation 3 which take a
considerable period of time to complete with regard to the
hectic lifestyles that the present generation faces. The console
is also cheap hence attracts a huge following (Carolione,
Saravanakuma, Leslie, Clement, Daniel, & M, 2007).
Nintendo’s Wii console has been able to beat its substitutes due
to the company’s keenness on sustainable and discontinuous
innovation. This arises from the fact that continued innovation
automatically realizes better products. Furthermore there should
be a break in technology for the consumers to reflect and be
able to use the existing technology. This has enhanced Nintendo
to offer close to life experiences which are unique as compared
to its competitors’ products which lag back as obvious
innovations which lack thrill. The company also realizes open
innovation as a source of highly maintained customer care in
which the consumers are given equal treatment. The arising
third party software is supported by the WiiShop channel
(Carolione, Saravanakuma, Leslie, Clement, Daniel, & M,
2007).
Issues and Challenges Facing Nintendo
The issue of piracy has taken a toll on Nintendo’s proceeds with
the intensification of the internet. This loss has been projected
to a high of US$10.92 per customer which is a considerably
soaring loss. Peer to peer file sharing in particular is the source
of the escalating levels of piracy that have affected the Wii
gaming console’s productivity to the company. Wii technology
has also had problems in establishing itself within the fitness
industry through its Wii Balance Board technology. It is
interesting that while gaming consoles are blamed for escalating
levels of obesity, Wii technology is struggling to integrate
fitness within its products. Videogames are also are perceived
as an evil that leads to the failure of students back at school.
Nintendo has had a hard time trying to integrate gaming
consoles with education and lifestyle (Carolione,
Saravanakuma, Leslie, Clement, Daniel, & M, 2007).
Recommendations
Piracy should be dealt with through technology as the legal
means are proving futile in comprehending the perpetrators.
Nintendo should apply innovation on Wii processors so as to
impart them with an ability to sense pirated software. There is
also need to liaise with the respective government authorities so
that databases with pirated Wii software can be blocked, deleted
or even shut down. Gaming advertisement campaigns should be
used in the fight against piracy. Wii should integrate gaming
with education and lifestyle. This may be done by using the
technological approach of the highly qualified personnel and
consumers who have the ability to come up with gaming
programs by use of various advanced languages and platforms.
This should also include fitness in which gamers shall actively
involve in activities that will help them achieve healthy
lifestyles.
Conclusion
As a leader in gaming technology, Nintendo has had a fruitful
decade following the launch of the company’s signature Wii
console. Competitive forces that corporate organizations face
force them to come up with better products thereby streamlining
competition through creativity and innovation. The gaming
industry is blamed for evils here and there thus Nintendo has
had a hard time convincing its customers on the viability of the
Wii products, both as a tool of fitness and educational aid. In
the future Nintendo might have to integrate more of these in its
gaming platform in order to gain undisputable market
popularity. As a market leader, Nintendo may also have to
embrace technology in the fight against piracy in order to
reduce evil that arises from piracy.References
Carolione, C., Saravanakuma, J., Leslie, L., Clement, S.,
Daniel, T., & M, T. (2007). MT5007 –
The Wii Case Study. Retrieved May 21, 2011, from
http://www.scribd.com/doc/13084246/MT5007-The-Wii-Case-
Study
Moats, B. (2008, Feb 13). Nintendo Wii: Marketing Plan for
Marketing Management. Retrieved
May 22, 2011, from
http://www.brianmoats.com/Portfolio/Nintendo_Wii_Marketing
_Plan.pdf
Nintendo. (2011). Nintendo Corporate Social Responsibility
Report (CSR). Retrieved May 22,
2011, from
http://www.nintendo.com/corp/csr/index.jsp#environment
Nintendo. (2011). Nintendo of America's Corporate Mission and
Philosophy. Retrieved May 22,
2011, from http://www.nintendo.com/corp/mission.jsp
Spong. (2002, Jun 7 ). Nintendo management structure fully
disclosed. Retrieved May 22, 2011,
from http://spong.com/article/3363/Nintendo-management-
structure-fully-disclosed
Thorsen, T. (2010, May 6). Wii sales near 71 million, DS almost
129 million. Retrieved May 22,
2011, from
http://www.gamespot.com/news/6261400.html?tag=recent_news
;title;1
2

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TitleABC123 Version X1Real Estate Regression Exercise.docx

  • 1. Title ABC/123 Version X 1 Real Estate Regression Exercise QNT/351 Version 5 2 University of Phoenix MaterialReal Estate Regression ExerciseDirections: Use the real estate data you used for your Week 2 learning team assignment. Analyze the data and explain your answers. You are consulting for a large real estate firm. You have been asked to construct a model that can predict listing prices based on square footages for homes in the city you’ve been researching. You have data on square footages and listing prices for 100 homes. 1. Which variable is the independent variable (x) and which is the dependent variable (y)? 2. Click on any cell. Click on Insert→Scatter→Scatter with markers (upper left). To add a trendline, click Tools→Layout→Trendline→Linear Trendline Does the scatterplot indicate observable correlation? If so, does it seem to be strong or weak? In what direction? 3. Click on Data→Data Analysis→Regression→OK. Highlight your data (including your two headings) and input the correct
  • 2. columns into Input Y Range and Input X Range, respectively. Make sure to check the box entitled “Labels”. (a) What is the Coefficient of Correlation between square footage and listing price? (b) Does your Coefficient of Correlation seem consistent with your answer to #2 above? Why or why not? (c) What proportion of the variation in listing price is determined by variation in the square footage? What proportion of the variation in listing price is due to other factors? (d) Check the coefficients in your summary output. What is the regression equation relating square footage to listing price? (e) Test the significance of the slope. What is your t-value for the slope? Do you conclude that there is no significant relationship between the two variables or do you conclude that there is a significant relationship between the variables? (f) Using the regression equation that you designated in #3(d) above, what is the predicted sales price for a house of 2100 square feet? Copyright © XXXX by University of Phoenix. All rights reserved. Copyright © 2016 by University of Phoenix. All rights reserved. ASSIGNMENT 2: NINTENDO Wii CASE STUDY NINTENDO Wii CASE STUDY 2 Khoa Hong Luong Assignment 2: External and Internal Environments
  • 3. BUS 499 Professor Paul J. Hutter 04/30/2016 Introduction When Nintendo speaks, the world of gaming listens. The launch of the Nintendo Wii gaming console in 2006 was a smashing success; it revolutionized the world of gaming, which reclaimed the company’s place in the gaming market (Nintendo, 2011). With upcoming titles such as Wii Balance Board and ‘Wii Fit,’ Nintendo managed to encourage physical activities by getting gamers off the couch. This is part of the company’s corporate social responsibility given constant criticism that video games contribute largely to the unprecedented rise of obesity in the United States. Technological breakthrough and innovation are Nintendo’s key strengths. A notable weakness is fierce competitiveness of the gaming industry in the past decade; key competitors include Sony and Microsoft with its respective Play Station and XBOX 360 (Thorsen, 2010). The company has managed to compete in the market by defining core competencies, and exploiting viable opportunities. Organizational Overview In early 1980s, Nintendo had diversified its presence in the entertainment market but lost its dominance to the video game giants like Microsoft, Sony, and Sega who were keen to bring new ideas to the people. In its bid to venture back in the lucrative video game console market, Nintendo launched it trademark Wii gaming console in 2006 (Thorsen, 2010). This particular gaming console integrated a system based on virtual reality to deliver a signature product to the market. The move was a game changer; Wii attracted a large demographic following thereby knocking out the already established gaming console companies due to its freshness and easy-to-use
  • 4. interface. Nintendo’s Wii technology targets users of all ages, races, sexes and nationalities leaving it with a room for future expansion and development. Nintendo Wii is hailed as one of the most innovative technology in gaming hardware (Thorsen, 2010). Nintendo’s core business focuses on the production of contemporary gaming console hardware and software. This company intends to produce goods that meet the customer’s requirements through continuous product improvement. Nintendo as a company believes that it is through equal customer treatment and commitment that such quality revolution is obtainable. The company also seeks to commit to its employees since this is the source of enthusiasm that is badly needed in production of quality goods. Nintendo markets its gaming consoles mainly through the corporate website http://www.nintendo.com (Nintendo, 2011). Nintendo is currently headed by a six-member board under the leadership of Satoru Iwata. This organizational setup is designed in a foolproof manner which ensures all fundamental business considerations are treated equally at board level (Spong, 2002). Due to price reduction on the newly discovered Wii, Nintendo has been able to amass up to $2.04 billion worth of profits and $15.2 billion in revenue for the trading period ending March 2010 (Thorsen, 2010). These profits are a clear indication that the company is likely to continue losing its profits due to the price reduction factor since it had made a profit of $2.98 billion and$12.5 billion in revenues in the previous trading period (Thorsen, 2010). The company culture is well defined to list the rudiments of its social corporate responsibility (CSR), drafted with regard to customer service, community activities, corporate governance, employee welfare, environment, recycling product quality and safety. Customer service at Nintendo is offered on a round-the- clock basis through its website unlike most of its competitors. The organization seeks to care for its employees by providing highly ergonomic working environments. With regard to the
  • 5. environment, the company maximizes material use to minimize wastage that may get its way to the environment. Moreover, products are packaged in recyclable materials to avoid environmental pollution. The company has set up philanthropic organizations that are conscious about community development in various parts of the world in order to embrace the spirit of giving (Nintendo, 2011). SWOT Analysis One of the company’s biggest strength is innovation and creativity. Following the launch of the Wii gaming console, Nintendo reclaimed its place as a creative innovator. Likewise, its products appeal to a cross sectional demographic raging from children, young people, and adults with every consumer segment with its own distinct consoles. Research shows that with years of experience in video media, Nintendo presently commands a huge share of the global market with a growing number of gamers. In addition, Nintendo has a large number of qualified personnel ranging from the subordinate to the top management. This serves as an advantage that keeps the innovative nature of the gaming console business flourishing and alive. The customer base that Nintendo holds for its Wii product is high as compared to its competitors. Its strengths mainly enlist the large client base due to the user friendly interface that has a high sense of innovation and the fact that Wii products are affordable with the usability it pose to any age group (Moats, 2008). The weaknesses identified with respect to Wii include the exclusion of third party software in its campaign to eliminate video game related violence. Although the company has been able to gain understanding with its third party software providers, this action comes in at a later date when other competitors have streamlined its relationships with third parties. The vigilant nature of hardware production has seen the supply’s incapability to satisfy the growing customer base escalating. The graphics cards employed by Wii are of considerably low quality as compared to Sony’s Playstation 3
  • 6. and Microsoft’s Xbox 360 thereby conceding defeat in its inability to feature close to life images (Moats, 2008). As such, the company has had to struggle with competition from the rivals Experts have identified numerous opportunities for Nintendo tied to the technological breakthrough the company has had in the past decade since the launch of the Wii gaming console. It has been developing state of the arts console to match rivals innovations. The opportunistic price of Wii as compared to the competitor’s tags has enhanced Nintendo to sell more units regardless of the image quality. Gaming console has also gained popularity in the current generation hence proving it a downhill task for Nintendo to market the Wii technology as it is the first of its kind in the market. Wii console has faced its share of threats in the market too due to the economic recess recently seen throughout the world. This has also affected the cost of shipping due to escalating costs of oil (Moats, 2008). The gaming industry has recently come under the threat of impending lawsuits amid emerging claims that the degree of violence as depicted in popular video games is distressing. Dr. Melissa Bridges, a social psychologist from Stanford University, expresses concerns that violence depicted in media causes aggressive human behavior. In the theory of human developmental learning, psychologist Erik Erikson explains that human beings are a product of its immediate environment. As social beings, the learning process draws from the occurrences in the immediate environment. By inference, violence depicted in popular video games influences the perception, emotions, and actions of the viewers. Regrettably, it is disconcerting to see how the depiction of violence in the film causes people to act aggressively in its relations towards others. A recent survey conducted under the auspices of child welfare program in the southern states shows that the video game industry has aggravated racial sentiments between minorities – African Americans, Mexicans, and Asians
  • 7. - and the white folks. This is unfortunate considering that aggrieved parties can use and lobby Congress for the enactment of laws that are likely to pose a major threat not only for Nintendo but also for Play Station and XBOX 360. Analysis via Porter’s Five Forces Model The competitive rivalry in the gaming console market is very stiff considering the number of new products that are being unveiled. The main rivals to the Wii gaming console technology are Microsoft’s Xbox 360 and Sony’s Playstation 3. Reflecting on these two established products, the Wii console faces the risk of being disfigured from the market. On another perspective, Wii gaming console may not be where it is right now without stiff competition from its major market rivals (Moats, 2008). The customer’s bargaining power is however not shaken because Wii is sold at an extremely low price as compared to the competitors. The propensity of the customers to buy Nintendo’s Wii gaming console is high since the technology is unique and seems like a market monopoly as the patents governing this technology are tight. The customers can not find any other product that fits Wii description in the current market giving it a competitive advantage over the competitors in terms of substitutability of the Wii products. Nintendo depends on third party hardware as it does not make its own parts. For example the Wii batteries are supplied by Panasonic Electronics Company and Processors by International Business Machine (IBM). Nintendo has been able to maintain a cordial and lasting relationship with its suppliers so as to realize timely delivery of goods to the market. On the other hand, it would be better if Nintendo was able to manufacture all the Wii parts as it would be able to realize more superior quality. Although Nintendo manages to sell some of its Wii products online, most of them are sold by retailers who handle other competing goods. This raises the question on whether the Wii products are given equal consideration as the competitor goods (Moats, 2008).
  • 8. Strategy Employed Nintendo’s marketing strategy, since the launch of the Wii console, has been seen to tackle considerable setbacks in the global market. The company has shown resourcefulness by reaching out to people with no gaming affiliations such as women and the old age while maintaining and satisfying its steady customers. The user interface and controls employed by the Wii technology is friendly giving Nintendo a competitive edge against its competitors. Wii console has a shortened game span as compared to Xbox 360 and Playstation 3 which take a considerable period of time to complete with regard to the hectic lifestyles that the present generation faces. The console is also cheap hence attracts a huge following (Carolione, Saravanakuma, Leslie, Clement, Daniel, & M, 2007). Nintendo’s Wii console has been able to beat its substitutes due to the company’s keenness on sustainable and discontinuous innovation. This arises from the fact that continued innovation automatically realizes better products. Furthermore there should be a break in technology for the consumers to reflect and be able to use the existing technology. This has enhanced Nintendo to offer close to life experiences which are unique as compared to its competitors’ products which lag back as obvious innovations which lack thrill. The company also realizes open innovation as a source of highly maintained customer care in which the consumers are given equal treatment. The arising third party software is supported by the WiiShop channel (Carolione, Saravanakuma, Leslie, Clement, Daniel, & M, 2007). Issues and Challenges Facing Nintendo The issue of piracy has taken a toll on Nintendo’s proceeds with the intensification of the internet. This loss has been projected to a high of US$10.92 per customer which is a considerably soaring loss. Peer to peer file sharing in particular is the source of the escalating levels of piracy that have affected the Wii gaming console’s productivity to the company. Wii technology
  • 9. has also had problems in establishing itself within the fitness industry through its Wii Balance Board technology. It is interesting that while gaming consoles are blamed for escalating levels of obesity, Wii technology is struggling to integrate fitness within its products. Videogames are also are perceived as an evil that leads to the failure of students back at school. Nintendo has had a hard time trying to integrate gaming consoles with education and lifestyle (Carolione, Saravanakuma, Leslie, Clement, Daniel, & M, 2007). Recommendations Piracy should be dealt with through technology as the legal means are proving futile in comprehending the perpetrators. Nintendo should apply innovation on Wii processors so as to impart them with an ability to sense pirated software. There is also need to liaise with the respective government authorities so that databases with pirated Wii software can be blocked, deleted or even shut down. Gaming advertisement campaigns should be used in the fight against piracy. Wii should integrate gaming with education and lifestyle. This may be done by using the technological approach of the highly qualified personnel and consumers who have the ability to come up with gaming programs by use of various advanced languages and platforms. This should also include fitness in which gamers shall actively involve in activities that will help them achieve healthy lifestyles. Conclusion As a leader in gaming technology, Nintendo has had a fruitful decade following the launch of the company’s signature Wii console. Competitive forces that corporate organizations face force them to come up with better products thereby streamlining competition through creativity and innovation. The gaming industry is blamed for evils here and there thus Nintendo has had a hard time convincing its customers on the viability of the Wii products, both as a tool of fitness and educational aid. In the future Nintendo might have to integrate more of these in its
  • 10. gaming platform in order to gain undisputable market popularity. As a market leader, Nintendo may also have to embrace technology in the fight against piracy in order to reduce evil that arises from piracy.References Carolione, C., Saravanakuma, J., Leslie, L., Clement, S., Daniel, T., & M, T. (2007). MT5007 – The Wii Case Study. Retrieved May 21, 2011, from http://www.scribd.com/doc/13084246/MT5007-The-Wii-Case- Study Moats, B. (2008, Feb 13). Nintendo Wii: Marketing Plan for Marketing Management. Retrieved May 22, 2011, from http://www.brianmoats.com/Portfolio/Nintendo_Wii_Marketing _Plan.pdf Nintendo. (2011). Nintendo Corporate Social Responsibility Report (CSR). Retrieved May 22, 2011, from http://www.nintendo.com/corp/csr/index.jsp#environment Nintendo. (2011). Nintendo of America's Corporate Mission and Philosophy. Retrieved May 22, 2011, from http://www.nintendo.com/corp/mission.jsp Spong. (2002, Jun 7 ). Nintendo management structure fully disclosed. Retrieved May 22, 2011, from http://spong.com/article/3363/Nintendo-management- structure-fully-disclosed Thorsen, T. (2010, May 6). Wii sales near 71 million, DS almost 129 million. Retrieved May 22, 2011, from http://www.gamespot.com/news/6261400.html?tag=recent_news ;title;1
  • 11. 2