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BACKGROUND INFORMATION
 Wii Background
  Released Nov. 19th, 2006
  Why “Wii”?
  Wii is Nintendo’s 5th game console and the successor of
   GameCube
 Nintendo Background
  Located in Kyoto, Japan
  Founded by Fusajiro Yamauchi on September
   23rd, 1889
     Sold playing cards at first
  Developed into most influential video game company
     Third most valuable corporation in Japan ($85 billion)
  Releases include GameBoy, GameCube, Nintendo DS
   and NES (Nintendo Entertainment System)
CURRENT MARKETING SITUATION
Major Competitors and Products
   Microsoft’s Xbox 360
   Sony’s PS3
Competitive Position
   Market leader
Estimated Growth Rate
   Game and game hardware sales are all down
     Retailer GameStop has seen January 2012 sales fall 34% and February
       2012 sales fall 20%
Trends and Changes in the Market
   iPad’s emergence is a threat
     Playstation Vita and Wii U
CURRENT MARKETING SITUATION
 YTD Sales Comparison
SWOT ANALYSIS
Strengths
    Motion Control
    Price
    Variety of game titles
    Wii Channels
       Netflix, Hulu Plus, News, Forecast,
        and Photo
    Accessories
    Nintendo brand
    Simplified and social gameplay
Weaknesses
    Poor online gaming
    Lacks some major titles such as Call of
       Duty and Halo
    Graphics
    Menu navigation can be frustrating
SWOT ANALYSIS
Opportunities
 Customers are expecting more capabilities with their devices because of
   iPhones and iPads
 Room for better relationships with third party game producers
   Getting games from outside the company
 Health-conscious consumers
Threats
 Motion controllers are available to anyone
   Competition forces Nintendo to lower prices
 Poor economy
SEGMENTATION STRATEGY
  Developed countries
    Affluent population of developing
       countries as well
 Upper/Middle Class Families
 Lower Class Families
 Soccer Moms
 Younger Boys
 Younger Girls
 Generation Y
 Health-conscious Working
 Individuals
 Grandparents
 Childless Couples
 Nintendo enthusiasts
 Smartphone enthusiasts
 Netflix and Hulu Plus Account
 Holders
TARGETING STRATEGY
Differentiated
  Approach:
 Upper and Middle Class
 Families
 Soccer Moms
 Generation Y
 Grandparents
 Smartphone enthusiasts
 Childless Couples
POSITIONING STRATEGY
Step 1: Identify possible competitive advantages
 Price
 Exclusive Features
 Gaming Style
 Social Attributes
Step 2: Select the right competitive advantage… FAMILY
 Relate all possible competitive advantages to the family
 Emphasize the Wii as a family product that is inexpensive, has more family-
  oriented games and is easy for anyone to use
Step 3: Communicate and deliver chosen position:
 New slogan…
Wii produce the action, YOU produce the fun!
PRODUCT STRATEGY
Shopping Product
 Purchases for hardware, games and accessories are bought on a casual yet
  infrequent basis
Product Life Cycle
 Maturity Stage
A New Direction:
 Have more apps available on the Wii
 Build co-branding relationship with…
    Facebook, Twitter, YouTube, Tumblr, Flickr, Skype, Pandora, etc.
    Use social media capabilities to market games
Re-Design
 Update product design
 Include stickers of app logos
PRODUCT STRATEGY
PRICING STRATEGY
Competition-Based Pricing
 Price lower than Xbox 360 and PS3
 Keep it affordable for families
    Their variety of tastes will encourage the purchases of the many accessories
     Wii offers
Bundle Product Pricing
 Family Bundle
    Includes hardware, 4 controllers, the latest Mario Party game and Wii Sports
 Fitness Bundle
    Includes hardware, 2 controllers, Wii Fit, Wii Fit Balance Board and Wii
     Sports
 Party Pack
    Includes hardware, 2 controllers, Mario Kart, Mario Party and Dance Dance
     Revolution
DISTRIBUTION STRATEGY
The Distribution Process
 Parts are bought from various suppliers and constructed at the Nintendo factories in
  Japan
 The product is distributed to branches in the United States and Europe
    Inspected and correct packaging applied
 Distributed to retailers
Channel Intensity and Levels
 Three Channel Levels
    Manufacturer  Wholesaler  Retailer  Consumer
 Wholesalers:
    Mega Goods, Super UFO, Ingram Entertainment, Light in the Box and BRE
     Software
 Retailers:
    Wal-Mart, Target, Best Buy, Game Stop, Toys-R-Us
DISTRIBUTION STRATEGY
Type of Marketing
  System
 Conventional
  Parts received from
   outside
  Intermediaries will either
   operate independently
   or within an
   arrangement
 Horizontal
  Will be sold in stores as
   well as online
PROMOTION STRATEGY

P U S H S T R AT E G Y

 Prominent store displays
 Demo kiosks


P U L L S T R AT E G Y


 Massive Advertising and
  Sales Promotion
  Campaign
PROMOTION STRATEGY
Advertising
 Objectives:
1. Inform
2. Persuade
3. Remind


 Message:
   Slice of Life
   Lifestyle
PROMOTION STRATEGY
Sales Promotions
 Competitions and Prize Drawings

Public Relations
 Media Relations
 Special Events

Direct Marketing
 Kiosks
 Wii-Mobile

Internet Marketing

Why Not Personal Selling?

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Nintendo Wii Marketing Plan

  • 1.
  • 2. BACKGROUND INFORMATION Wii Background  Released Nov. 19th, 2006  Why “Wii”?  Wii is Nintendo’s 5th game console and the successor of GameCube Nintendo Background  Located in Kyoto, Japan  Founded by Fusajiro Yamauchi on September 23rd, 1889  Sold playing cards at first  Developed into most influential video game company  Third most valuable corporation in Japan ($85 billion)  Releases include GameBoy, GameCube, Nintendo DS and NES (Nintendo Entertainment System)
  • 3. CURRENT MARKETING SITUATION Major Competitors and Products  Microsoft’s Xbox 360  Sony’s PS3 Competitive Position  Market leader Estimated Growth Rate  Game and game hardware sales are all down  Retailer GameStop has seen January 2012 sales fall 34% and February 2012 sales fall 20% Trends and Changes in the Market  iPad’s emergence is a threat  Playstation Vita and Wii U
  • 4. CURRENT MARKETING SITUATION YTD Sales Comparison
  • 5. SWOT ANALYSIS Strengths  Motion Control  Price  Variety of game titles  Wii Channels  Netflix, Hulu Plus, News, Forecast, and Photo  Accessories  Nintendo brand  Simplified and social gameplay Weaknesses  Poor online gaming  Lacks some major titles such as Call of Duty and Halo  Graphics  Menu navigation can be frustrating
  • 6. SWOT ANALYSIS Opportunities  Customers are expecting more capabilities with their devices because of iPhones and iPads  Room for better relationships with third party game producers  Getting games from outside the company  Health-conscious consumers Threats  Motion controllers are available to anyone  Competition forces Nintendo to lower prices  Poor economy
  • 7. SEGMENTATION STRATEGY  Developed countries  Affluent population of developing countries as well  Upper/Middle Class Families  Lower Class Families  Soccer Moms  Younger Boys  Younger Girls  Generation Y  Health-conscious Working Individuals  Grandparents  Childless Couples  Nintendo enthusiasts  Smartphone enthusiasts  Netflix and Hulu Plus Account Holders
  • 8. TARGETING STRATEGY Differentiated Approach:  Upper and Middle Class Families  Soccer Moms  Generation Y  Grandparents  Smartphone enthusiasts  Childless Couples
  • 9. POSITIONING STRATEGY Step 1: Identify possible competitive advantages  Price  Exclusive Features  Gaming Style  Social Attributes Step 2: Select the right competitive advantage… FAMILY  Relate all possible competitive advantages to the family  Emphasize the Wii as a family product that is inexpensive, has more family- oriented games and is easy for anyone to use Step 3: Communicate and deliver chosen position:  New slogan…
  • 10. Wii produce the action, YOU produce the fun!
  • 11. PRODUCT STRATEGY Shopping Product  Purchases for hardware, games and accessories are bought on a casual yet infrequent basis Product Life Cycle  Maturity Stage A New Direction:  Have more apps available on the Wii  Build co-branding relationship with…  Facebook, Twitter, YouTube, Tumblr, Flickr, Skype, Pandora, etc.  Use social media capabilities to market games Re-Design  Update product design  Include stickers of app logos
  • 13. PRICING STRATEGY Competition-Based Pricing  Price lower than Xbox 360 and PS3  Keep it affordable for families  Their variety of tastes will encourage the purchases of the many accessories Wii offers Bundle Product Pricing  Family Bundle  Includes hardware, 4 controllers, the latest Mario Party game and Wii Sports  Fitness Bundle  Includes hardware, 2 controllers, Wii Fit, Wii Fit Balance Board and Wii Sports  Party Pack  Includes hardware, 2 controllers, Mario Kart, Mario Party and Dance Dance Revolution
  • 14. DISTRIBUTION STRATEGY The Distribution Process  Parts are bought from various suppliers and constructed at the Nintendo factories in Japan  The product is distributed to branches in the United States and Europe  Inspected and correct packaging applied  Distributed to retailers Channel Intensity and Levels  Three Channel Levels  Manufacturer  Wholesaler  Retailer  Consumer  Wholesalers:  Mega Goods, Super UFO, Ingram Entertainment, Light in the Box and BRE Software  Retailers:  Wal-Mart, Target, Best Buy, Game Stop, Toys-R-Us
  • 15. DISTRIBUTION STRATEGY Type of Marketing System  Conventional  Parts received from outside  Intermediaries will either operate independently or within an arrangement  Horizontal  Will be sold in stores as well as online
  • 16. PROMOTION STRATEGY P U S H S T R AT E G Y  Prominent store displays  Demo kiosks P U L L S T R AT E G Y  Massive Advertising and Sales Promotion Campaign
  • 17. PROMOTION STRATEGY Advertising  Objectives: 1. Inform 2. Persuade 3. Remind  Message:  Slice of Life  Lifestyle
  • 18. PROMOTION STRATEGY Sales Promotions  Competitions and Prize Drawings Public Relations  Media Relations  Special Events Direct Marketing  Kiosks  Wii-Mobile Internet Marketing Why Not Personal Selling?