SlideShare a Scribd company logo
1 2 3 4
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#1
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My Account
My Account
My Account
Active
Games
1 2 3 4
+
0
5,000,000,000
10,000,000,000
15,000,000,000
20,000,000,000
25,000,000,000
2016 2017 2018 2019 2020
Profit($)
Projected Profit
Revamped Gaming
Distribution
Entertainment
Total
SWOT
Analysis
Sources
Timeline of
Implementation
Core
Problem
4-Step Plan
Xperience
Store
Engage
Console
Online Game
Store
New Mobile
Experience
Rebrand
Internal
Culture
Nintendo
Cloud
Build
Nintendo
SDK
Nintendo
World
Nintendo
Movie
Nintendo
Engage
Financials
Nintendo
Mobile
Financials
Nintendo
Overall
Results
Nintendo
World
Financials
Nintendo
Movie
Financials
Xperience
Store
Financials
Game Store
Financials
Industry
Today
Gaming on
Engage
Organizational
Structure
2016-2020
2016 2017 2018 2019 2020
Revenue $6,925,661,582.51
$10,195,055,393.5
1
$14,550,566,804.4
8
$25,537,431,208.8
0
$29,479,457,155.7
9
Cost of Sales $5,979,324,866.00 $8,233,168,549.65
$11,269,727,617.6
4
$18,929,508,430.4
8
$21,677,795,257.4
8
SG&A $1,699,646,092.05 $1,665,653,170.21 $1,632,340,106.81 $1,599,693,304.67 $1,567,699,438.58
R&D $778,007,850.40 $816,908,242.92 $857,753,655.06 $900,641,337.81 $945,673,404.71
Change of Total
Assets $0.00 $332.03 $342.00 $352.26 $362.82
Taxes $327,288,252.95 $481,791,064.83 $687,620,891.11 $1,206,830,733.15 $1,393,120,341.71
Free Cash Flow
-
$1,858,605,478.88
-
$1,002,465,966.12 $103,124,191.86 $2,900,757,050.44 $3,895,168,350.49
Free Cash Flow/
Revenue -26.84% -9.83% 0.71% 11.36% 13.21%
Implementation Timeline
2016
• New Brand
Introduction
• Circulation and
Intrapreneurship
Programs Launch
2017
• Release 1st wave of
smartphone games
• Launch Nintendo Engage
• Launch Nintendo Cloud
• The Nintendo Movie
2018
• Open 3 Xperience
Stores
• Release Second
Wave of
Smartphone
Games
2019
• Launch Build
Nintendo
• Nintendo World
2020
• Third Wave of
Smartphone Games
• Expansion of Xperience
Stores
2011-2015
Nintendo World
Nintendo Movie
Nintendo Xperience Store
Online Gaming Store
Revenue $1,010,000,000
Cost $704,148,022
Profit $305,851,978
NintendoCloud
Nintendo EA Sports
Game Popularity
Pokemon X/Y (3DS): 13.1 million sales
New Super Smash Bros: 11.63 million unit
sales (3DS+WiiU)
Net: 24.73 million sales
Game Popularity
FIFA 15: 17.65 million unit sales
(PS4,XBox1,PS3,XBox360)
Madden NFL 15: 6.15 million unit sales
(PS4,XBox1,PS3,XBox360)
Net: 23.8 sales
Mobile Revenue Projected:
Mobile Market Growth 42%
Expected Yearly growth: 30%
2016: $250
2017: $324
2018: $422.5
2019: $549.5
2020: $714.025
Mobile Revenue
2011: $242 million
2012: $284 million (17% growth)
2013: $366 million (28% growth)
2014: $452 million (23% growth)
2015 $524 million (16% growth)
21% Average Growth
Nintendo Mobile Revenue: EA Comparison
Nintendo Engage: The Console of the
Future
Virtual Reality Industry
Assumption: Nintendo able to take 1%
market share in 2016, 1% growth
through 2020
(In millions)
2016: $180
2017: $810
2018: $3375
2019: $9680
2020: $20250
(In Millions)
Industry Net Value as Projected by
Forbes
2016: $6000
2017: $18000
2018: $45000
2019: $88000
2020: $150,000
Alliance similar to that with DeNA
$200 million in shares as well as $200
million investment with Matterport to
develop existing AR/VR technology into
Engage system
2016: First model of Engage created
2017: Worldwide distribution and use
Google Invested $500 million in VR firm
Magic Leap in 2014
Matterport has raised $90 million, has
VR software. Needs investment to
expand production and capabilities.
Nintendo Engage Financials and Explanation
Mobile Gaming
Market Share
2
Price Annual Revenue
2
Nintendo DS / 3DS
XL
$199.99
Sony PlayStation
Vita
$199.99
Tablets and Cell
Phones
94% by 2017 ~$700 without
subsidy
22,400,000,000 by
2017
Combined
5% by 2017
Combined
$2,400,000 by
2017
Portable Consoles Have No Future
Mobile Gaming
Market Share
Price Annual Revenue
Nintendo DS/
3DS XL &
Playstation Vita
5% 199.99 $2,400,000 by
2017
Tablets/ cell
phones
94% ~700 $22,400,000,000
by 2017
Source:
http://fortune.com/2015/01/15/mobile-
console-game-revenues-2015/
Strengths Weaknesses
Opportunities Threats
• Renowned quality
• Timeless appeal
• Strong character
development
• Slow to adapt to industry
changes
• Infrequent releases
• Stagnant corporate health
• Growing smartphone game
segment
• Differentiate with new
technology
• Entertainment
• Casual game developers
• Weaker appeal to younger
generation
Game
Developmen
t
Platform
Technology
Support
Systems
Administration
Business
Old vs. New Era Organizational Structure
System
Developmen
t
Nintendo
Network
Services
Support
Systems
Entertainment
Business
Developmen
t
Game
Developmen
t
Platform
Technology
Support
Systems
Administration
Business
President
Kimishima
and
Executive
Board
President
Iwata
And
Executive
Board
Integrated
Research
Development
Administration
and Support
Background Problem Recommendation Results
Sources
Google Images
http://fortune.com/2015/01/15/mobile-console-game-revenues-
2015/
http://www.cnet.com/products/nintendo-3ds-xl/
http://www.nbcnews.com/tech/mobile/rovio-bets-3-d-movie-angry-
birds-profits-plummet-n326501
https://mitsloan.mit.edu/LearningEdge/CaseDocs/11-
124.Nintendo_Revolution_lamont.FINAL.pdf
http://www.statista.com/statistics/349048/nintendo-ds-software-
unit-sales/
http://hubpages.com/games-hobbies/Top-Ten-Best-Selling-Video-
Game-Franchises
http://www.statista.com/statistics/217478/digital-revenue-of-ea-
since-2011-by-type/
http://www.newzoo.com/insights/global-games-market-will-reach-
102-9-billion-2017-2/
vgchartz.com
http://uploadvr.com/vr-ar-investment/
http://www.digi-capital.com/news/2015/04/augmentedvirtual-
reality-to-hit-150-billion-disrupting-mobile-by-
2020/#.VkwPqIS9ZSU
http://www.orlandosentinel.com/business/os-comcast-earnings-
20141023-story.html
http://www.economist.com/node/1858939
http://scholarworks.umass.edu/cgi/viewcontent.cgi?article=1072&
context=gradconf_hospitality
http://www.gurufocus.com/financials/NTDOY.PK
http://www.awn.com/animationworld/merchandising-japan-its-big-
rewards-and-competition
http://blogs-
images.forbes.com/patrickmoorhead/files/2015/01/microsoft-
hololens-lg-1500x1000.jpg
http://www.wired.com/2012/04/100-yen-documentary/
https://hbr.org/1990/11/what-working-for-a-japanese-company-
taught-me
http://www.gamespot.com/forums/system-wars-
314159282/nintendo-s-corporate-culture-part-of-the-problem-
31806640/
http://www.wsj.com/articles/SB100014240527023039737045793
52541868849628
http://whatculture.com/gaming/7-problems-nintendo-corporate-
level.php/2
http://www.nintendo.co.jp/ir/pdf/2015/annual1503e.pdf
https://www.nintendo.com/corp/annual_report.jsp

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Cobbs Management 100 Nintendo Case Competition

Editor's Notes

  1. The company, which didn't hold its customary conference call or a media briefing, logged an operating loss of ¥9.47 billion ($92.7 million) for its fiscal first quarter ended June 30, compared with a ¥4.92 billion loss a year earlier. Nintendo 3DS sales declined 41%, falling below one million units for the second straight quarter, while hand-held software sales dropped 22%. Wii U sales tripled to 510,000 consoles, the company said​ three straight years of profit loss​ ​ July 2015 Nintendo President and CEO Satoru Iwata died at only 55 years old after battling cancer for over a year​ one of the industry’s only corporate luminaries with substantial hands-on game creation experience​ Iwata’s playful, almost mischievous and refreshingly candid personal style that so endeared him to the company’s fans​ In 2011, he helped launch a video series dubbed Nintendo Direct, personally emceeing the company’s biggest surprises, often with quirky framing twists, like an effects-laden mock kung-fu brawl with Nintendo of America President Reggie Fils-Aimé for E3 2014. At Nintendo’s E3 2015 presentation last month, he appeared as a Muppet designed by The Jim Henson Company​ “Iwata Asks,” a remarkable series in which Iwata interviewed members of Nintendo’s many development teams​ Mr. Iwata conducted with the company’s employees revealed an easy, amiable camaraderie and were peppered with jokes and teasing​ ​
  2. Change internal culture and refresh brand Core Business Software for Mobile-wrong with miitomo, wrong with DS, how to fix current and move forward New hardware and software for home gaming Entertainment Non-core businesses Physical Retail Stores / Xperience Stores Online services Build Nintendo developer program Online Game distribution Nintendo cloud
  3. Hierarchy rules Group-decision making Older executives who do not understand modern gaming Ideas unfamiliar to executives likely to be vetoed prematurely Outdated product concepts Top-bottom Shadowing Workshops Executives shadow younger employees Modern Management Workshops Management and organizational experts/consultants educate Nintendo managers Increase communication between all levels Provide safe space for cross-rank interaction Expose decision makers to current and upcoming gaming trends
  4. Online Forum Monthly Conferences Annual Intrapreneur Exhibit Empowers non-executives to propose bold concepts Few fresh, innovative ventures by younger employees Promotes internal entrepreneurship Strengthens networking and communication Platform for Idea Conception and Feedback Monthly Informational Conferences Annual Nintendo Intrapreneurship Exhibit Employees post and submit ideas for cool projects they have for Nintendo on online forum. Those interested in pursuing ideas can choose to collaborate and develop project Allots paid time in work schedule for employees to pursue new ideas and projects for Nintendo Absorb risks and creates a safe space for employees Empowers less experienced, lower ranked employees to push through ambitious proposals. Utilizes collaboration and networking Share and bounce ideas off each other The Nintendo Pioneer Program uses group insight and networking to share and bounce ideas off each other in hopes of giving birth to new innovative project ideas. Furthermore, it helps people with less experience and lower rank to feel empowered and push through ambitious proposals. Online idea exchange Crowd-brainstorming and social feedback Cross-divisional and cross-branch collaboration Monthly Informational Conferences Present projects and popular forum ideas Annual Nintendo Intrapreneurship Exhibit Employees and executives interact with prototypes and talk to makers Final projects featured on website Executives choose promising innovations to develop
  5. should delete this slide
  6. Understatement; 11 years old as platform; not willing to carry secondary, gaming specific device in age of modern smartphone
  7. Discontinue DS (serves as distraction); Cancel Miitomo (doesn’t utilize core competencies); publish most popular titles on iOs and Android for both cell phones and tablets
  8. Common complaint with mobile surrounds loss of comfort and power Inexpensive to develop because bluetooth Mention how it would help a tired parent keep an annoying kid occupied on a road trip. plane, etc.
  9. New Home Console: Engage Short Video Mention NX?
  10. Integrate with Matterport and expand technology for $400 million
  11. Stay put on their couch, however Engage will provide more immersive experience than tv Active games: players and their surroundings become a part of the game Important to talk about the safety concerns and space concerns Active Games Splattoon: The Last Frontier Mario Super Strikers 2: World Cup Fever The Legend of Zelda: Ocean Stride
  12. ONE account; ONE library of games; ONE set of high scores and achievements Not only makes for better user experience, but also encourages users to buy into entire Nintendo ecosystem
  13. (https://www.youtube.com/watch?v=cML814JD09g)​ Large industrial buildings in urban centers ​ Meatpacking District in Manhattan​ Kwun Tong District of Hong Kong Tables of iPhones and iPads loaded with Nintendo mobile games  Similar to spaces used for laser tag or paintball (mostly open with a few bunkers, stairwells, and walls)​ Nintendo Engage Goggles overlay virtual characters, targets, buildings and objects into the space and turn it into an ultra flexible, immersive, real life video game ​ Not charge for usage (Virtual reality is difficult to explain; best way to sell people on concept is to let them try it out)​
  14. Bucket idea: do this movie and nintendo world
  15. elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience​ ​
  16. elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience​ ​
  17. •2015​ New Brand Logo Expansion  ​ Nintendo Cloud​ •2016 ​ First Wave of Smartphone Games  ​ Intrapreneurship Program Launch  ​ Game Store Opens  ​ Swatch X Nintendo Released​ 2017​ Xperience Store Launch at 3 locations  ​ Engage Released ​ Second Wave of Smartphone Games ​ IKEA X Nintendo​ 2018​ The Nintendo Movie​ Nintendo World​ Vans X Nintendo​ 2019​ Build Nintendo​ Engage Series 2​ Third Wave of Smartphone Games​ Expansion of Xperience Stores​
  18. http://www.statista.com/statistics/217478/digital-revenue-of-ea-since-2011-by-type/ http://www.newzoo.com/insights/global-games-market-will-reach-102-9-billion-2017-2/
  19. may want to shorten, cut certain bullets
  20. DON’T FREAK OUT THE TEXT WILL BE ANIMATED SO THERE WON’T BE TEXT OVERLOAD
  21. Form collaborations with strategic partners to create Nintendo merchandise. Create fashionable, quality items to coincide with the rebrand. Make Nintendo aspirational, premium, and in-style