This document provides an overview of Nintendo's business including financial projections, product plans, and organizational structure changes from 2016-2020. Key elements include:
- Projected profit to increase from $5 billion in 2016 to over $25 billion by 2020 through new products, services, and markets.
- New initiatives include the Nintendo Engage console, mobile games, an online game store, and Nintendo-branded entertainment experiences like movies and theme parks.
- The organizational structure will shift from separate divisions to an integrated model to accelerate innovation and collaboration across teams.
The task was to present a 15 slides strategy document for a declining company to present relevant innovative solutions that could potentially disrupt its industry and refine the whole brand experience.
A case for change for Nintendo: switch to consumer focus or lose your audience.
This was an individual research project done for the Strategy & Innovation module of Hyper Island's Digital Media Management course.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
The task was to present a 15 slides strategy document for a declining company to present relevant innovative solutions that could potentially disrupt its industry and refine the whole brand experience.
A case for change for Nintendo: switch to consumer focus or lose your audience.
This was an individual research project done for the Strategy & Innovation module of Hyper Island's Digital Media Management course.
As a final project in my Principals of Marketing class, we were tasked with developing a marketing plan for an existing company. I chose Nintendo video games.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Developed a marketing plan for Nintendo's fading Wii U game console. Our assignment was to develop a plan to re-invigorate the product and return it to growth. The purpose of the project was to take an existing product and change the strategy so it is more relevant, more appealing, more popular, and more profitable than it currently is.
02 marketing plan nintendo disruptive strategy - cosimo gualanoNevion
We learn from Apple and Nintendo’s Wii is that design-driven innovations do not come from the market, simply they create new markets. In Nov. 2006 Nintendo introduced to the market the Wii motion sensor technology carving a new lucrative gaming market segment. Nintendo has introduced a disruptive technology as an innovator that used disruptive strategy to overturned customer’s understanding of what a video game means. The market did not ask for these new meanings, but once they experienced them, it was love at first sight.
The interactive entertainment software market is characterized by short product life cycles and frequent introductions of new products. While Nintendo has not introduced any new product in the last year, SONY and Microsoft with their recent products have clearly moved into the motion sensor technology market owned by Nintendo Wii. They have also expanded customer’s experience adding broadband for game-sharing-downloading and streaming of movies.
Nintendo Switch, the summary of a risky launchDynvibe
Nintendo ranks among the major players in the video game sector. While the brand was a benchmark during the golden age of home consoles and up to the 2000s, it has now been overtaken by behemoths like Sony and Microsoft. On March 3rd, 2017, in an attempt to regain control of the market, Nintendo released a new concept for consoles: a hybrid device which can be played at home as well as on-the-go.
Dynvibe, a specialist in strategic social media monitoring, has analyzed nearly 2000 conversations from France and the United States to identify the expectations and the opinions of the gaming community regarding this new hybrid device.
Panel Discussion: Is content eating the world?The GSMA
Matthew Iji (GSMA Intelligence), Jim Long (Didja, Inc) and Rob Topol (Intel Corporation) - Once upon a time, we were told that “software is eating the world.” Today we could say the same thing for content. Mobile video drives a need for network upgrades. Service providers are snapping up media companies. Gaming gets called out as a beneficiary of new mobile technologies. The intersection of content and the mobile ecosystem is clear. But questions remain about where it’s going and how universal it is.
Learn more by contacting us at info@gsmaintelligence.com.
A comprehensive strategic analysis on Nintendo's software division in interaction to its hardware business and its competitiveness in the face of disruptive technologies and industry competitors.
Developed a marketing plan for Nintendo's fading Wii U game console. Our assignment was to develop a plan to re-invigorate the product and return it to growth. The purpose of the project was to take an existing product and change the strategy so it is more relevant, more appealing, more popular, and more profitable than it currently is.
02 marketing plan nintendo disruptive strategy - cosimo gualanoNevion
We learn from Apple and Nintendo’s Wii is that design-driven innovations do not come from the market, simply they create new markets. In Nov. 2006 Nintendo introduced to the market the Wii motion sensor technology carving a new lucrative gaming market segment. Nintendo has introduced a disruptive technology as an innovator that used disruptive strategy to overturned customer’s understanding of what a video game means. The market did not ask for these new meanings, but once they experienced them, it was love at first sight.
The interactive entertainment software market is characterized by short product life cycles and frequent introductions of new products. While Nintendo has not introduced any new product in the last year, SONY and Microsoft with their recent products have clearly moved into the motion sensor technology market owned by Nintendo Wii. They have also expanded customer’s experience adding broadband for game-sharing-downloading and streaming of movies.
Nintendo Switch, the summary of a risky launchDynvibe
Nintendo ranks among the major players in the video game sector. While the brand was a benchmark during the golden age of home consoles and up to the 2000s, it has now been overtaken by behemoths like Sony and Microsoft. On March 3rd, 2017, in an attempt to regain control of the market, Nintendo released a new concept for consoles: a hybrid device which can be played at home as well as on-the-go.
Dynvibe, a specialist in strategic social media monitoring, has analyzed nearly 2000 conversations from France and the United States to identify the expectations and the opinions of the gaming community regarding this new hybrid device.
Panel Discussion: Is content eating the world?The GSMA
Matthew Iji (GSMA Intelligence), Jim Long (Didja, Inc) and Rob Topol (Intel Corporation) - Once upon a time, we were told that “software is eating the world.” Today we could say the same thing for content. Mobile video drives a need for network upgrades. Service providers are snapping up media companies. Gaming gets called out as a beneficiary of new mobile technologies. The intersection of content and the mobile ecosystem is clear. But questions remain about where it’s going and how universal it is.
Learn more by contacting us at info@gsmaintelligence.com.
Data and the Future of Gaming Post COVIDData Con LA
Data Con LA 2020
Description
Given the lock down, consumption for gaming has increased dramatically across the world. We see major changes in how data is used in running the game, marketing the game, and monetizing gameplay.
*Size of gaming and how behaviors have changed since COVID
*Data it's role of games as a service games (in game telemetry)
*What are people playing around the world during lock down and what does it say about them?
*How data is used for marketing and how does it translate to in game
Speaker
Kunny Berdow, Google, Principal Analytical Lead
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Know more: https://www.synapseindia.com/technology/mean-stack-development-company.html
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Discover the innovative and creative projects that highlight my journey throu...dylandmeas
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RMD24 | Debunking the non-endemic revenue myth Marvin Vacquier Droop | First ...BBPMedia1
Marvin neemt je in deze presentatie mee in de voordelen van non-endemic advertising op retail media netwerken. Hij brengt ook de uitdagingen in beeld die de markt op dit moment heeft op het gebied van retail media voor niet-leveranciers.
Retail media wordt gezien als het nieuwe advertising-medium en ook mediabureaus richten massaal retail media-afdelingen op. Merken die niet in de betreffende winkel liggen staan ook nog niet in de rij om op de retail media netwerken te adverteren. Marvin belicht de uitdagingen die er zijn om echt aansluiting te vinden op die markt van non-endemic advertising.
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Cultivating and maintaining discipline within teams is a critical differentiator for successful organisations.
Forward-thinking leaders and business managers understand the impact that discipline has on organisational success. A disciplined workforce operates with clarity, focus, and a shared understanding of expectations, ultimately driving better results, optimising productivity, and facilitating seamless collaboration.
Although discipline is not a one-size-fits-all approach, it can help create a work environment that encourages personal growth and accountability rather than solely relying on punitive measures.
In this deck, you will learn the significance of workplace discipline for organisational success. You’ll also learn
• Four (4) workplace discipline methods you should consider
• The best and most practical approach to implementing workplace discipline.
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In the European Union (EU), two significant regulations have been introduced to enhance the safety and effectiveness of medical devices – the In Vitro Diagnostic Regulation (IVDR) and the Medical Device Regulation (MDR).
https://mavenprofserv.com/comparison-and-highlighting-of-the-key-differences-between-the-mdr-and-ivdr-in-the-eu/
The world of search engine optimization (SEO) is buzzing with discussions after Google confirmed that around 2,500 leaked internal documents related to its Search feature are indeed authentic. The revelation has sparked significant concerns within the SEO community. The leaked documents were initially reported by SEO experts Rand Fishkin and Mike King, igniting widespread analysis and discourse. For More Info:- https://news.arihantwebtech.com/search-disrupted-googles-leaked-documents-rock-the-seo-world/
Putting the SPARK into Virtual Training.pptxCynthia Clay
This 60-minute webinar, sponsored by Adobe, was delivered for the Training Mag Network. It explored the five elements of SPARK: Storytelling, Purpose, Action, Relationships, and Kudos. Knowing how to tell a well-structured story is key to building long-term memory. Stating a clear purpose that doesn't take away from the discovery learning process is critical. Ensuring that people move from theory to practical application is imperative. Creating strong social learning is the key to commitment and engagement. Validating and affirming participants' comments is the way to create a positive learning environment.
31. 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
33. 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
40. 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
41. 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
42. 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/
43. 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
44. 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
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
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
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
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
should delete this slide
Understatement; 11 years old as platform; not willing to carry secondary, gaming specific device in age of modern smartphone
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
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.
New Home Console: Engage
Short Video
Mention NX?
Integrate with Matterport and expand technology for $400 million
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
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
(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)
Bucket idea: do this movie and nintendo world
elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience
elements of a fiction get dispersed systematically across multiple delivery channels for the purpose of creating a unified and coordinated entertainment experience
•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
DON’T FREAK OUT THE TEXT WILL BE ANIMATED SO THERE WON’T BE TEXT OVERLOAD
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