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Research Paper On Nintendo
This essay will talk about how Nintendo is currently the best company in the video game race. It
will discuss all of Nintendo's innovations to the video gaming industry as a whole and how without
Nintendo, the video game industry would be drastically different. An example of an event that
would have altered the video game industry without Nintendo would be the Video Game Crash of
1983, where video games were being reproduced at a rate where all copies couldn't be sold and how
all of the games at the time were essentially the same, repetitive gameplay. Nintendo's franchises
will be discussed in detail to explain how Nintendo is superior to the other video game companies,
without taking away the achievements other companies have produced, besides ... Show more
content on Helpwriting.net ...
The memories Nintendo have given to generations of gamers are some that will never be forgotten.
Other companies, such as Sony and Microsoft, has produced some very memorable games too, but
without Nintendo, they would have never gotten anywhere. The Nintendo Entertainment System is
still played to this day, and is one of the best consoles in history with it's rich library full of classics..
Although the Nintendo Entertainment System was not the first video game console, it revived the
idea of grander videos games and Nintendo is to thank for that. They have stretched the boundaries
of the games far more than anyone thought was possible. Plus with the Video Game Crash of 1983,
Nintendo basically saved the future of video games. Everything that Nintendo has done has been
inventive, whether it was successful or a failure. The Virtual Boy (INSERT DATE) was an attempt
at virtual reality, which was a failure as it gave players headaches due to the red and black graphics.
Even though the Virtual Boy was a colossal failure, the innovation of the handheld systems was a
massive success and is still a popular trend among gamers
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Nintendo And The Gaming Industry Essay
Nintendo, the once prominent leader of the gaming industry, may be going down a dangerous slope.
Since 1983 when Nintendo introduced the Nintendo Family Computer in Japan, later called the
Nintendo Entertainment System in the United States, Nintendo has relied on its lovable characters,
innovative products and family appeal to win the hearts of gamers alike. However through heavy
competition from various competitors and the increase in mobile gaming popularity, Nintendo may
be finding it harder to keep gamers of all types interested, especially when it 's Nintendo who has
become lazy in keeping with the industries trends.
One of the biggest competitive challenges for Nintendo is the growing pressure on emerging gaming
platforms like Apple's iPhone and iPad. Nintendo also faces a competitive challenge from Sony's
Playstation and Microsoft's Xbox. In order to stay relevant, Nintendo must always be actively
competing in the market to remain strong; the President of Nintendo, Tatsumi Kimishima, has said
that the new console will be nothing like any existing system by Nintendo, solidifying this point.
The Wii represents the core product appeal of Nintendo, which is being a family–oriented gaming
console. Through competitive pricing well below the competition, Nintendo is positioning
themselves as the affordable console in order to keep Nintendo brand relevant. PlayStation and
Xbox releases their products generally at the same time, which gears them towards competing for
the
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The Father Of The Nintendo Game Boy : Gunpei Yokoi
The Father of the Nintendo Game Boy: Gunpei Yokoi
By: James Benson There have been numerous inventors that have had their names stand the test of
time. Achievements in technology that have benefited humanities health, knowledge, and even
education. Not only were there inventors in those fields of technology, there are also those inventors
whose inventions innovated entertainment and play, and video games are one of those inventions.
We play them on our TVs, computers, portable gaming devices, and on our phones and have made
video games a huge part of our culture. However, there is one invention that is so recognizable by
practically everyone because of how dominant in the handheld games market it had been for almost
two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and
the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a
gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements
in the video game industry.
Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September
10th, 1941. He also grew up in the same town where he would attend Doshinsha University and
graduate with a degree in electronics. Like any other college graduate, he applied for multiple
different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi
was hired by Yamauchi in 1965, where he started as the maintenance man of the
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Nintendo And Its Impact On Innovation
As earlier stated, Nintendo excels in innovation. The company distinguishes itself from competitors
by heavily investing in research and development (R&D) and by taking risks on new technologies.
For example, in 2001 Nintendo released its GameCube. Instead of using the CD platform used by
Sony, Sega, and Microsoft in their sixth–generation consoles, Nintendo utilized a proprietary optical
disk technology that was visually similar to CDs but did not not work in standard CD players
("Nintendo Wii," n.d.). Genyo Takeda, Nintendo's general manager of Integrated Research and
Development, explained that Nintendo's success in innovation was the result of many groups of
developers having free reign to invent, even if their inventions were ... Show more content on
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In 2010, Sony introduced their PlayStation Move which was a more accurate version of the Wii
Remote ("Nintendo Wii, n.d.). That same year, Microsoft released their Xbox Kinect. Unlike
Nintendo and Sony, Microsoft did not use a remote or wand as their interface; instead, they
developed a webcam–style add–on to track gamers' motions and gestures ("Nintendo Wii, n.d.). This
was a major problem for Nintendo because they no longer had the advantage of being the sole
provider of motion sensing technology. Furthermore, Nintendo visual quality was inferior to its
competitors, especially Sony ("Nintendo Wii, n.d.). Consumers could no longer see any difference
between the three video game oligopolies and Nintendo lost a significant amount of market presence
("Nintendo Wii, n.d.). To address their competitors', Nintendo abandoned the low–cost
differentiation strategy that made it a powerhouse in the gaming industry and embraced the
enhancement strategy used by Microsoft and Sony.
In late 2012, Nintendo launched the Wii U, an upgraded version of the Wii. The Wii U was priced
much higher than its predecessor, with an initial retail price of $299 for the basic Wii U and $349 for
the deluxe ("Nintendo Wii, n.d.). Nintendo's pricing strategy signaled its intention of competing with
Microsoft and Sony. The Wii U include a revamped GamePad that allowed users to be more in touch
with the game ("Nintendo Wii, n.d.). Nintendo hoped the enhanced
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Innovation Organization Nintendo
Nintendo – Innovation Organization
Role R&D
Quoting from the Nintendo Annual Report 2012, the company strategy is the expansion of the
gaming population, which is to encourage as many people in the world as possible, regardless of
age, gender or gaming experience, to embrace and enjoy playing video games. Nintendo aims to
expand their digital business by offering downloadable, paid add–on content, digitally distributing
packaged software and so forth to adapt in environment changes surrounding the video game market
and creating new business opportunities.
We can conclude from the statement that to survive in video game industry, Nintendo needs to be
adaptive to the market change. In order to be adaptive, innovation is become day to ... Show more
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It always has been Nintendo strength to combine their hardware design and internal software
development teams. We can see the example of leveraging the strength when Nintendo DS launched
in the market in 2004. The video game market in Japan and North America is slow at that time, but
Nintendo successfully bring NDS to the market. The Nintendo DS contribute 40% of the total
Nintendo sales in 2004 as being shown in figure below. Nintendo strategy is made the use of game
console simple, unlike Microsoft and Sony with their much complex game console feature.
Nintendo also made the intuitive interaction between gamer and video game to overcome the key
barrier to consumption. The success of Wii is dramatically broadening the market and impossible to
be ignored by their competitors. Microsoft and Sony responded by replicating some of its key
element, most notably the intuitive motion–sensing game controller. Sony and Microsoft launched
Sony PlayStation Move and Microsoft Kinect respectively. As shown in figure below, the market
share of Nintendo begins to decline since then. The competitor is not the only threat for Nintendo,
based on NPD report the trends of demand in game industry also change. Over the last 5 years,
mobile gaming continues to grow. Nearly half of the
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Environmental Scanning of Nintendo
1. Environnemental scanning
Macro Environment
Macro environment is said to be the most general layer of the environment. This consists of broad
environmental factors that have an impact on the organization. The PESTEL framework helps us to
identify the future trends which might impinge on Nintendo and therefore identify the key drivers of
change. On the other hand the five forces framework helps to understand how the competitive
dynamics within and around the video game industry are changing.
PESTEL Framework:
This categorizes environmental influences into six main types: political, economic, social,
technological, environmental and legal.
Political:
Factors such as taxation policies, foreign trade regulations and social welfare ... Show more content
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Also, games have an influence to the culture of people; bring aggression in children, etc all which
have an impact on the industry.
Technological:
The role of technology is vital in this industry as it focuses on technological efforts for competitive
advantage. Every new development uses new technology. Though there are restricted innovations in
the gaming industry, the speed of technological transfer is very high. Nintendo's role from playing
cards to toys to video games and then with each console introduced, included many technological
changes. Technological up gradation increased hardware costs and discouraged innovation. The
online capability of Nintendo Wii was a major change in the technology of the video game industry
though they were not able to do as well as their competitors (Sony, Microsoft).
Environmental:
The video game industry uses a lot of plastic resources. Playing games on television or computers
does consume a lot of power. Nintendo therefore see to it that their games utilize low power. On the
other hand protecting the environment and practicing a "green" lifestyle is a value many of today's
parents are trying to teach their children. Nintendo facilitates in that effort through the creation of
"Super Mario Sunshine"", which challenge players to improve the environment around them.
Legal:
The legal issues faced by the video game industry include trademarks, copyrights, licensing, online
ownership, revenue recognition and demands of
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Nintendo Research Paper
The first console was called the Brown Box and was mad by a TV maker, Ralph Baer. The Brown
Box was made in 1967. Nolan Bushaell bounded Atari in 1972. Atari then had its first big hit with
the infamous Pong. In 1980 Mattel releases the Intelivision which is the first challenge against
Atari's rule. Nintendo wasn't always the video game we know, it was originally a Japanese playing
card company. In 1985 Nintendo releases the Nintendo releases the Nintendo Entertainment System,
Wow what a creative name that is. Then in 1989 they released their second smash hit with the
Gameboy, to compete with other companies such as Atari, Who released their Atari 2600. It
included the newly released Tetris which would grow to become a massive hit to top off the huge
sales of the Gameboy. In 1991 the super Nes is released. Then the original PlayStation is released in
1995 becoming extremely popular. To combat this popularity Nintendo released the Nintendo 64 in
1996. It includes favorites such as Mario 64, Zelda, and Metroid. The PS2 is released in 2000
marking the beginning of a new era of game consoles. It is the first console to include 128 bit
graphics. A problem with original game consoles such as the Atari 2600 is they had little memory.
With such little memory Graphics could only be up to 160 by 228 pixels. The normal today is 1925
by 1080 pixels. Some of the earliest adventure games used text instead of images to create the world
you're in. The first of these "text" games was
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Nintendo The Survivor Essay
Nintendo the Survivor
"Work hard, but in the end it's in heaven's hands." This is a quote from Game Over about the
meaning of the word "Nintendo." In the video–gaming market, though, it was really in consumers'
hands. Nintendo has always needed to adapt to survive in the market. Nintendo always needed to be
on top; it was a company that needed to be ahead of the rest. Nintendo had to set new standards, or
improve on an existing product or idea.
The Dutch and Portuguese first brought their card games over to Japan 355 years ago. For the
longest time, the kuruta (playing cards) in Japan were Dutch and Portuguese. Fusajiro Yamauchi
came along and integrated the cards into existing Japanese games that originally used clams and ...
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The license was with an American company, Walt Disney, to make playing cards with Disney
characters on them. It turned out to be a good move for Nintendo, as Nintendo's market now
included young people and families; soon their playing card profits sky–rocketed (Company
History).
Nintendo's president, Hiroshi Yamauchi, wanted the company to expand faster; he wanted to be able
to compete in a bigger portion of the market. Hiroshi came up with his own ideas to do so:
individually portioned instant rice, a taxi service, and a "love hotel" that charged rooms by the hour
(Game Over). Hiroshi later trashed these services and products to focus back on the part of the
company that succeeded all the rest, the playing cards. Later on he sprouted another idea; and in
1969, Hiroshi set up a Games department for Nintendo (Company History). In order to compete
with the toy industries: Hiroshi Yamauchi hired many people to the new department. Yamauchi had
told them that they needed to come up with something that will be sold for the coming Christmas.
Yamauchi only told them that it needed to be "something good" (Game Over).
The first few toys that came from Nintendo were simply novelty toys; such toys were the Ultra
Hand (used for snatching far away objects), and the Ultra Scope (used for seeing around corners and
spying). Later on, the toys became more electronic. In 1973, Nintendo developed Laser Clay
Shooting. This new game that was much like Clay Pigeon Shooting,
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Super Nintendo Research Paper
If you grew up with Super Mario or even this being your first experience playing the video games
your in for a really exciting experience. Nintendo is coming out with a new game called Super
Mario Maker. The game gives you the ability to create, design and share your own Super Mario
stages with an online player base. Of course it will have already made levels you can try your hand
at as well. I have always loved playing Super Mario as a kid and also playing it as a family after
school or on the weekends. It's a game that every home should have to play alone or with friends
and family it is for all ages and play styles. The creator of Super Mario Shigeru Miyamoto has
always had big dreams and ideas for the games he creates. With Nintendo ... Show more content on
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Having a simple idea to create a game that allows players to build their own levels of varying
difficulty in 8–bit or 3D graphics. Then playing them straight away and even sharing them with
other players. Challenging players to complete the levels you've create and ones they've created.
This concept opens up a whole new depth of game play elements where level creation arguably
makes the game everlasting. Once you have played Mario so many times you become more aware
of when you need to jump and move faster. When needing to fly over the level using the feather and
cape power up. It has a lot to do with eye hand coordination and being able to hit the button at the
correct time to get the desired result without having to look at the controller. Knowing if you look
away from the screen at your controller to do a jump you might have already died in the
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Marketing Analysis for Nintendo Wii
Marketing Analysis for Nintendo Wii
"The central premise, it is best to zig when others zag"
–Satoru Iwata, CEO Nintendo 2002
Company Background/Product Nintendo is a consumer product that is literally changing the game,
and this is only the beginning, whether veteran gamers like it or not. Nintendo Wii attracts new
customers, old people, young people, girls who do not already play video games and people who
look down on them. Founded by Fusajiro Yamauchi in 1889, Nintendo started in making playing
cards. Today the global company is led by Satoru Iwata, the fourth and current president, while the
Nintendo of America president is Reggie Fils–Aime. Nintendo is one of the largest companies in
Japan and was instrumental in ... Show more content on Helpwriting.net ...
A product life cycle illustrates the phases that a product goes through during its existence. The Wii
since its introduction in 2006 shows a continual upwards sloping showing no sign of decline. This
shows that Nintendo has redefined what was traditionally thought to be the video game console life
cycle. The Nintendo Wii, based on increasing but less significant sales, is in the Growth phase and
possible early Maturity phase of the product cycle.
The Market
The target market for video gaming at the time Nintendo Wii was introduced was primarily males
eighteen to thirty five. The Marketing Theory explains that you have to identify uncovered needs in
a market, segment or divide this market according to a criterion, decide which segments you want to
go for and define a marketing plan and proposition coherent with it. It seems to be really easy, but
real life shows that it is not! All industries are full of "me too" products instead of innovative
approaches. Nintendo has been extremely smart in their approach as it has discovered and attacked a
new and unexplored segment in the video–console market. They have found users that want to have
fun and do not look for best of the best graphic resolution (Playstation and X–Box target group), but
for ease of use and simplicity. By doing this, they have been able to expand the video–game market,
attracting new users that would not have purchase a
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Case Study : Nintendo 's Nintendo
COMPANY NAME: Nintendo Co., Ltd.
INDUSTRY: Technology and Communication
COMPANY WEBSITE: www.nintendo.com
COMPANY BACKGROUND:
Founded in the year 1889 by Fusajiro Yamauchi is Japan's Nintendo Playing Card Co., Ltd, now
popularly known as Nintendo Co. Ltd. with Satoru Iwata as the Company's CEO. The name change
was done in the year 1963. As of year ending 30th June 2010, the gross income of the Company was
$11.98 billion and the net income figure was $1.01 billion. This case study is mainly on the launch
of the company's famous product the Nintendo Wii. This product of Nintendo Co. Ltd has recorded
sales of thirty million Wii which makes it the fastest selling console in the history of U.S. The
company strategy was to exploit the new and untapped market and thus was successful in becoming
the market leader and a top competitor in the industry. Looking at the great success of Wii and its
controls, companies like Sony and Microsoft have decided to launch their Xbox 360 and PlayStation
3 motion controls shortly during this year. It is now to be seen if these two products will be able to
bridge the gap of sales lead between Wii and the other competitive products in the market.
SWOT ANALYSIS
Strengths: The major strength of Nintendo against the other consoles in the market is the mover
advantage it has, by using the Wii remote and balance board you can turn the video gaming into a
healthy exercise session. The other strengths include a strong brand name, a menu that is
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Essay on Rapid Growth of Nintendo Video Games
Introduction
Over the last 25 years the video game industry has grown rapidly, becoming a significant player in
the media landscape, rivalling that of television. The industry is dominated by three key players,
Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these
global giants revolves around the same key idea, that money is to be made in software as
development and manufacturing costs keep the consoles break–even sales price from most consumer
price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its
two main rivals.
Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion
games worldwide, over 669 million of which ... Show more content on Helpwriting.net ...
However the company has also launched a number of dud products during the late 1990s/early
2000s as well as in recent years.
Today the company sees itself in a difficult position, lagging behind competitors and trying to keep
up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling,
falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years
since Nintendo has created a successful innovative product and the company is beginning to feel the
effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming
company.
The total market share of the three leaders has dropped suggesting the growth of software
companies, particularly those creating mobile gaming apps. However Microsoft has managed to
increase their market share by 3% in the same time period, due to their positioning strategy.
Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the
industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's
favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and
Xbox One, and should have been enjoying its success. However the console failed to gain
momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only
2.8 million consoles. The Xbox One and PlayStation 4
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Personal Narrative: Nintendo
Being born in 1980 I didn't have all the technology the younger generation has today; I lived in a
house with one television, VCR, rotary phone, record player and eventually, 6 years after I was born,
a Nintendo. Not the Nintendo Wii like we have today, but the original one. I can still remember how
much I enjoyed playing on it. It's a gray and black box that opened up in the front to insert a game,
which looks like a small plastic book. Half the time the machine didn't work right. I would have to
blow the dust out in the system and in the game itself. Sometimes the stubborn system had me
manipulating the game inside, moving it around just right so it could work. When I would finally get
the system working, the picture on the television would ... Show more content on Helpwriting.net ...
It seems like every kid today has a cell phone or IPod glued to their little hands, myself and my kids
included. I honestly hate it. Everyone is always looking down to see what's going on in a world
that's right in front of them. I have to set rules in my house to limit the amount of time my kids can
be on them. They would rather spend hours on their devices, and ignore a beautiful day. Sometimes
I have to force them to go outside and ride their bikes, or anything that does not have to do with a
device that connects to the internet. I have even had to unplug our Wi–Fi to help with this issue.
There's more to life then cell phones and I pods. People, myself included, need to learn to put those
objects down and enjoy the wonderful world around us. There is no App for how to live your life.
We shouldn't have to rely on an App to tell us which restaurant we should eat at, who we should be
dating, or how to raise our kids. These are things we should know; and if we don't, ask another
human, not a machine. Life is about making your own choices and mistakes. Whether they are good
or bad depends on you're own judgement, not a phone that has enough technology to send a rocket
into
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Nintendo Co. Ltd.
Nintendo Co. Ltd is an electronics company that manufactures and markets both hardware and
software for home game systems. Their corporate headquarters is located in Redmond, Washington
with manufacturing located in Kyoto, Japan. In June of 1998, Nintendo faced a major challenge
within the scope of their business, ensuring the success of the Game Boy Color launch in Canada.
Peter MacDougall, who was the president of Nintendo was responsible for ensuring just that. There
were many factors that led up to the reasons way this launch was so important.
In the years of 1992 through 1996, Nintendo was experiencing declines in sales. In order to recover
sales, they increased their marketing effort. Their most successful gaming system at the ... Show
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Developers soon felt reluctant to invest in the Game Boy because there were now other competitors
in the market. Nintendo soon realized that the most effective way to jump back into the competitive
market was to introduce a new product, which was the Game Boy Color.
When comparing the U.S consumer market to Canada's, there were many differences. These
differences ranged from the size of the market to cultural dissimilarities. This first Game Boy, which
had a standard black and white screen, was introduced in Canada in 1989. Soon after, Nintendo
continued adding new features, upgrades, and accessories to enhance their product. However, in the
mid to late 1990's Game Boy's position in the market began to deteriorate as sales velocity quickly
fell. The shift of the market gravitated toward Nintendo Consoles and competing platforms, which
led to reduced advertising a promotional support for Game Boy. Due to the pricing strategy being
the same for large direct accounts and distributors, many specialty stores had delisted Game Boy.
These retailers felt that they were not achieving competitive returns on their sales of Game Boy
hardware and software. Nintendo then encouraged large retailers to commit their "open to buy"
dollars to Game Boy. This provided a more efficient inventory management system that created
maximum and minimum inventory levels for each SKU number.
Many of the advertisements that were
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Nintendo Oligopoly Essay
The Nintendo Switch is one of a few video game consoles on the market. The Nintendo Switch was
released this year to very positive reviews and is expected to succeed. But what Market structure is
the Nintendo Switch in? What would it take to get into the Video game hardware market? How
much would that cost? The Nintendo Switch is part of an Oligopoly due to the few number of major
producers, the difficulty of getting into the market, the similarities in products and the slight amount
of control that each company has over its price in the market.
When it comes to producing video game consoles there are 3 current producers. Sony, Microsoft and
Nintendo. Sony is the producer of the PlayStation 4, Microsoft is the producer of Xbox One, and
Nintendo is the producer of the Nintendo Switch and the 3DS. There are many other companies that
develop consoles that do one of two things, either they have games built into them or they stream
the game from their servers. They consoles are know as plug 'n play and a microconsole. These are
usually low quality don't ... Show more content on Helpwriting.net ...
The playstation has many types of controllers with a VR headset and Wii–like controllers to use
along with a standard controller in the form of the dualshock for which uniquely has a touch bar and
lightbar both of which add very little to the console but are still both cool. There is the Xbox One
controller which has no advantage over its competition other that it is the only controller that can be
used on computers.Then there is the Joy–Cons for the Nintendo Switch which can be used in
multiple ways which include connected to the screen, away from the screen and in a pair or just one
by itself, and they also include HD rumble which can give the controllers extremely realistic
vibrations , an Infrared camera, and near–field–communication sensor all of which seem to have
extremely limited usage but so far when used properly make games feel extremely
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Nintendo : The World's Largest Video Game Company
Nintendo started back in 1889 as a Japanese multinational consumer electronics company
headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it
is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making
playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally
produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata.
By 1963, the company had tried several small niche businesses, such as cab services and love hotels.
Through the years, the company progressed into the manufacturing of toys and games and then
eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and
Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and
derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's
business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and
corporate social responsibility. (Nintendo)
Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at
this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of
Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata
emphasized that Nintendo's core business of video games will not change, but that the new
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How Nintendo Saved Nintendo
Nintendo is a household name all over America and has been since the Nintendo Entertainment
System was released back in 1983. Nintendo single–handedly saved the video game market and
have created fond childhood memories for many people, including young adults and teenagers.
Recently however, the video game juggernaut has been forgotten for other gaming companies since
the commercial and financial flop that was the Wii U in 2012.
The Switch has saved Nintendo by being new and creative. In late 2016, the Nintendo Switch was
officially announced. Before, it was under the codename, "NX," and had no information concerning
the console. A few days after it was announced, a presentation for the system and its games went
live that explained almost everything you would want to know about the system. It was clear that the
target demographic was mostly teens and young adults and less at the young children and families,
unlike the previous Wii and Wii U systems. This meant that Nintendo was working more on making
the system more powerful and is trying to bring some third parties to make or port games to the
system. Since the console is a Hybrid System, it can be played as a home video gaming system, and
a portable gaming system. This is a revolutionary concept ... Show more content on Helpwriting.net
...
The Wii was a huge success because it was different and family friendly and the Wii U was a fail
because it wasn't new or innovative. Nintendo has had the Wii branding for almost 11 years and
because of that, they were not selling as many systems as they'd hoped. Then, they made a change.
The dull gray and white color scheme of the Wii was replaced by a sharp red and white color
scheme, along with a crisp new logo. This change has appealed to teens and adults, making the
popularity of the Nintendo Switch skyrocket! This is a new Nintendo for loyal fans and it will
positively affect the newer generations of Nintendo
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Nintendo DS Analysis Essay
Introduction
The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most
recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games
console that consists of a book like structure. It has a small LCD screen on each side. One is a touch
screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi
capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it
can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature.
Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in
1889. What it developed in those ... Show more content on Helpwriting.net ...
It is how the product is introduced and represented to the potential customer which makes the
product desirable.
The marketing environment consists of three key sections.
1: The micro–environment: This environment holds the forces close to the company that affect its
ability to serve its customers. These are the employees, suppliers, stakeholders and customers.
Relationships in the micro environment can change over time. It influences the company directly
and is the environment where the company can enforce some control or influence.
2: The macro– environment: This environment holds all the forces that are out of the direct control
of the company. Such forces are described as follows.
Political Environment
Economic Environment
Social and cultural Environment
Technological Environment
Any organisations or companies that do not allow themselves to adapt to these environmental
changes may suffer in the long term.
3: The internal – environment: This is where all factors that affect the company are internal. Internal
functions such as finance operations etc, they impinge on the marketing function. This is affected by
the organisational processes and the allocation of responsibilities within the company.
Strengths
Weaknesses
Opportunities
Threats
Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company
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Nintendo Switch Essay
Though the Wii U failed to garner much of an audience, it was home to many quality game releases
that few played due to the system's limited install base. Luckily, Nintendo has seen it fit to enhance
some Wii U titles and to bring these new and improved versions to the Nintendo Switch. Earlier this
year the Switch was graced with the release of Mario Kart 8 Deluxe, and now it has been given the
honor to host Pokkén Tournament DX. If you are familiar with the original Pokkén Tournament for
Wii U, then you know the game is an excellent Pokémon fighter. Switch owners can now partake in
action–packed Pokémon battles wherever they see fit; and with new modes and new Pokémon
featured, Pokkén Tournament DX is the best way to play this exceptional ... Show more content on
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Regrettably, Team Battle is only available in local play. The lack of Team Battles as an online option
is a missed opportunity, though one that is hopefully rectified via a future patch.
For local multiplayer, there is a new Split–screen VS. mode. Split–screen multiplayer wasn't an
option on Wii U, as one player would play on the TV and the other using the GamePad. The split–
screen works well on Switch, though comes at a cost. When playing in split–screen VS. mode, the
game's frame–rate will be cut in half and run at 30fps – opposed to the normal 60fps. Even with this
sacrifice in place, the game still plays well and shouldn't be cause for concern.
Local multiplayer can be played on a single screen, with the second player starting at the far end of
the battle field. Providing the player with the option of split–screen or single screen multiplayer is a
welcome courtesy, as it allows you to decide which method is best. There are three battle types
available for local – Basic Battle, Extra Battle, and Team Battle. Basic is the standard type of battle
you will experience in the main game or while playing online; meanwhile Extra Battle will have
special items appear on the arena during battle.
Another new and notable addition is the inclusion of Daily Challenges. These challenges will put
your fighting skills to the test each day, as they offer a range of unique tasks to complete. Each day
will challenge you to compete in battles
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Nintendo Chapter 1 Summary
What would it be like to wake up inside a linear world where turtles, mushrooms, princesses,
dinosaurs, and a little mustached Italian plumber are caught in a deadly fight for their lives? The
makers of Nintendo made this possible through the game of "Super Mario Bros". In the late 1980s
and through the 1990s, Nintendo was a major contender for taking over the technological age. As
one of the biggest gaming console makers, Nintendo has supplied children all over the world with
the opportunity to escape into a world other than their own, without them having to leave the
comfort of their own home. I chose this book because I was one of those children and Nintendo has
always been a part of my life.
Chapter 1: A New Leader of the Club Children ... Show more content on Helpwriting.net ...
He moved his business to a larger location where they assembled the coin–operated machines.
Coleco wanted the rights to make "Donkey Kong" into a game for its consoles. Minoru invested in a
Chuck E. Cheese so he could set up the arcade games in a business. MCA Universal demanded that
Nintendo destroy all of their "Donkey Kong" games because they believed it was an infringement
upon the movie King Kong. They had meetings with lawyers and told Nintendo to settle because
there was no way they could win the case. The lawyer for Nintendo did not believe that MCA had
the rights to King Kong and could not therefore be an infringement. MCA took them to court and
lost the case. They also had to pay damages to Nintendo. Minoru tried to get the Game & Watch
toys to be successful in America but it did not turn out. The lawyers decided it was time for the
Famicom to come to America (David Sheff,
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The Video Gaming Industry : Microsoft, Sony, And Nintendo
EE:
Introduction:
For several years now, the video gaming industry has been in a lockdown between three giant
corporates – Microsoft, Sony, and Nintendo. For most part of the industry's history these three firms
have been competing endlessly for higher market share, more customers, and outselling each other.
This form of competition can best be called a Red Ocean. Red oceans refer to the known market
space – all the industries in existence today. In red oceans, industry boundaries are clearly delineated
and accepted, and the competitive rules of the game are known. Companies try to outperform their
rivals to grab a greater share of existing demand, usually through marginal changes in offering level
and price.
It can be said, that Nintendo too was once part of this Red Ocean. But in the past years (specifically
since 2006) the company has taken huge leaps in getting ahead of their rivals and taking hold of the
market by making their counterparts irrelevant. This has mostly been due to the firm's launch of the
Wii. For many years, before the launch of the Wii gaming console, Nintendo spent most of its time
playing catch up with Microsoft, and Sony, with its last success being the "Gameboy" in the 1990s.
But in 2006, this company came up with something which not only brought them immediate
success, but also paved the way for new innovations and ideas in the gaming industry, which had
become dry of new inventions, as companies only thought of outselling each other, rather than
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Nintendo: A Brave New World
For over thirty years, Nintendo has created hardware that changes the way people play, whether it is
through groundbreaking controls and innovative gameplay experiences. Since the release of the
original Gameboy, the company has used the concept "Lateral Thinking of Withered Technology." It
refers to "using existing, cheap, well–established technology in new ways, thus allowing Nintendo
to introduce new, innovative concepts at affordable prices" (Mathis 1). However, while this
philosophy suited the gaming giant, third party developers became frustrated over old hardware
limitations. So much in fact, that for a while it deteriorated Nintendo's market share (apart from the
Wii). Additionally, members of GamesSpot's Nintendo Fan Club argue that
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Nintendo Research Paper
Abstract
The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing
cards. This paper will explore how Nintendo started out as a playing card company and became one
of the biggest gaming corporations that are alive today. It will also explore the success and failures
of the company and how it achieved the status it has today. We will discuss the technology of
gaming and how it evolved over time.
Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur
by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was
born and the company was established officially as an unlimited partnership titles Yamauchi
Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ...
It was meant to be a cheap computer for a family to use, but it ended up just being a game console.
After complaints of the games freezing up, they wanted the help of another, more experienced game
company, Atari, but the Video Game Crash of 1983 nearly killed Atari.
Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan,
but not so much in America. In America, they made the huge mistake of trying to sell it as a toy.
Despite that, it made handheld games extremely
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Nintendo: Great Impact on gaming Essay
Nintendo: Great impact on gaming
Video gaming has evolved enormously over the years. A variety of advancements in technology has
affected gaming and the experience for gamers. Nintendo has been involved in changing the nature
of gaming over the years; from playing cards to household video game systems, to now having the
convenience of playing your video games on portable handheld consoles. Nintendo has been a
leader in driving the advancements of video game systems.
Before any electronic gaming was created, Nintendo had created playing cards. The very first being
Hanafuda cards which were created in 1889 by Fusajro Yamauchi (Nintendo,
Nintendo History). These were flower cards and each card represented one month of the year ...
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This offered more opportunities for gaming and allowed for a more active experience.
The remote was wireless (took two double A batteries), and was designed to easily fit in one of your
hands while playing. A plug–in port is located at the bottom of the remote in order to be able to
attach accessories, such as the nun–chuck which comes with the Wii for more interactive games.
The Wii comes with Wii Sports game to allow gamers to experience the new motion sensing
technology (MarioWiki). The discs are much similar to the regular DVD discs and games save
automatically on the Wii system so there is no more need for memory cards (unless you want extra
storage) (MarioWiki). The Wii is also capable of playing GameCube games
(MarioWiki). The system has Wifi compatibilities which allows users to play online with other
players, and also allows them to purchase games online (MarioWiki).
The Wii is also set up differently. When the console is turned on, you are directed to a menu where
you have the option to do a variety of things. You can choose to play the game you have put in, or
you could visit one of them many channels: Photos, News, Forecast, Internet, Mii and more if you
purchased something online. In November 2012, Nintendo launched Wii U
(Nintendo, Wii U Gamepad). The Wii U was basically the same as the Wii but with many more
added features. You could still play Wii games on the newer system, but could no longer play any
GameCube games (Nintendo, Wii U
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Analysis Of Nintendo Essay
THE HISTORY OF NINTENDO
Nintendo Company, Ltd is based in Kyoto Japan. They are recognized as being the "worldwide
leader in the creation of interactive entertainment" (Nintendo, 2002, PG). Some of the world's best
selling video gaming has come from the Nintendo Company, including Game Boy and Nintendo 64.
In America Nintendo is based in Redmond, Washington. It is interesting to note that in American
households nearly 40% have a Nintendo product. The latest product launched by Nintendo has been
the Game Cube, a video game console which will undoubtedly prove to be yet another bestseller.
SWOT ANALYSIS FOR NINTENDO Strengths: One of the biggest strengths for Nintendo is their
completely sensitive human resource issues. ... Show more content on Helpwriting.net ...
While they are sometimes critical and seek perfection, at the same time they are leaders who try to
work with the entire group so that the dynamics flow together rather than individually.
Weaknesses: Conflict has been described as the process which begins when one party perceives that
the other has frustrated, or is about to frustrate, some concern of his or hers. This could certainly be
the case with Nintendo when it fights a head–to–head battle with Microsoft. The meanings of
concerns in this case are the needs, wants and values of Nintendo. Therefore, conflict situations
might arise when the needs, wants and values of two parties interfere with one another. Depending
on how Nintendo and Microsoft react to conflict it may not be harmful. Indeed, it presents
opportunities for situations to be driven forward effectively, particularly in business contexts.
However, according to some people it appears that all reactions to conflict stem from two general
impulses:
(1) The desire to satisfy personal concerns, which shows itself as assertive behavior, and
(2) The desire to satisfy the concerns of others, which shows itself in non–assertive behavior. These
represent two behavioral dimensions and provide the basis for conflict–handling modes. These
behaviors are further incorporated into the concept built around the idea that people react in one of
five basic ways when faced with interpersonal conflict situations; competing, collaborating,
compromising,
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Nintendo Switch Essay
7 Games that Should Be on Nintendo Switch
While the initial hype around the Nintendo Switch has fallen away, there are still many of us who
enjoy this neat little console. It is actually a rather portable device and it does make hanging out
with friends while playing games an enjoyable experience – well, as long as you keep winning!
Now, while there are some great games you can play on the console – yes, we're talking about Zelda
– you still have plenty of titles out there that are not on it. A number of these gaming titles would
also make great Switch games.
Here are the seven games that should be on Nintendo Switch.
Pokemon Red/Blue
What better game to come out on Nintendo Switch then its best selling titles? Both the Pokemon
Red and ... Show more content on Helpwriting.net ...
Now, unlike some of the other titles on the list this one might be a rather hopeful edition – rumours
suggest the trilogy might be coming out on Nintendo Switch.
Star Fox Adventures 2
Another extremely fun game to play on the Nintendo Switch console would be Star Fox. The ability
to move around with your console – and to do it more than with the Wii U – would make flying
rocket powered mopeds a lot of fun. Not to mention that we've not been treated with a proper Star
Fox game for years, even though the last game was highly acclaimed. The problem with seeing Star
Fox pop up on Switch might be the fact that the gaming company behind it, Rare, has been bought
by Xbox. But w can still hope.
South Park: The Stick of Truth
The Nintendo Switch also requires quite a bit of fun action. We don't want gaming to just be serious
business and to give us some laughter, we all rely on South Park. As the new game in the franchise
is coming out – hopefully sooner rather than later – the franchise could also announce it will find it's
way on Twitch. If we had to pick an old South Park game, the Stick of Truth would certainly be on
the cards.
Metroid Prime 4
This anticipated title is coming to Nintendo but there has been no official announcement that it
would be making its way on Switch. But it really should, as it is one of the best sci–fi serious out
there – and that's saying a lot. The previous versions have had great mechanics in
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Nintendo And The Video Game Industry
Over the years, corporations in the video game industry revolutionized the concept of consoles and
videogames through strides of innovation. The videogame entertainment industry is highly
competitive and is largely driven by creativity in the products being created. All throughout the
1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and
videogames. The company had skyrocketing sales. However, as new entrants such as Sony and
Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales
and profitability started to plummet as the years progressed. Despite the shifts and changes in
technology and forms of entertainment, Nintendo is adamant about sticking to its videogame
strategy. In order for Nintendo to survive after the emergence of this technological substitution and
be active competitor in the market, the company should license its popular games for use on
smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and
tablets will be much more affordable to consumers who enjoy playing online games as a form of
entertainment. There has been tremendous global growth in owning smartphones and tablets. This is
largely attributed to the product's features where a smartphone or a tablet can perform an array of
tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article
on the Market for Computer and Video Games states that
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The Nintendo Entertainment System
Which is Best?
Theres different types of motion used in many gaming systems. You can be
standing, sitting down, using controllers, or not using any controllers at all. There are at
least many different types of movement motions involved in both types of electronics
made by different companies. The Kinect may have more free motion, but the Wii seems
more enjoyable for families to use and have fun.
The Nintendo Entertainment System was introduced in 1985 which became an
instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and
with it contained more advanced, revolutionary features. The Wii contained wireless
motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of
other features that made it the best selling in the world. As for the Kinect; introduced by
the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and
control the Kinect with the use of your voice and gestures, and play games where you are
the controller (Xbox).
In theses ads, both companies are trying to target families with the use of ethos, pathos,
and logos. The companies try to sell their product by using other families in the ad to catch the
eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the
emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing,
and the two guys that are playing are not
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Nintendo Case Analysis
Nintendo Case Analysis
Case Analysis
The Nintendo Case Analysis revolves around Nintendo Canada's President Peter
MacDougall anticipating the launch of the Game Boy Color which would become effective on
November 23, 1998. Essentially, the Game Boy Color was viewed as one of the most important
launches in the history of Nintendo's gaming industry since the product was also introduced in
North America and Europe respectively. According to the article, "Game Boy was arguably the most
successful gaming platform in history, boasting sales of more than 70 million units during its almost
10–year life in a highly fickle and competitive market." Hence, Nintendo gained significant access
in the marketplace regarding the handheld games ... Show more content on Helpwriting.net ...
The following table illustrates, strengths, weaknesses, threats, and opportunities for Nintendo based
upon a volatile marketplace in relation to competition.
Opportunities
Opportunities
Weaknesses
Weaknesses 1) Third party developers spent fewer marketing dollars in the Canadian market due to
its diminutive size. 2) Competitor Sony PlayStation appeared to gain a competitive advantage in the
marketplace when third party developers perceived them as profitable in the market. 3) Other
opportunities for competitors were available in a larger console market.
4) Third party developers spent fewer marketing dollars in the Canadian market due to its
diminutive size. 5) Competitor Sony PlayStation appeared to gain a competitive advantage in the
marketplace when third party developers perceived them as profitable in the market. 6) Other
opportunities for competitors were available in a larger console market.
1) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy
games to be played on this system. 2) Point–of–purchase materials were promoted to retailers
making Nintendo's product more accessible.
3) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy
games to be played on this system. 4) Point–of–purchase materials were promoted to retailers
making Nintendo's
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Nintendo
ALI FARHOOMAND
NINTENDO'S DISRUPTIVE STRATEGY:
IMPLICATIONS FOR THE VIDEO GAME
INDUSTRY
For some time we have believed the game industry is ready for disruption.
Not just from Nintendo, but from all game developers. It is what we all need to expand our
audience. It is what we all need to expand our imaginations.
– Satoru Iwata, president of Nintendo Co. Ltd1
In the 2008 BusinessWeek–Boston Consulting Group ranking of the world's most innovative
companies, Nintendo Co. Ltd ("Nintendo") was ranked seventh, up from 39th the previous year. 2
This recognised Nintendo's significant transformation into an innovative design powerhouse that
had challenged the prevailing business model of the video game industry.
In 2000, when Sony, ... Show more content on Helpwriting.net ...
During the period 1970 to 1985, Nintendo began focusing on the manufacture of electronic toys and
entered the budding field of video games [see Exhibit 1].
Interestingly, 1991, the year when Nintendo launched the highly popular Super NES in the
US, was also the year that saw Nintendo's vision become Sony's opportunity–and the creation of
what could be described as Nintendo's "greatest challenge" for over a decade – the Sony PlayStation
("PS"). Nintendo had wanted to incorporate CD–ROM into their Super
NES, and Sony had agreed to create the PS for this purpose. However, over the next two years,
conflicts of vision between Nintendo and Sony continued, and the two finally parted ways.
Nintendo went ahead with Philips technology, 4 and Sony was left with the PS, which the company
decided to continue developing. Given Sony's clout and resources, when the PS and its wide range
of games were finally released in Japan in 1994, the console was an instant resounding success. In
1995, Sony released the PS in the US, totally uprooting Nintendo's established name in the industry.
For many years, Nintendo had been a dominant player in the video game industry. It had sold more
than two billion games since 1985. Its top–selling series included non–violent and easyto–play
games such as Super Mario Bros and The Legend of Zelda. The huge success of its games portfolio
could be attributed to its appeal to all age groups across different
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Nintendo: Pioneers in the Video Game Market
Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as
Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game
called Hanafuda. In 1956, Nintendo's president Hiroshi Yamauchi began to realize the limitation of
playing cards business because it was viewed as a mere tool of gambling. In order to overcome the
limitation, Nintendo struck a deal with Disney in 1959 which allowed them to put Disney characters
on their playing cards. This opens up new markets where both children and homemakers started
purchasing playing cards.5 Due to this success; Nintendo went public in 1962 and became a listed
company in Osaka Stock Exchange. Soon after, Nintendo started to venture in ... Show more content
on Helpwriting.net ...
Nintendo eschewed this philosophy most dramatically with the Wii, catering directly and
unabashedly to the casual subset of gamers. As only one example, complex gamepads with a dozen
buttons and knobs were replaced with a controller more akin to a remote control, a device with
which any American would be familiar. However, the extent to which the hardcore gaming
demographic dictates the structural aspects of the gaming industry as a whole is remarkable.
Companies are still willing to cater to this audience because it is a profitable enterprise, as it is only
the most devoted of fans who will line up days before a system release while generating free
publicity on the internet and through word of mouth in the months prior. Thus, and perhaps
unexpectedly, an important factor in the Wii's meteoric rise was Nintendo's ability, through the
strength of its brand and residual nostalgia effects, to co–opt this hardcore gaming culture with a
console that at best, only occasionally acceded to its wishes, while at worst, marginalized them
completely. What Nintendo realized, and ultimately capitalized on, was that the hegemonic structure
influencing the industry was inherently weak, in that it was essentially a small minority
overwhelming the relatively silent masses. Although there are doubts to the sustainability of such an
endeavor, the signs are present that the Wii has already altered the video game
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Nintendo History Essay
Part I – Gaming Console Industry Pre–Xbox
Video gaming: A Brief History
Atari pioneered the video game industry in 1971 with a title called Pong, which was sold as an
arcade game for $1,200 each. The console market did not take off until 1977, when Atari 2600 was
launched (Lipson, 2009) and this became the first generation of consoles. In the videogame industry,
consoles are primarily stationary "boxes", which require a monitor or television set for use. Known
as consoles or platforms, these devices are standardized computers tailored for gaming and produced
by a single firm. The term "generations" is meant to define "chapters" in the industry denoted by a
series of console launches with significant technology improvement compared to the previous
launches (Exhibit 1).
The key metric for technological progress in video ... Show more content on Helpwriting.net ...
Its first U.S. console, released in 1985, was the Nintendo Entertainment System ("NES") and was
the first major video game platform to achieve global success. Nintendo experienced its golden era
in early 1990s, becoming the top player in both home and handheld consoles.
However, Nintendo's lead was severely diminished in the fifth generation era, where it lost to Sony
due to its inability in adapting to the shift in gamer demographics. The average age of gamers had
gone up; however, Nintendo's image was still very much a "kid–friendly" game console, allowing
Sony to capture most of the older gamers. Sales were down from 50M units in the Super NES
console line to 30M in the Nintendo 64 console line, Nintendo's product in the fifth generation.
Nintendo was also disadvantaged by its higher royalty charge to software developers, resulting in
lower number of game titles being produced. In the sixth generation, its product Nintendo
GameCube continued to challenge PlayStation 2 ("PS2") and eventually
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Nintendo Market Analysis
4C stakeholder's analysis of Nintendo Wii Market in 2006
Customers: Nintendo Co Ltd (Nintendo) and its new president Satoru Iwata believed potential
existence of a consumer market that distanced itself from gaming. They opined that existing games
were not only difficult to understand and play, but also found the consoles complex to operate. The
games were built more on fantasy and targeted towards traditional over 18 year old male[1]
population.
Nintendo made a conscious attempt to bring the non gamers into the spot light and create a new
consumer segment. They decided to concentrate on simplicity and real life game scenarios.
Nintendo designed and marketed "Wii" as family entertainments devise involving all age and gender
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The competitors in order to increase their sale have been reducing the prices regularly. Nintendo
though kept its price constant until recently. They announced a price reduction of USD 50[12] in US
recently to improve recent decline in sales.
Energy consumption bill to Wii consumers is as low as USD 10 per year compared to USD 130 per
year for the other game devises.
Place (Distribution): The Company due to its long presence in the industry had existing distribution
network. The company appointed at least one distributor in each state in U.S. who in turn distributed
the product and software to retailers. They were able to place and display the product at major super
markets and shopping malls.
However even after a year of its launch Nintendo was heavily criticized and confronted for not
meeting the demand. This may have been due to genuine shortages of parts and their inability to
correctly forecast the demand. The queues to purchase Wii were still there even after one year of its
launch.
Though there is no concrete evidence, and Nintendo might have created the scarcity to maintain
high interest and curiosity. They realized that due to the uniqueness of the product, consumers are
willing to wait to buy this product rather than look for alternatives. This scarcity was especially
visible in the US market while European demands were being met reasonably
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Company 's History : Nintendo
Company's History: Nintendo first started in 1889 under the leadership of Fusajiro Yamauchi, who
named the company at first "Nintendo Koppai" (Jones, 2013). He started his company by selling
Hanafuda Cards; these are simple cards that are used to play multiple games – much like the more
common standardized 52 playing card sets (Jones, 2013). The name Nintendo originally is a
Japanese metaphor and basically means "leave luck to heaven" (How Nintendo, Lego, Adidas and
17 other Major Companies Got Their Names, 2013). The Nintendo's Corporations' real boost in
there business was their trip to the United States when Hiroshi Yamauchi, Fusajiro's grandson, met
the largest card manufacturer in the country and was stunned by their small offices (Jones, 2013).
After that, he concluded that his business was limited and has a small angle and he has to think of an
alternative in order to keep his place in the market (Jones, 2013). Their first innovation came by
having a joint venture with Disney in order to print their characters on their cards that helped the
business to jump into an entire new market that helped them in becoming global and grew to be
known overseas (Jones, 2013). Moreover, with their new young audience target, Nintendo created
books that explained new games that could be played with these cards (Jones, 2013). After that, the
company with their new venture decided to go public in 1962 and that helped them in having other
joint ventures (Jones, 2013). A sample of these
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Nintendo Swot Analysis
A Brief Analysis of Nintendo Co., Ltd. As a Business In a world dominated by recreational
technology, it is unsurprising that video games have crept their way into the daily lives of thousands
of individuals. Over the past few decades, there has been a surge in the popularity of video games,
with children, teens, and adults choosing to spend their free time engrossed in the captivating world
video games have to offer. Undoubtedly, a forerunner and consistent innovator in the video game
industry is Nintendo, which is formally known as Nintendo Co., Ltd. As the creator of popular
gaming products from consoles–such as the Game Boy and Wii–to bestselling game series like
Pokémon and The Legend of Zelda, it is only natural that Nintendo stands ... Show more content on
Helpwriting.net ...
According to the "Dedicated Video Game Sales Units" page on the corporate website, when one
adds together the total hardware sales for all of the consoles from the Nintendo Entertainment
System (NES) to present, Nintendo has sold over 721 (721.94) million hardware units (Nintendo
Co., Ltd., 2017). Furthermore, when one adds together the total software sales for all of the consoles
from the NES to present yields a much more impressive 4,574 (4,574.01) million software units sold
(Nintendo Co., Ltd., 2017). Although the aforementioned totals are the present lifetime totals of
personal video game units, Nintendo has continuously proven to be a profitable company even in
recent years, as seen in Figure 1. Within the past ten years, Nintendo's net sales peaked between
2008 and 2011, with the company earning $16,724.23 million in 2008, $18,761.45 million in 2009,
$15,423.29 in 2010, and $12,221.03 million in 2011, which is detailed in Figure
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Nintendo Switch Decline
Many people in the world wonder which is better the Wii U or the New Nintendo Switch. The
Nintendo Switch and the Wii U are very comparable but the Nintendo Switch is more improved than
the Wii U because the Switch is portable and a console, fixed at what the Wii U failed and updated
hardware. The Based on my reasons and my research have proven that the better one is the Switch.
The NIntendo switch is meant to transfer from onto the T.V to the handheld game system. "...most
obvious comparison between the two consoles ...Both have dual functionality, with a separate
handheld mode that can be used to play games remotely."(Henderson). This means that means that
the Switch can come from off your T.V screen to the handheld portable Gaming system. "The
nintendo switch is more portable than the Wii U ever was meant to be."(Henderson). This means the
switch can go anywhere in the world and still you can use it whether in or out your house.
Information in the quote proves that the Switch can come from a game console to a portable Gaming
system. ... Show more content on Helpwriting.net ...
In the author Kate Grey she proposes the question "Nintendo Switch: can the new console succeed
where Wii U failed?". In this question she expresses that the switch could improve what the Wii U
failed at. "The graphical capability on the Switch finally matching Sony and Microsoft's consoles?"
(Gray). This poses the questions That proves that Switch can have graphics machine Microsoft and
Sony graphics. Based on the questions and what they mean proves that the Wii U doesn't have the
same level of neat graphics as the Switch and the Switch succeeded in which the Wii U failed
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Nintendo : The World's Largest Video Game Company
Nintendo started back in 1889 as a Japanese multinational consumer electronics company
headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it
is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making
playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally
produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata.
By 1963, the company had tried several small niche businesses, such as cab services and love hotels.
Through the years, the company progressed into the manufacturing of toys and games and then
eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and
Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and
derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's
business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and
corporate social responsibility. (Nintendo)
Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at
this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of
Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata
emphasized that Nintendo's core business of video games will not change, but that the new
... Get more on HelpWriting.net ...
Nintendo History
In 1889, Fusajiro Yamauchi founded a small company in a building in the heart of Kyoto, Japan.
(Nintendo History. n.d.) The company's purpose was to create a form of Japanese playing card
called Hanafuda. He called this company Nintendo. Over the next century Nintendo grew and
expanded, changing its products and services, and attempting new things as the times changed.
Then, during the 1970s Nintendo fixed its eyes on a new market, video games. Nintendo showcases
how a small card company can become a gaming powerhouse and a legend for companies and
gamers alike.
During the 19th century Japan closed its borders to the outside world. Alongside this isolationism
the Japanese government also banned western products and ideas. One such product was ... Show
more content on Helpwriting.net ...
and the Nintendo DS, a dual screen portable system (Nintendo History. n.d.). In 2006 the Nintendo
Wii was released. Cheap, small, and with a massive collection of high quality games, the Nintendo
Wii became the best selling console of its generation, outselling both the PS3 and Xbox 360
combined (Gaudiosi, (2007).
The most current Nintendo home console is the Nintendo Wii U. This console has received criticism
due to its poor graphics, strange touch screen controller, and unpopular launch titles.
There are rumors about the next Nintendo console, dubbed the NX.Very little is known about it, but
the speculation is that it's more powerful than the PS4 and may use cartridges, not discs. The
Nintendo brand has changed over the years, starting out as a simple card company that has expanded
into the massive electronic giant we know today. They have had their ups and downs through their
time as a gaming company but they always have the gamer's interest in mind. As the late CEO of
Nintendo, Satoru Iwata said, "On my business card, I am a corporate president. In my mind, I am a
game developer. But in my heart, I am a gamer" (Yu, E., & Chan, W.
... Get more on HelpWriting.net ...
Nintendo Music History
''This music does weird things to people's brains,'' Mr. Seim, the founder of The Advantage, said of
Nintendo video game music. (Weingarten) The original Nintendo Entertainment System brought to
the United States in 1985, is still one of the best–selling home video consoles ever. With its creation,
arcade games could now be played in one's home and with the technological advances it also carried
video game music beyond the primitive bleeps and blips of arcade systems. In 1985, the debut of the
NES or Nintendo Entertainment System with only five audio output channels, brought actual
synthesized music, called eight–bit music, to video games. (Payne) Unbeknownst to Nintendo,
however, those technological hindrances would eventually establish a trademark sound, lead to a
Nintendo Rock band named the Advantage, who released one of the most popular albums of the
genre.
In order to understand Nintendo Rock, one must take a brief glance at the history of Nintendo game
music. Drawing from the set–up of a normal rock band, with a drummer, two guitarists, and a
bassist, the NES' sonic toolkit had a white noise channel, two pulse waves, and a triangle wave.
While lush instrumentation could not be attained with such a limiting palette, aspiring composers
like Koji ... Show more content on Helpwriting.net ...
While not the first to bring this kind of music to light, Will Payne of the Harvard Crimson considers
The Advantage to "brought legitimacy to a style of music dubbed" Nintendo Rock. Taken
completely on its own, this music mixes the exuberant fun from Nintendo games such as Mario
Kart, Smash Bros with elements of progressive rock without any excess polish. The music can
surprise listeners. But for people familiar with the music, is it all that weird when it provides an
outlet to remember a time of
... Get more on HelpWriting.net ...

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Research Paper On Nintendo

  • 1. Research Paper On Nintendo This essay will talk about how Nintendo is currently the best company in the video game race. It will discuss all of Nintendo's innovations to the video gaming industry as a whole and how without Nintendo, the video game industry would be drastically different. An example of an event that would have altered the video game industry without Nintendo would be the Video Game Crash of 1983, where video games were being reproduced at a rate where all copies couldn't be sold and how all of the games at the time were essentially the same, repetitive gameplay. Nintendo's franchises will be discussed in detail to explain how Nintendo is superior to the other video game companies, without taking away the achievements other companies have produced, besides ... Show more content on Helpwriting.net ... The memories Nintendo have given to generations of gamers are some that will never be forgotten. Other companies, such as Sony and Microsoft, has produced some very memorable games too, but without Nintendo, they would have never gotten anywhere. The Nintendo Entertainment System is still played to this day, and is one of the best consoles in history with it's rich library full of classics.. Although the Nintendo Entertainment System was not the first video game console, it revived the idea of grander videos games and Nintendo is to thank for that. They have stretched the boundaries of the games far more than anyone thought was possible. Plus with the Video Game Crash of 1983, Nintendo basically saved the future of video games. Everything that Nintendo has done has been inventive, whether it was successful or a failure. The Virtual Boy (INSERT DATE) was an attempt at virtual reality, which was a failure as it gave players headaches due to the red and black graphics. Even though the Virtual Boy was a colossal failure, the innovation of the handheld systems was a massive success and is still a popular trend among gamers ... Get more on HelpWriting.net ...
  • 2.
  • 3. Nintendo And The Gaming Industry Essay Nintendo, the once prominent leader of the gaming industry, may be going down a dangerous slope. Since 1983 when Nintendo introduced the Nintendo Family Computer in Japan, later called the Nintendo Entertainment System in the United States, Nintendo has relied on its lovable characters, innovative products and family appeal to win the hearts of gamers alike. However through heavy competition from various competitors and the increase in mobile gaming popularity, Nintendo may be finding it harder to keep gamers of all types interested, especially when it 's Nintendo who has become lazy in keeping with the industries trends. One of the biggest competitive challenges for Nintendo is the growing pressure on emerging gaming platforms like Apple's iPhone and iPad. Nintendo also faces a competitive challenge from Sony's Playstation and Microsoft's Xbox. In order to stay relevant, Nintendo must always be actively competing in the market to remain strong; the President of Nintendo, Tatsumi Kimishima, has said that the new console will be nothing like any existing system by Nintendo, solidifying this point. The Wii represents the core product appeal of Nintendo, which is being a family–oriented gaming console. Through competitive pricing well below the competition, Nintendo is positioning themselves as the affordable console in order to keep Nintendo brand relevant. PlayStation and Xbox releases their products generally at the same time, which gears them towards competing for the ... Get more on HelpWriting.net ...
  • 4.
  • 5. The Father Of The Nintendo Game Boy : Gunpei Yokoi The Father of the Nintendo Game Boy: Gunpei Yokoi By: James Benson There have been numerous inventors that have had their names stand the test of time. Achievements in technology that have benefited humanities health, knowledge, and even education. Not only were there inventors in those fields of technology, there are also those inventors whose inventions innovated entertainment and play, and video games are one of those inventions. We play them on our TVs, computers, portable gaming devices, and on our phones and have made video games a huge part of our culture. However, there is one invention that is so recognizable by practically everyone because of how dominant in the handheld games market it had been for almost two decades bulldozing over any competition, and that invention was the Nintendo Game Boy, and the man who was behind the birth of the little handheld that could was Gunpei Yokoi. To me as a gamer, Gunpei Yokoi changed the face of gaming forever, and left behind a legacy of achievements in the video game industry. Gunpei Yokoi: Early Career At Nintendo: Gunpei Yokoi was born in Kyoto, Japan on September 10th, 1941. He also grew up in the same town where he would attend Doshinsha University and graduate with a degree in electronics. Like any other college graduate, he applied for multiple different jobs for different companies and businesses to make a living (Groenendijk). Gunpei Yokoi was hired by Yamauchi in 1965, where he started as the maintenance man of the ... Get more on HelpWriting.net ...
  • 6.
  • 7. Nintendo And Its Impact On Innovation As earlier stated, Nintendo excels in innovation. The company distinguishes itself from competitors by heavily investing in research and development (R&D) and by taking risks on new technologies. For example, in 2001 Nintendo released its GameCube. Instead of using the CD platform used by Sony, Sega, and Microsoft in their sixth–generation consoles, Nintendo utilized a proprietary optical disk technology that was visually similar to CDs but did not not work in standard CD players ("Nintendo Wii," n.d.). Genyo Takeda, Nintendo's general manager of Integrated Research and Development, explained that Nintendo's success in innovation was the result of many groups of developers having free reign to invent, even if their inventions were ... Show more content on Helpwriting.net ... In 2010, Sony introduced their PlayStation Move which was a more accurate version of the Wii Remote ("Nintendo Wii, n.d.). That same year, Microsoft released their Xbox Kinect. Unlike Nintendo and Sony, Microsoft did not use a remote or wand as their interface; instead, they developed a webcam–style add–on to track gamers' motions and gestures ("Nintendo Wii, n.d.). This was a major problem for Nintendo because they no longer had the advantage of being the sole provider of motion sensing technology. Furthermore, Nintendo visual quality was inferior to its competitors, especially Sony ("Nintendo Wii, n.d.). Consumers could no longer see any difference between the three video game oligopolies and Nintendo lost a significant amount of market presence ("Nintendo Wii, n.d.). To address their competitors', Nintendo abandoned the low–cost differentiation strategy that made it a powerhouse in the gaming industry and embraced the enhancement strategy used by Microsoft and Sony. In late 2012, Nintendo launched the Wii U, an upgraded version of the Wii. The Wii U was priced much higher than its predecessor, with an initial retail price of $299 for the basic Wii U and $349 for the deluxe ("Nintendo Wii, n.d.). Nintendo's pricing strategy signaled its intention of competing with Microsoft and Sony. The Wii U include a revamped GamePad that allowed users to be more in touch with the game ("Nintendo Wii, n.d.). Nintendo hoped the enhanced ... Get more on HelpWriting.net ...
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  • 9. Innovation Organization Nintendo Nintendo – Innovation Organization Role R&D Quoting from the Nintendo Annual Report 2012, the company strategy is the expansion of the gaming population, which is to encourage as many people in the world as possible, regardless of age, gender or gaming experience, to embrace and enjoy playing video games. Nintendo aims to expand their digital business by offering downloadable, paid add–on content, digitally distributing packaged software and so forth to adapt in environment changes surrounding the video game market and creating new business opportunities. We can conclude from the statement that to survive in video game industry, Nintendo needs to be adaptive to the market change. In order to be adaptive, innovation is become day to ... Show more content on Helpwriting.net ... It always has been Nintendo strength to combine their hardware design and internal software development teams. We can see the example of leveraging the strength when Nintendo DS launched in the market in 2004. The video game market in Japan and North America is slow at that time, but Nintendo successfully bring NDS to the market. The Nintendo DS contribute 40% of the total Nintendo sales in 2004 as being shown in figure below. Nintendo strategy is made the use of game console simple, unlike Microsoft and Sony with their much complex game console feature. Nintendo also made the intuitive interaction between gamer and video game to overcome the key barrier to consumption. The success of Wii is dramatically broadening the market and impossible to be ignored by their competitors. Microsoft and Sony responded by replicating some of its key element, most notably the intuitive motion–sensing game controller. Sony and Microsoft launched Sony PlayStation Move and Microsoft Kinect respectively. As shown in figure below, the market share of Nintendo begins to decline since then. The competitor is not the only threat for Nintendo, based on NPD report the trends of demand in game industry also change. Over the last 5 years, mobile gaming continues to grow. Nearly half of the ... Get more on HelpWriting.net ...
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  • 11. Environmental Scanning of Nintendo 1. Environnemental scanning Macro Environment Macro environment is said to be the most general layer of the environment. This consists of broad environmental factors that have an impact on the organization. The PESTEL framework helps us to identify the future trends which might impinge on Nintendo and therefore identify the key drivers of change. On the other hand the five forces framework helps to understand how the competitive dynamics within and around the video game industry are changing. PESTEL Framework: This categorizes environmental influences into six main types: political, economic, social, technological, environmental and legal. Political: Factors such as taxation policies, foreign trade regulations and social welfare ... Show more content on Helpwriting.net ... Also, games have an influence to the culture of people; bring aggression in children, etc all which have an impact on the industry. Technological: The role of technology is vital in this industry as it focuses on technological efforts for competitive advantage. Every new development uses new technology. Though there are restricted innovations in the gaming industry, the speed of technological transfer is very high. Nintendo's role from playing cards to toys to video games and then with each console introduced, included many technological changes. Technological up gradation increased hardware costs and discouraged innovation. The online capability of Nintendo Wii was a major change in the technology of the video game industry though they were not able to do as well as their competitors (Sony, Microsoft). Environmental: The video game industry uses a lot of plastic resources. Playing games on television or computers does consume a lot of power. Nintendo therefore see to it that their games utilize low power. On the other hand protecting the environment and practicing a "green" lifestyle is a value many of today's parents are trying to teach their children. Nintendo facilitates in that effort through the creation of "Super Mario Sunshine"", which challenge players to improve the environment around them. Legal:
  • 12. The legal issues faced by the video game industry include trademarks, copyrights, licensing, online ownership, revenue recognition and demands of ... Get more on HelpWriting.net ...
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  • 14. Nintendo Research Paper The first console was called the Brown Box and was mad by a TV maker, Ralph Baer. The Brown Box was made in 1967. Nolan Bushaell bounded Atari in 1972. Atari then had its first big hit with the infamous Pong. In 1980 Mattel releases the Intelivision which is the first challenge against Atari's rule. Nintendo wasn't always the video game we know, it was originally a Japanese playing card company. In 1985 Nintendo releases the Nintendo releases the Nintendo Entertainment System, Wow what a creative name that is. Then in 1989 they released their second smash hit with the Gameboy, to compete with other companies such as Atari, Who released their Atari 2600. It included the newly released Tetris which would grow to become a massive hit to top off the huge sales of the Gameboy. In 1991 the super Nes is released. Then the original PlayStation is released in 1995 becoming extremely popular. To combat this popularity Nintendo released the Nintendo 64 in 1996. It includes favorites such as Mario 64, Zelda, and Metroid. The PS2 is released in 2000 marking the beginning of a new era of game consoles. It is the first console to include 128 bit graphics. A problem with original game consoles such as the Atari 2600 is they had little memory. With such little memory Graphics could only be up to 160 by 228 pixels. The normal today is 1925 by 1080 pixels. Some of the earliest adventure games used text instead of images to create the world you're in. The first of these "text" games was ... Get more on HelpWriting.net ...
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  • 16. Nintendo The Survivor Essay Nintendo the Survivor "Work hard, but in the end it's in heaven's hands." This is a quote from Game Over about the meaning of the word "Nintendo." In the video–gaming market, though, it was really in consumers' hands. Nintendo has always needed to adapt to survive in the market. Nintendo always needed to be on top; it was a company that needed to be ahead of the rest. Nintendo had to set new standards, or improve on an existing product or idea. The Dutch and Portuguese first brought their card games over to Japan 355 years ago. For the longest time, the kuruta (playing cards) in Japan were Dutch and Portuguese. Fusajiro Yamauchi came along and integrated the cards into existing Japanese games that originally used clams and ... Show more content on Helpwriting.net ... The license was with an American company, Walt Disney, to make playing cards with Disney characters on them. It turned out to be a good move for Nintendo, as Nintendo's market now included young people and families; soon their playing card profits sky–rocketed (Company History). Nintendo's president, Hiroshi Yamauchi, wanted the company to expand faster; he wanted to be able to compete in a bigger portion of the market. Hiroshi came up with his own ideas to do so: individually portioned instant rice, a taxi service, and a "love hotel" that charged rooms by the hour (Game Over). Hiroshi later trashed these services and products to focus back on the part of the company that succeeded all the rest, the playing cards. Later on he sprouted another idea; and in 1969, Hiroshi set up a Games department for Nintendo (Company History). In order to compete with the toy industries: Hiroshi Yamauchi hired many people to the new department. Yamauchi had told them that they needed to come up with something that will be sold for the coming Christmas. Yamauchi only told them that it needed to be "something good" (Game Over). The first few toys that came from Nintendo were simply novelty toys; such toys were the Ultra Hand (used for snatching far away objects), and the Ultra Scope (used for seeing around corners and spying). Later on, the toys became more electronic. In 1973, Nintendo developed Laser Clay Shooting. This new game that was much like Clay Pigeon Shooting, ... Get more on HelpWriting.net ...
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  • 18. Super Nintendo Research Paper If you grew up with Super Mario or even this being your first experience playing the video games your in for a really exciting experience. Nintendo is coming out with a new game called Super Mario Maker. The game gives you the ability to create, design and share your own Super Mario stages with an online player base. Of course it will have already made levels you can try your hand at as well. I have always loved playing Super Mario as a kid and also playing it as a family after school or on the weekends. It's a game that every home should have to play alone or with friends and family it is for all ages and play styles. The creator of Super Mario Shigeru Miyamoto has always had big dreams and ideas for the games he creates. With Nintendo ... Show more content on Helpwriting.net ... Having a simple idea to create a game that allows players to build their own levels of varying difficulty in 8–bit or 3D graphics. Then playing them straight away and even sharing them with other players. Challenging players to complete the levels you've create and ones they've created. This concept opens up a whole new depth of game play elements where level creation arguably makes the game everlasting. Once you have played Mario so many times you become more aware of when you need to jump and move faster. When needing to fly over the level using the feather and cape power up. It has a lot to do with eye hand coordination and being able to hit the button at the correct time to get the desired result without having to look at the controller. Knowing if you look away from the screen at your controller to do a jump you might have already died in the ... Get more on HelpWriting.net ...
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  • 20. Marketing Analysis for Nintendo Wii Marketing Analysis for Nintendo Wii "The central premise, it is best to zig when others zag" –Satoru Iwata, CEO Nintendo 2002 Company Background/Product Nintendo is a consumer product that is literally changing the game, and this is only the beginning, whether veteran gamers like it or not. Nintendo Wii attracts new customers, old people, young people, girls who do not already play video games and people who look down on them. Founded by Fusajiro Yamauchi in 1889, Nintendo started in making playing cards. Today the global company is led by Satoru Iwata, the fourth and current president, while the Nintendo of America president is Reggie Fils–Aime. Nintendo is one of the largest companies in Japan and was instrumental in ... Show more content on Helpwriting.net ... A product life cycle illustrates the phases that a product goes through during its existence. The Wii since its introduction in 2006 shows a continual upwards sloping showing no sign of decline. This shows that Nintendo has redefined what was traditionally thought to be the video game console life cycle. The Nintendo Wii, based on increasing but less significant sales, is in the Growth phase and possible early Maturity phase of the product cycle. The Market The target market for video gaming at the time Nintendo Wii was introduced was primarily males eighteen to thirty five. The Marketing Theory explains that you have to identify uncovered needs in a market, segment or divide this market according to a criterion, decide which segments you want to go for and define a marketing plan and proposition coherent with it. It seems to be really easy, but real life shows that it is not! All industries are full of "me too" products instead of innovative approaches. Nintendo has been extremely smart in their approach as it has discovered and attacked a new and unexplored segment in the video–console market. They have found users that want to have fun and do not look for best of the best graphic resolution (Playstation and X–Box target group), but for ease of use and simplicity. By doing this, they have been able to expand the video–game market, attracting new users that would not have purchase a ... Get more on HelpWriting.net ...
  • 21.
  • 22. Case Study : Nintendo 's Nintendo COMPANY NAME: Nintendo Co., Ltd. INDUSTRY: Technology and Communication COMPANY WEBSITE: www.nintendo.com COMPANY BACKGROUND: Founded in the year 1889 by Fusajiro Yamauchi is Japan's Nintendo Playing Card Co., Ltd, now popularly known as Nintendo Co. Ltd. with Satoru Iwata as the Company's CEO. The name change was done in the year 1963. As of year ending 30th June 2010, the gross income of the Company was $11.98 billion and the net income figure was $1.01 billion. This case study is mainly on the launch of the company's famous product the Nintendo Wii. This product of Nintendo Co. Ltd has recorded sales of thirty million Wii which makes it the fastest selling console in the history of U.S. The company strategy was to exploit the new and untapped market and thus was successful in becoming the market leader and a top competitor in the industry. Looking at the great success of Wii and its controls, companies like Sony and Microsoft have decided to launch their Xbox 360 and PlayStation 3 motion controls shortly during this year. It is now to be seen if these two products will be able to bridge the gap of sales lead between Wii and the other competitive products in the market. SWOT ANALYSIS Strengths: The major strength of Nintendo against the other consoles in the market is the mover advantage it has, by using the Wii remote and balance board you can turn the video gaming into a healthy exercise session. The other strengths include a strong brand name, a menu that is ... Get more on HelpWriting.net ...
  • 23.
  • 24. Essay on Rapid Growth of Nintendo Video Games Introduction Over the last 25 years the video game industry has grown rapidly, becoming a significant player in the media landscape, rivalling that of television. The industry is dominated by three key players, Sony, Microsoft and of course Nintendo, which will be centred on. The core strategy behind these global giants revolves around the same key idea, that money is to be made in software as development and manufacturing costs keep the consoles break–even sales price from most consumer price points (Williams, 2002). However the approach taken by Nintendo varies considerably from its two main rivals. Nintendo Co. launched its first video gaming system in 1983 and has since sold over 4.2 billion games worldwide, over 669 million of which ... Show more content on Helpwriting.net ... However the company has also launched a number of dud products during the late 1990s/early 2000s as well as in recent years. Today the company sees itself in a difficult position, lagging behind competitors and trying to keep up in a changing marketplace. While Nintendo is still the market leader, market share is dwindling, falling a sizable 10% in a matter of four years (Euromonitor, 2014). It has been a number of years since Nintendo has created a successful innovative product and the company is beginning to feel the effect. If Nintendo doesn't do something soon to change this, the future is bleak for this gaming company. The total market share of the three leaders has dropped suggesting the growth of software companies, particularly those creating mobile gaming apps. However Microsoft has managed to increase their market share by 3% in the same time period, due to their positioning strategy. Market Share in Global Video Gaming Industry. (Euromonitor, 2014) The above figures depict the industry's' standing one year ago, and are likely to have since changed, not working in Nintendo's favour. At this time Nintendo had released its Wii U, launched almost a year before the PS4 and Xbox One, and should have been enjoying its success. However the console failed to gain momentum at the beginning, and ultimately botched, 2013 year ended with the Wii U selling only 2.8 million consoles. The Xbox One and PlayStation 4 ... Get more on HelpWriting.net ...
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  • 26. Personal Narrative: Nintendo Being born in 1980 I didn't have all the technology the younger generation has today; I lived in a house with one television, VCR, rotary phone, record player and eventually, 6 years after I was born, a Nintendo. Not the Nintendo Wii like we have today, but the original one. I can still remember how much I enjoyed playing on it. It's a gray and black box that opened up in the front to insert a game, which looks like a small plastic book. Half the time the machine didn't work right. I would have to blow the dust out in the system and in the game itself. Sometimes the stubborn system had me manipulating the game inside, moving it around just right so it could work. When I would finally get the system working, the picture on the television would ... Show more content on Helpwriting.net ... It seems like every kid today has a cell phone or IPod glued to their little hands, myself and my kids included. I honestly hate it. Everyone is always looking down to see what's going on in a world that's right in front of them. I have to set rules in my house to limit the amount of time my kids can be on them. They would rather spend hours on their devices, and ignore a beautiful day. Sometimes I have to force them to go outside and ride their bikes, or anything that does not have to do with a device that connects to the internet. I have even had to unplug our Wi–Fi to help with this issue. There's more to life then cell phones and I pods. People, myself included, need to learn to put those objects down and enjoy the wonderful world around us. There is no App for how to live your life. We shouldn't have to rely on an App to tell us which restaurant we should eat at, who we should be dating, or how to raise our kids. These are things we should know; and if we don't, ask another human, not a machine. Life is about making your own choices and mistakes. Whether they are good or bad depends on you're own judgement, not a phone that has enough technology to send a rocket into ... Get more on HelpWriting.net ...
  • 27.
  • 28. Nintendo Co. Ltd. Nintendo Co. Ltd is an electronics company that manufactures and markets both hardware and software for home game systems. Their corporate headquarters is located in Redmond, Washington with manufacturing located in Kyoto, Japan. In June of 1998, Nintendo faced a major challenge within the scope of their business, ensuring the success of the Game Boy Color launch in Canada. Peter MacDougall, who was the president of Nintendo was responsible for ensuring just that. There were many factors that led up to the reasons way this launch was so important. In the years of 1992 through 1996, Nintendo was experiencing declines in sales. In order to recover sales, they increased their marketing effort. Their most successful gaming system at the ... Show more content on Helpwriting.net ... Developers soon felt reluctant to invest in the Game Boy because there were now other competitors in the market. Nintendo soon realized that the most effective way to jump back into the competitive market was to introduce a new product, which was the Game Boy Color. When comparing the U.S consumer market to Canada's, there were many differences. These differences ranged from the size of the market to cultural dissimilarities. This first Game Boy, which had a standard black and white screen, was introduced in Canada in 1989. Soon after, Nintendo continued adding new features, upgrades, and accessories to enhance their product. However, in the mid to late 1990's Game Boy's position in the market began to deteriorate as sales velocity quickly fell. The shift of the market gravitated toward Nintendo Consoles and competing platforms, which led to reduced advertising a promotional support for Game Boy. Due to the pricing strategy being the same for large direct accounts and distributors, many specialty stores had delisted Game Boy. These retailers felt that they were not achieving competitive returns on their sales of Game Boy hardware and software. Nintendo then encouraged large retailers to commit their "open to buy" dollars to Game Boy. This provided a more efficient inventory management system that created maximum and minimum inventory levels for each SKU number. Many of the advertisements that were ... Get more on HelpWriting.net ...
  • 29.
  • 30. Nintendo Oligopoly Essay The Nintendo Switch is one of a few video game consoles on the market. The Nintendo Switch was released this year to very positive reviews and is expected to succeed. But what Market structure is the Nintendo Switch in? What would it take to get into the Video game hardware market? How much would that cost? The Nintendo Switch is part of an Oligopoly due to the few number of major producers, the difficulty of getting into the market, the similarities in products and the slight amount of control that each company has over its price in the market. When it comes to producing video game consoles there are 3 current producers. Sony, Microsoft and Nintendo. Sony is the producer of the PlayStation 4, Microsoft is the producer of Xbox One, and Nintendo is the producer of the Nintendo Switch and the 3DS. There are many other companies that develop consoles that do one of two things, either they have games built into them or they stream the game from their servers. They consoles are know as plug 'n play and a microconsole. These are usually low quality don't ... Show more content on Helpwriting.net ... The playstation has many types of controllers with a VR headset and Wii–like controllers to use along with a standard controller in the form of the dualshock for which uniquely has a touch bar and lightbar both of which add very little to the console but are still both cool. There is the Xbox One controller which has no advantage over its competition other that it is the only controller that can be used on computers.Then there is the Joy–Cons for the Nintendo Switch which can be used in multiple ways which include connected to the screen, away from the screen and in a pair or just one by itself, and they also include HD rumble which can give the controllers extremely realistic vibrations , an Infrared camera, and near–field–communication sensor all of which seem to have extremely limited usage but so far when used properly make games feel extremely ... Get more on HelpWriting.net ...
  • 31.
  • 32. Nintendo : The World's Largest Video Game Company Nintendo started back in 1889 as a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Through the years, the company progressed into the manufacturing of toys and games and then eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and corporate social responsibility. (Nintendo) Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata emphasized that Nintendo's core business of video games will not change, but that the new ... Get more on HelpWriting.net ...
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  • 34. How Nintendo Saved Nintendo Nintendo is a household name all over America and has been since the Nintendo Entertainment System was released back in 1983. Nintendo single–handedly saved the video game market and have created fond childhood memories for many people, including young adults and teenagers. Recently however, the video game juggernaut has been forgotten for other gaming companies since the commercial and financial flop that was the Wii U in 2012. The Switch has saved Nintendo by being new and creative. In late 2016, the Nintendo Switch was officially announced. Before, it was under the codename, "NX," and had no information concerning the console. A few days after it was announced, a presentation for the system and its games went live that explained almost everything you would want to know about the system. It was clear that the target demographic was mostly teens and young adults and less at the young children and families, unlike the previous Wii and Wii U systems. This meant that Nintendo was working more on making the system more powerful and is trying to bring some third parties to make or port games to the system. Since the console is a Hybrid System, it can be played as a home video gaming system, and a portable gaming system. This is a revolutionary concept ... Show more content on Helpwriting.net ... The Wii was a huge success because it was different and family friendly and the Wii U was a fail because it wasn't new or innovative. Nintendo has had the Wii branding for almost 11 years and because of that, they were not selling as many systems as they'd hoped. Then, they made a change. The dull gray and white color scheme of the Wii was replaced by a sharp red and white color scheme, along with a crisp new logo. This change has appealed to teens and adults, making the popularity of the Nintendo Switch skyrocket! This is a new Nintendo for loyal fans and it will positively affect the newer generations of Nintendo ... Get more on HelpWriting.net ...
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  • 36. Nintendo DS Analysis Essay Introduction The product I have chosen to study is the Nintendo DS. This product is one of Nintendo's most recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi–Fi capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi–Fi feature. Nintendo is one of the world's most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those ... Show more content on Helpwriting.net ... It is how the product is introduced and represented to the potential customer which makes the product desirable. The marketing environment consists of three key sections. 1: The micro–environment: This environment holds the forces close to the company that affect its ability to serve its customers. These are the employees, suppliers, stakeholders and customers. Relationships in the micro environment can change over time. It influences the company directly and is the environment where the company can enforce some control or influence. 2: The macro– environment: This environment holds all the forces that are out of the direct control of the company. Such forces are described as follows. Political Environment Economic Environment Social and cultural Environment Technological Environment Any organisations or companies that do not allow themselves to adapt to these environmental changes may suffer in the long term. 3: The internal – environment: This is where all factors that affect the company are internal. Internal functions such as finance operations etc, they impinge on the marketing function. This is affected by the organisational processes and the allocation of responsibilities within the company. Strengths Weaknesses Opportunities Threats Applying these factors to my chosen product The Nintendo DS Lite by Nintendo Company ... Get more on HelpWriting.net ...
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  • 38. Nintendo Switch Essay Though the Wii U failed to garner much of an audience, it was home to many quality game releases that few played due to the system's limited install base. Luckily, Nintendo has seen it fit to enhance some Wii U titles and to bring these new and improved versions to the Nintendo Switch. Earlier this year the Switch was graced with the release of Mario Kart 8 Deluxe, and now it has been given the honor to host Pokkén Tournament DX. If you are familiar with the original Pokkén Tournament for Wii U, then you know the game is an excellent Pokémon fighter. Switch owners can now partake in action–packed Pokémon battles wherever they see fit; and with new modes and new Pokémon featured, Pokkén Tournament DX is the best way to play this exceptional ... Show more content on Helpwriting.net ... Regrettably, Team Battle is only available in local play. The lack of Team Battles as an online option is a missed opportunity, though one that is hopefully rectified via a future patch. For local multiplayer, there is a new Split–screen VS. mode. Split–screen multiplayer wasn't an option on Wii U, as one player would play on the TV and the other using the GamePad. The split– screen works well on Switch, though comes at a cost. When playing in split–screen VS. mode, the game's frame–rate will be cut in half and run at 30fps – opposed to the normal 60fps. Even with this sacrifice in place, the game still plays well and shouldn't be cause for concern. Local multiplayer can be played on a single screen, with the second player starting at the far end of the battle field. Providing the player with the option of split–screen or single screen multiplayer is a welcome courtesy, as it allows you to decide which method is best. There are three battle types available for local – Basic Battle, Extra Battle, and Team Battle. Basic is the standard type of battle you will experience in the main game or while playing online; meanwhile Extra Battle will have special items appear on the arena during battle. Another new and notable addition is the inclusion of Daily Challenges. These challenges will put your fighting skills to the test each day, as they offer a range of unique tasks to complete. Each day will challenge you to compete in battles ... Get more on HelpWriting.net ...
  • 39.
  • 40. Nintendo Chapter 1 Summary What would it be like to wake up inside a linear world where turtles, mushrooms, princesses, dinosaurs, and a little mustached Italian plumber are caught in a deadly fight for their lives? The makers of Nintendo made this possible through the game of "Super Mario Bros". In the late 1980s and through the 1990s, Nintendo was a major contender for taking over the technological age. As one of the biggest gaming console makers, Nintendo has supplied children all over the world with the opportunity to escape into a world other than their own, without them having to leave the comfort of their own home. I chose this book because I was one of those children and Nintendo has always been a part of my life. Chapter 1: A New Leader of the Club Children ... Show more content on Helpwriting.net ... He moved his business to a larger location where they assembled the coin–operated machines. Coleco wanted the rights to make "Donkey Kong" into a game for its consoles. Minoru invested in a Chuck E. Cheese so he could set up the arcade games in a business. MCA Universal demanded that Nintendo destroy all of their "Donkey Kong" games because they believed it was an infringement upon the movie King Kong. They had meetings with lawyers and told Nintendo to settle because there was no way they could win the case. The lawyer for Nintendo did not believe that MCA had the rights to King Kong and could not therefore be an infringement. MCA took them to court and lost the case. They also had to pay damages to Nintendo. Minoru tried to get the Game & Watch toys to be successful in America but it did not turn out. The lawyers decided it was time for the Famicom to come to America (David Sheff, ... Get more on HelpWriting.net ...
  • 41.
  • 42. The Video Gaming Industry : Microsoft, Sony, And Nintendo EE: Introduction: For several years now, the video gaming industry has been in a lockdown between three giant corporates – Microsoft, Sony, and Nintendo. For most part of the industry's history these three firms have been competing endlessly for higher market share, more customers, and outselling each other. This form of competition can best be called a Red Ocean. Red oceans refer to the known market space – all the industries in existence today. In red oceans, industry boundaries are clearly delineated and accepted, and the competitive rules of the game are known. Companies try to outperform their rivals to grab a greater share of existing demand, usually through marginal changes in offering level and price. It can be said, that Nintendo too was once part of this Red Ocean. But in the past years (specifically since 2006) the company has taken huge leaps in getting ahead of their rivals and taking hold of the market by making their counterparts irrelevant. This has mostly been due to the firm's launch of the Wii. For many years, before the launch of the Wii gaming console, Nintendo spent most of its time playing catch up with Microsoft, and Sony, with its last success being the "Gameboy" in the 1990s. But in 2006, this company came up with something which not only brought them immediate success, but also paved the way for new innovations and ideas in the gaming industry, which had become dry of new inventions, as companies only thought of outselling each other, rather than ... Get more on HelpWriting.net ...
  • 43.
  • 44. Nintendo: A Brave New World For over thirty years, Nintendo has created hardware that changes the way people play, whether it is through groundbreaking controls and innovative gameplay experiences. Since the release of the original Gameboy, the company has used the concept "Lateral Thinking of Withered Technology." It refers to "using existing, cheap, well–established technology in new ways, thus allowing Nintendo to introduce new, innovative concepts at affordable prices" (Mathis 1). However, while this philosophy suited the gaming giant, third party developers became frustrated over old hardware limitations. So much in fact, that for a while it deteriorated Nintendo's market share (apart from the Wii). Additionally, members of GamesSpot's Nintendo Fan Club argue that ... Get more on HelpWriting.net ...
  • 45.
  • 46. Nintendo Research Paper Abstract The birth of Nintendo dates back over 100 years ago and originally made only Japanese playing cards. This paper will explore how Nintendo started out as a playing card company and became one of the biggest gaming corporations that are alive today. It will also explore the success and failures of the company and how it achieved the status it has today. We will discuss the technology of gaming and how it evolved over time. Nintendo: How it changed our world The life of Nintendo dates back to 1889 when an enteprenueur by the name of Fusjiro Yamauchi began making Japanese playing cards. By 1933 Nintendo was born and the company was established officially as an unlimited partnership titles Yamauchi Nintendo & Co. These hanafuda ... Show more content on Helpwriting.net ... It was meant to be a cheap computer for a family to use, but it ended up just being a game console. After complaints of the games freezing up, they wanted the help of another, more experienced game company, Atari, but the Video Game Crash of 1983 nearly killed Atari. Nintendo created the Game and Watch and released it in 1980. It was immensely popular in Japan, but not so much in America. In America, they made the huge mistake of trying to sell it as a toy. Despite that, it made handheld games extremely ... Get more on HelpWriting.net ...
  • 47.
  • 48. Nintendo: Great Impact on gaming Essay Nintendo: Great impact on gaming Video gaming has evolved enormously over the years. A variety of advancements in technology has affected gaming and the experience for gamers. Nintendo has been involved in changing the nature of gaming over the years; from playing cards to household video game systems, to now having the convenience of playing your video games on portable handheld consoles. Nintendo has been a leader in driving the advancements of video game systems. Before any electronic gaming was created, Nintendo had created playing cards. The very first being Hanafuda cards which were created in 1889 by Fusajro Yamauchi (Nintendo, Nintendo History). These were flower cards and each card represented one month of the year ... Show more content on Helpwriting.net ... This offered more opportunities for gaming and allowed for a more active experience. The remote was wireless (took two double A batteries), and was designed to easily fit in one of your hands while playing. A plug–in port is located at the bottom of the remote in order to be able to attach accessories, such as the nun–chuck which comes with the Wii for more interactive games. The Wii comes with Wii Sports game to allow gamers to experience the new motion sensing technology (MarioWiki). The discs are much similar to the regular DVD discs and games save automatically on the Wii system so there is no more need for memory cards (unless you want extra storage) (MarioWiki). The Wii is also capable of playing GameCube games (MarioWiki). The system has Wifi compatibilities which allows users to play online with other players, and also allows them to purchase games online (MarioWiki). The Wii is also set up differently. When the console is turned on, you are directed to a menu where you have the option to do a variety of things. You can choose to play the game you have put in, or you could visit one of them many channels: Photos, News, Forecast, Internet, Mii and more if you purchased something online. In November 2012, Nintendo launched Wii U (Nintendo, Wii U Gamepad). The Wii U was basically the same as the Wii but with many more added features. You could still play Wii games on the newer system, but could no longer play any GameCube games (Nintendo, Wii U ... Get more on HelpWriting.net ...
  • 49.
  • 50. Analysis Of Nintendo Essay THE HISTORY OF NINTENDO Nintendo Company, Ltd is based in Kyoto Japan. They are recognized as being the "worldwide leader in the creation of interactive entertainment" (Nintendo, 2002, PG). Some of the world's best selling video gaming has come from the Nintendo Company, including Game Boy and Nintendo 64. In America Nintendo is based in Redmond, Washington. It is interesting to note that in American households nearly 40% have a Nintendo product. The latest product launched by Nintendo has been the Game Cube, a video game console which will undoubtedly prove to be yet another bestseller. SWOT ANALYSIS FOR NINTENDO Strengths: One of the biggest strengths for Nintendo is their completely sensitive human resource issues. ... Show more content on Helpwriting.net ... While they are sometimes critical and seek perfection, at the same time they are leaders who try to work with the entire group so that the dynamics flow together rather than individually. Weaknesses: Conflict has been described as the process which begins when one party perceives that the other has frustrated, or is about to frustrate, some concern of his or hers. This could certainly be the case with Nintendo when it fights a head–to–head battle with Microsoft. The meanings of concerns in this case are the needs, wants and values of Nintendo. Therefore, conflict situations might arise when the needs, wants and values of two parties interfere with one another. Depending on how Nintendo and Microsoft react to conflict it may not be harmful. Indeed, it presents opportunities for situations to be driven forward effectively, particularly in business contexts. However, according to some people it appears that all reactions to conflict stem from two general impulses: (1) The desire to satisfy personal concerns, which shows itself as assertive behavior, and (2) The desire to satisfy the concerns of others, which shows itself in non–assertive behavior. These represent two behavioral dimensions and provide the basis for conflict–handling modes. These behaviors are further incorporated into the concept built around the idea that people react in one of five basic ways when faced with interpersonal conflict situations; competing, collaborating, compromising, ... Get more on HelpWriting.net ...
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  • 52. Nintendo Switch Essay 7 Games that Should Be on Nintendo Switch While the initial hype around the Nintendo Switch has fallen away, there are still many of us who enjoy this neat little console. It is actually a rather portable device and it does make hanging out with friends while playing games an enjoyable experience – well, as long as you keep winning! Now, while there are some great games you can play on the console – yes, we're talking about Zelda – you still have plenty of titles out there that are not on it. A number of these gaming titles would also make great Switch games. Here are the seven games that should be on Nintendo Switch. Pokemon Red/Blue What better game to come out on Nintendo Switch then its best selling titles? Both the Pokemon Red and ... Show more content on Helpwriting.net ... Now, unlike some of the other titles on the list this one might be a rather hopeful edition – rumours suggest the trilogy might be coming out on Nintendo Switch. Star Fox Adventures 2 Another extremely fun game to play on the Nintendo Switch console would be Star Fox. The ability to move around with your console – and to do it more than with the Wii U – would make flying rocket powered mopeds a lot of fun. Not to mention that we've not been treated with a proper Star Fox game for years, even though the last game was highly acclaimed. The problem with seeing Star Fox pop up on Switch might be the fact that the gaming company behind it, Rare, has been bought by Xbox. But w can still hope. South Park: The Stick of Truth The Nintendo Switch also requires quite a bit of fun action. We don't want gaming to just be serious business and to give us some laughter, we all rely on South Park. As the new game in the franchise is coming out – hopefully sooner rather than later – the franchise could also announce it will find it's way on Twitch. If we had to pick an old South Park game, the Stick of Truth would certainly be on the cards.
  • 53. Metroid Prime 4 This anticipated title is coming to Nintendo but there has been no official announcement that it would be making its way on Switch. But it really should, as it is one of the best sci–fi serious out there – and that's saying a lot. The previous versions have had great mechanics in ... Get more on HelpWriting.net ...
  • 54.
  • 55. Nintendo And The Video Game Industry Over the years, corporations in the video game industry revolutionized the concept of consoles and videogames through strides of innovation. The videogame entertainment industry is highly competitive and is largely driven by creativity in the products being created. All throughout the 1980s and 1990s, Nintendo redefined entertainment through its innovative consoles and videogames. The company had skyrocketing sales. However, as new entrants such as Sony and Microsoft entered the market, Nintendo was exposed to severe competition. As a result, their sales and profitability started to plummet as the years progressed. Despite the shifts and changes in technology and forms of entertainment, Nintendo is adamant about sticking to its videogame strategy. In order for Nintendo to survive after the emergence of this technological substitution and be active competitor in the market, the company should license its popular games for use on smartphones and tablets. Incorporating and licensing popular Nintendo games onto smartphones and tablets will be much more affordable to consumers who enjoy playing online games as a form of entertainment. There has been tremendous global growth in owning smartphones and tablets. This is largely attributed to the product's features where a smartphone or a tablet can perform an array of tasks. Not only do they provide a lot of perks, they are also easily accessible and portable. An article on the Market for Computer and Video Games states that ... Get more on HelpWriting.net ...
  • 56.
  • 57. The Nintendo Entertainment System Which is Best? Theres different types of motion used in many gaming systems. You can be standing, sitting down, using controllers, or not using any controllers at all. There are at least many different types of movement motions involved in both types of electronics made by different companies. The Kinect may have more free motion, but the Wii seems more enjoyable for families to use and have fun. The Nintendo Entertainment System was introduced in 1985 which became an instant hit, selling over sixty million units. In 2006, Nintendo introduced the Wii and with it contained more advanced, revolutionary features. The Wii contained wireless motion–sensitive remote controllers, built in Wi–Fi capability (Nintendo), and a lot of other features that made it the best selling in the world. As for the Kinect; introduced by the company of Xbox 360 in 2010. With Kinect for the Xbox, you can command and control the Kinect with the use of your voice and gestures, and play games where you are the controller (Xbox). In theses ads, both companies are trying to target families with the use of ethos, pathos, and logos. The companies try to sell their product by using other families in the ad to catch the eyes of others on why they should by the Kinect or the Wii. In the Kinect Ad, it shows the emotion, also known as pathos, of the two girls on the couch, smiling but their not even playing,
  • 58. and the two guys that are playing are not ... Get more on HelpWriting.net ...
  • 59.
  • 60. Nintendo Case Analysis Nintendo Case Analysis Case Analysis The Nintendo Case Analysis revolves around Nintendo Canada's President Peter MacDougall anticipating the launch of the Game Boy Color which would become effective on November 23, 1998. Essentially, the Game Boy Color was viewed as one of the most important launches in the history of Nintendo's gaming industry since the product was also introduced in North America and Europe respectively. According to the article, "Game Boy was arguably the most successful gaming platform in history, boasting sales of more than 70 million units during its almost 10–year life in a highly fickle and competitive market." Hence, Nintendo gained significant access in the marketplace regarding the handheld games ... Show more content on Helpwriting.net ... The following table illustrates, strengths, weaknesses, threats, and opportunities for Nintendo based upon a volatile marketplace in relation to competition. Opportunities Opportunities Weaknesses Weaknesses 1) Third party developers spent fewer marketing dollars in the Canadian market due to its diminutive size. 2) Competitor Sony PlayStation appeared to gain a competitive advantage in the marketplace when third party developers perceived them as profitable in the market. 3) Other opportunities for competitors were available in a larger console market. 4) Third party developers spent fewer marketing dollars in the Canadian market due to its diminutive size. 5) Competitor Sony PlayStation appeared to gain a competitive advantage in the marketplace when third party developers perceived them as profitable in the market. 6) Other opportunities for competitors were available in a larger console market. 1) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy games to be played on this system. 2) Point–of–purchase materials were promoted to retailers making Nintendo's product more accessible. 3) Super Nintendo Entertainment System was upgraded providing the opportunity for Game Boy games to be played on this system. 4) Point–of–purchase materials were promoted to retailers making Nintendo's ... Get more on HelpWriting.net ...
  • 61.
  • 62. Nintendo ALI FARHOOMAND NINTENDO'S DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY For some time we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations. – Satoru Iwata, president of Nintendo Co. Ltd1 In the 2008 BusinessWeek–Boston Consulting Group ranking of the world's most innovative companies, Nintendo Co. Ltd ("Nintendo") was ranked seventh, up from 39th the previous year. 2 This recognised Nintendo's significant transformation into an innovative design powerhouse that had challenged the prevailing business model of the video game industry. In 2000, when Sony, ... Show more content on Helpwriting.net ... During the period 1970 to 1985, Nintendo began focusing on the manufacture of electronic toys and entered the budding field of video games [see Exhibit 1]. Interestingly, 1991, the year when Nintendo launched the highly popular Super NES in the US, was also the year that saw Nintendo's vision become Sony's opportunity–and the creation of what could be described as Nintendo's "greatest challenge" for over a decade – the Sony PlayStation ("PS"). Nintendo had wanted to incorporate CD–ROM into their Super NES, and Sony had agreed to create the PS for this purpose. However, over the next two years, conflicts of vision between Nintendo and Sony continued, and the two finally parted ways. Nintendo went ahead with Philips technology, 4 and Sony was left with the PS, which the company decided to continue developing. Given Sony's clout and resources, when the PS and its wide range of games were finally released in Japan in 1994, the console was an instant resounding success. In 1995, Sony released the PS in the US, totally uprooting Nintendo's established name in the industry. For many years, Nintendo had been a dominant player in the video game industry. It had sold more than two billion games since 1985. Its top–selling series included non–violent and easyto–play games such as Super Mario Bros and The Legend of Zelda. The huge success of its games portfolio could be attributed to its appeal to all age groups across different ... Get more on HelpWriting.net ...
  • 63.
  • 64. Nintendo: Pioneers in the Video Game Market Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. In 1956, Nintendo's president Hiroshi Yamauchi began to realize the limitation of playing cards business because it was viewed as a mere tool of gambling. In order to overcome the limitation, Nintendo struck a deal with Disney in 1959 which allowed them to put Disney characters on their playing cards. This opens up new markets where both children and homemakers started purchasing playing cards.5 Due to this success; Nintendo went public in 1962 and became a listed company in Osaka Stock Exchange. Soon after, Nintendo started to venture in ... Show more content on Helpwriting.net ... Nintendo eschewed this philosophy most dramatically with the Wii, catering directly and unabashedly to the casual subset of gamers. As only one example, complex gamepads with a dozen buttons and knobs were replaced with a controller more akin to a remote control, a device with which any American would be familiar. However, the extent to which the hardcore gaming demographic dictates the structural aspects of the gaming industry as a whole is remarkable. Companies are still willing to cater to this audience because it is a profitable enterprise, as it is only the most devoted of fans who will line up days before a system release while generating free publicity on the internet and through word of mouth in the months prior. Thus, and perhaps unexpectedly, an important factor in the Wii's meteoric rise was Nintendo's ability, through the strength of its brand and residual nostalgia effects, to co–opt this hardcore gaming culture with a console that at best, only occasionally acceded to its wishes, while at worst, marginalized them completely. What Nintendo realized, and ultimately capitalized on, was that the hegemonic structure influencing the industry was inherently weak, in that it was essentially a small minority overwhelming the relatively silent masses. Although there are doubts to the sustainability of such an endeavor, the signs are present that the Wii has already altered the video game ... Get more on HelpWriting.net ...
  • 65.
  • 66. Nintendo History Essay Part I – Gaming Console Industry Pre–Xbox Video gaming: A Brief History Atari pioneered the video game industry in 1971 with a title called Pong, which was sold as an arcade game for $1,200 each. The console market did not take off until 1977, when Atari 2600 was launched (Lipson, 2009) and this became the first generation of consoles. In the videogame industry, consoles are primarily stationary "boxes", which require a monitor or television set for use. Known as consoles or platforms, these devices are standardized computers tailored for gaming and produced by a single firm. The term "generations" is meant to define "chapters" in the industry denoted by a series of console launches with significant technology improvement compared to the previous launches (Exhibit 1). The key metric for technological progress in video ... Show more content on Helpwriting.net ... Its first U.S. console, released in 1985, was the Nintendo Entertainment System ("NES") and was the first major video game platform to achieve global success. Nintendo experienced its golden era in early 1990s, becoming the top player in both home and handheld consoles. However, Nintendo's lead was severely diminished in the fifth generation era, where it lost to Sony due to its inability in adapting to the shift in gamer demographics. The average age of gamers had gone up; however, Nintendo's image was still very much a "kid–friendly" game console, allowing Sony to capture most of the older gamers. Sales were down from 50M units in the Super NES console line to 30M in the Nintendo 64 console line, Nintendo's product in the fifth generation. Nintendo was also disadvantaged by its higher royalty charge to software developers, resulting in lower number of game titles being produced. In the sixth generation, its product Nintendo GameCube continued to challenge PlayStation 2 ("PS2") and eventually ... Get more on HelpWriting.net ...
  • 67.
  • 68. Nintendo Market Analysis 4C stakeholder's analysis of Nintendo Wii Market in 2006 Customers: Nintendo Co Ltd (Nintendo) and its new president Satoru Iwata believed potential existence of a consumer market that distanced itself from gaming. They opined that existing games were not only difficult to understand and play, but also found the consoles complex to operate. The games were built more on fantasy and targeted towards traditional over 18 year old male[1] population. Nintendo made a conscious attempt to bring the non gamers into the spot light and create a new consumer segment. They decided to concentrate on simplicity and real life game scenarios. Nintendo designed and marketed "Wii" as family entertainments devise involving all age and gender ... Show more content on Helpwriting.net ... The competitors in order to increase their sale have been reducing the prices regularly. Nintendo though kept its price constant until recently. They announced a price reduction of USD 50[12] in US recently to improve recent decline in sales. Energy consumption bill to Wii consumers is as low as USD 10 per year compared to USD 130 per year for the other game devises. Place (Distribution): The Company due to its long presence in the industry had existing distribution network. The company appointed at least one distributor in each state in U.S. who in turn distributed the product and software to retailers. They were able to place and display the product at major super markets and shopping malls. However even after a year of its launch Nintendo was heavily criticized and confronted for not meeting the demand. This may have been due to genuine shortages of parts and their inability to correctly forecast the demand. The queues to purchase Wii were still there even after one year of its launch. Though there is no concrete evidence, and Nintendo might have created the scarcity to maintain high interest and curiosity. They realized that due to the uniqueness of the product, consumers are willing to wait to buy this product rather than look for alternatives. This scarcity was especially visible in the US market while European demands were being met reasonably ... Get more on HelpWriting.net ...
  • 69.
  • 70. Company 's History : Nintendo Company's History: Nintendo first started in 1889 under the leadership of Fusajiro Yamauchi, who named the company at first "Nintendo Koppai" (Jones, 2013). He started his company by selling Hanafuda Cards; these are simple cards that are used to play multiple games – much like the more common standardized 52 playing card sets (Jones, 2013). The name Nintendo originally is a Japanese metaphor and basically means "leave luck to heaven" (How Nintendo, Lego, Adidas and 17 other Major Companies Got Their Names, 2013). The Nintendo's Corporations' real boost in there business was their trip to the United States when Hiroshi Yamauchi, Fusajiro's grandson, met the largest card manufacturer in the country and was stunned by their small offices (Jones, 2013). After that, he concluded that his business was limited and has a small angle and he has to think of an alternative in order to keep his place in the market (Jones, 2013). Their first innovation came by having a joint venture with Disney in order to print their characters on their cards that helped the business to jump into an entire new market that helped them in becoming global and grew to be known overseas (Jones, 2013). Moreover, with their new young audience target, Nintendo created books that explained new games that could be played with these cards (Jones, 2013). After that, the company with their new venture decided to go public in 1962 and that helped them in having other joint ventures (Jones, 2013). A sample of these ... Get more on HelpWriting.net ...
  • 71.
  • 72. Nintendo Swot Analysis A Brief Analysis of Nintendo Co., Ltd. As a Business In a world dominated by recreational technology, it is unsurprising that video games have crept their way into the daily lives of thousands of individuals. Over the past few decades, there has been a surge in the popularity of video games, with children, teens, and adults choosing to spend their free time engrossed in the captivating world video games have to offer. Undoubtedly, a forerunner and consistent innovator in the video game industry is Nintendo, which is formally known as Nintendo Co., Ltd. As the creator of popular gaming products from consoles–such as the Game Boy and Wii–to bestselling game series like Pokémon and The Legend of Zelda, it is only natural that Nintendo stands ... Show more content on Helpwriting.net ... According to the "Dedicated Video Game Sales Units" page on the corporate website, when one adds together the total hardware sales for all of the consoles from the Nintendo Entertainment System (NES) to present, Nintendo has sold over 721 (721.94) million hardware units (Nintendo Co., Ltd., 2017). Furthermore, when one adds together the total software sales for all of the consoles from the NES to present yields a much more impressive 4,574 (4,574.01) million software units sold (Nintendo Co., Ltd., 2017). Although the aforementioned totals are the present lifetime totals of personal video game units, Nintendo has continuously proven to be a profitable company even in recent years, as seen in Figure 1. Within the past ten years, Nintendo's net sales peaked between 2008 and 2011, with the company earning $16,724.23 million in 2008, $18,761.45 million in 2009, $15,423.29 in 2010, and $12,221.03 million in 2011, which is detailed in Figure ... Get more on HelpWriting.net ...
  • 73.
  • 74. Nintendo Switch Decline Many people in the world wonder which is better the Wii U or the New Nintendo Switch. The Nintendo Switch and the Wii U are very comparable but the Nintendo Switch is more improved than the Wii U because the Switch is portable and a console, fixed at what the Wii U failed and updated hardware. The Based on my reasons and my research have proven that the better one is the Switch. The NIntendo switch is meant to transfer from onto the T.V to the handheld game system. "...most obvious comparison between the two consoles ...Both have dual functionality, with a separate handheld mode that can be used to play games remotely."(Henderson). This means that means that the Switch can come from off your T.V screen to the handheld portable Gaming system. "The nintendo switch is more portable than the Wii U ever was meant to be."(Henderson). This means the switch can go anywhere in the world and still you can use it whether in or out your house. Information in the quote proves that the Switch can come from a game console to a portable Gaming system. ... Show more content on Helpwriting.net ... In the author Kate Grey she proposes the question "Nintendo Switch: can the new console succeed where Wii U failed?". In this question she expresses that the switch could improve what the Wii U failed at. "The graphical capability on the Switch finally matching Sony and Microsoft's consoles?" (Gray). This poses the questions That proves that Switch can have graphics machine Microsoft and Sony graphics. Based on the questions and what they mean proves that the Wii U doesn't have the same level of neat graphics as the Switch and the Switch succeeded in which the Wii U failed ... Get more on HelpWriting.net ...
  • 75.
  • 76. Nintendo : The World's Largest Video Game Company Nintendo started back in 1889 as a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world 's largest video game company by revenue, it is worth about $22.2 billion dollars. (Forbes) It's hard to believe that the business started by making playing cards. Nintendo was founded on September 23, 1889, by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. Recently, the company is being run by Satoru Iwata. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Through the years, the company progressed into the manufacturing of toys and games and then eventually to the manufacturing electronic games. Early popular products included Nintendo 64, and Game Boy which was introduced in Japan in 2001. Popular current products include Wii fit and derivatives of the DS portable video game player. In this paper I will concisely explain Nintendo's business strategy, global presence, cross cultural issues, vision/missions/goals, and their ethics and corporate social responsibility. (Nintendo) Nintendo has a very diverse and global business strategy. One of the key points outlined by Iwata at this briefing is the fact that a new business direction for Nintendo could be focusing on Quality of Life, or QOL for their customers, attempting to engage them in a healthier lifestyle. Iwata emphasized that Nintendo's core business of video games will not change, but that the new ... Get more on HelpWriting.net ...
  • 77.
  • 78. Nintendo History In 1889, Fusajiro Yamauchi founded a small company in a building in the heart of Kyoto, Japan. (Nintendo History. n.d.) The company's purpose was to create a form of Japanese playing card called Hanafuda. He called this company Nintendo. Over the next century Nintendo grew and expanded, changing its products and services, and attempting new things as the times changed. Then, during the 1970s Nintendo fixed its eyes on a new market, video games. Nintendo showcases how a small card company can become a gaming powerhouse and a legend for companies and gamers alike. During the 19th century Japan closed its borders to the outside world. Alongside this isolationism the Japanese government also banned western products and ideas. One such product was ... Show more content on Helpwriting.net ... and the Nintendo DS, a dual screen portable system (Nintendo History. n.d.). In 2006 the Nintendo Wii was released. Cheap, small, and with a massive collection of high quality games, the Nintendo Wii became the best selling console of its generation, outselling both the PS3 and Xbox 360 combined (Gaudiosi, (2007). The most current Nintendo home console is the Nintendo Wii U. This console has received criticism due to its poor graphics, strange touch screen controller, and unpopular launch titles. There are rumors about the next Nintendo console, dubbed the NX.Very little is known about it, but the speculation is that it's more powerful than the PS4 and may use cartridges, not discs. The Nintendo brand has changed over the years, starting out as a simple card company that has expanded into the massive electronic giant we know today. They have had their ups and downs through their time as a gaming company but they always have the gamer's interest in mind. As the late CEO of Nintendo, Satoru Iwata said, "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer" (Yu, E., & Chan, W. ... Get more on HelpWriting.net ...
  • 79.
  • 80. Nintendo Music History ''This music does weird things to people's brains,'' Mr. Seim, the founder of The Advantage, said of Nintendo video game music. (Weingarten) The original Nintendo Entertainment System brought to the United States in 1985, is still one of the best–selling home video consoles ever. With its creation, arcade games could now be played in one's home and with the technological advances it also carried video game music beyond the primitive bleeps and blips of arcade systems. In 1985, the debut of the NES or Nintendo Entertainment System with only five audio output channels, brought actual synthesized music, called eight–bit music, to video games. (Payne) Unbeknownst to Nintendo, however, those technological hindrances would eventually establish a trademark sound, lead to a Nintendo Rock band named the Advantage, who released one of the most popular albums of the genre. In order to understand Nintendo Rock, one must take a brief glance at the history of Nintendo game music. Drawing from the set–up of a normal rock band, with a drummer, two guitarists, and a bassist, the NES' sonic toolkit had a white noise channel, two pulse waves, and a triangle wave. While lush instrumentation could not be attained with such a limiting palette, aspiring composers like Koji ... Show more content on Helpwriting.net ... While not the first to bring this kind of music to light, Will Payne of the Harvard Crimson considers The Advantage to "brought legitimacy to a style of music dubbed" Nintendo Rock. Taken completely on its own, this music mixes the exuberant fun from Nintendo games such as Mario Kart, Smash Bros with elements of progressive rock without any excess polish. The music can surprise listeners. But for people familiar with the music, is it all that weird when it provides an outlet to remember a time of ... Get more on HelpWriting.net ...