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Nintendo
The Launch of Game Boy Color
Kazi Muhammad Mushtaq
Raheel Muneeb Khan
Owais Shafqat
Khursheed Ahmed
Syed Maktoom Hassan
Nintendo History
• 1889: Nintendo was founded by Fusajiro
Yamauchi as a manufacturer of 'Hanafuda‘ -
Japanese playing cards.
• The name 'Nintendo' actually means 'leave luck to
heaven’
• 1970: first field of video entertainment after
creating the Beam Gun with opto-electronics
• 1980: launched Game & Watch which was an
LCD based platform that had 59 games
• 1983: introduced first home console, Nintendo
Entertainment System (NES)
• 1989: released Game Boy, a smaller portable
version of Game & Watch that had great potential
in terms of graphics and interchangeable games
Nintendo History
• Since the release of Game Boy,
Nintendo has also introduced,
Super Nintendo, Nintendo 64,
and Game Boy Advance to the
market
• 1997: it was estimated that more
than 40% of U.S. households
owned a Nintendo game system
• Nintendo is the worldwide leader
in home gaming systems.
Game Boy History
• 1989: Game Boy was initially released coupled with the addictive puzzle
game Tetris for $169
• 1993: Original Game Boy was offered in various colors including, blue,
yellow, and red
• 1993: Game Boy Pocket introduced to the market
• 1994: Super Game Boy was launched enabling gamers to play Game Boy
games on TV through the Super Nintendo system
• 1996: Original Game Boy was released in a new and improved slimmer
version
• 1997: Game Boy Pockets released in six new colors
• July 1998: expected launch of Game Boy camera and printer additions
that will turn Game Boy into a digital camera with printable pictures and
stickers
• November 23 1998: Anticipated launch of Game Boy color in North
America and Europe
SWOT
Strengths Opportunities
Weaknesses Threats
Strengths
Strengths
• Game Boy is the most successful gaming platform in history
– sold more than 70 million units during its almost 10-year life
• Nintendo was the leader in the worldwide US$15 billion retail video game industry.
• Nintendo manufactured and marketed hardware and software for its game systems
• Nintendo 64 is named Time Magazine’s “Machine of the Year” for 1996.
• Control of the games that ran on its game machines, keeping its third-party software
providers under tight control
• Improvements:
o In 1994, an add-on for the Super Nintendo Entertainment System was launched,
enabling gamers to play Game Boy games on that system.
o In 1996, Game Boy was relaunched in a slimmer housing with further improvements
in screen clarity.
o In 1997, Game Boy Pocket was introduced in six new colors..
• The new Game Boy color would display sharp and vivid color graphics. Game Boy
Color’s screen was also not backlit, which meant two AA batteries would last about 12
hours.
• Nintendo Canada would have access to a broad selection of ads from the US that could
appeal to all the target segments being considered for their launch plan.
Weaknesses
Weaknesses
• Both Game Boy hardware and software sales had declined steadily
from 1992 to 1996 on a worldwide basis.
• By 1998, support of third-party developers for Game Boy was
waning. Many viewed it as a “spent force” in the market and were
reluctant to invest the US$200,000 to US$300,000 to develop a new
Game Boy cartridge, when there were more attractive opportunities
in the much larger console market.
• The marketing communications budget for Nintendo in Canada was
only a small fraction of the Nintendo budget in the US. Also,
Nintendo Canada selected its ads from the pool developed by
Nintendo in the US.
• When the original Game Boy was launched in 1989, it had been
priced slightly higher in Canada than the US, attributing to Game
Boy’s proportionately greater sales in the US.
Opportunities
Opportunities
• On November 23, 1998, a color version of Nintendo’s
Game Boy would be released simultaneously in North
America and Europe, one of the most important
launches in Nintendo’s history.
• Game Boy Camera and Game Boy Printer were
scheduled to be released in July 1998.
• Retailers had “open to buy” dollars that could be shifted
around during the year to support the “hot” products.
• Sega and other competitors lacked new exciting
software for their handheld hardware. Handheld users
seemed to want exciting, current software.
• Six new games, specifically developed to take
advantage of the 56-color palette on Game Boy Color,
were expected to be available at the launch date.
Threats
Threats
• In 1998 Nintendo began to lose momentum as some of the third-party developers
began focusing more of their development effort on Sony Playstation, which was
viewed as an easier platform on which to develop games, and the Sony business
model was viewed as being a more profitable one.
• Sega had been much more aggressive in promoting its console business in Canada
than in the US.
• Third-party developers were spending fewer marketing dollars in Canada due to the
relatively small size of the Canadian market. Canada represented only about 3
percent of the global Game Boy software market, whereas the US accounted for
between 35 percent to 40 percent.
• As sales velocity slowed in the mid to late 1990s, retailers shifted more of their shelf
space to Nintendo consoles and competing platforms and reduced their advertising
and promotional support for Game Boy.
• In the late 1990s, a number of specialty stores had delisted Game Boy because they
felt that they were not achieving competitive returns on their sales of Game Boy
hardware and software.
• Competition:
o Atari Lynx, the world’s first color handheld video game system.
o TurboExpress
o Sega’s Game Gear
o Sega’s Nomad
Issue Identification
• Issue #1: Choosing the right target market and
the right positioning
• Issue #2: Choosing the right market approach
• Issue #3: How to price Game Boy
Color in Canada
• Issue #4: Product
Issue #1: Target Market and Positioning
• Alternative #1: Focus on teens who were
more likely to already own a Game Boy
• Alternative #2: Focus on new kid/tween
users
Issue #2: Marketing approach
• Alternative #1: In-store interactive display
• Alternative #2: Mall tour
• Alternative #3: Cross Canada tour
• Alternative #1: Price Game Boy Color
according to the mid-1998 exchange rate
conversion of U.S. price
• U.S.= $79.95 Cdn =$120
• Alternative #2: Price Game Boy Color at a
lower cost of Cdn= $100
Issue #3: Pricing
Issue #4: Product
- Alternative #1: Continue to offer the Black
and White version of the product
- Alternative #2: Stop offering the black and
white version Game Boy
- Alternative #3: Bundle a game cartridge
with the Game Boy Color
- Alternative #4: Do not bundle a game
cartridge with the Game Boy Color
Group Discussions
• Issue #1: Choosing the right target market and
the right positioning
• Issue #2: Choosing the right market approach
• Issue #3: How to price Game Boy
Color in Canada
• Issue #4: Product
Issue #1. TM and Positioning
• Alternative #1:Focus on teens who were more likely to already own a
Game Boy
– PROs:
• If successful in getting teens to adopt, this might spur sales among kids and particularly
tweens, who often aspired to use the same products as teens
• Teens tended to purchase machines with their own money, making their purchases all
year round, not just at holiday times
• If teens already owned a Game Boy we know that they are
interested in this type of handheld device, and we know how to target
them because we have reached them in the past
– CONs:
• If Nintendo Canada targeted teens that had used Game Boy in the past, they might view
the Game Boy as a product that was great when they were younger but not sophisticated
enough to meet their current gaming needs
• If Nintendo was unsuccessful in getting teens to adopt, then perhaps kids and tweens
would avoid it as well
• Many in this segment already had a black and white Game Boy and a library of five or six
games and viewed the product as “old technology”
• Many teens appeared to have moved past the handheld machines to consoles, which
offered greater speed and game complexity
• Only represent 6.7% of the total population of Canada
Issue #1: TM and Positioning
• Alternative #2: Focus on new kid/tween users
– PROs:
• If Nintendo targeted kids and tweens and was able to convince
kids/tween nonusers of Game Boy that Game Boy Color was a
“cool” product, it could become a “gotta have” for the younger set
• This younger audience was less likely to already own a Game Boy
product
• Kid/Tween users represent 19.9% of the total population of Canada
– CONs:
• The difference between being cool or not cool with the younger set
was a very fine line
• If focused on the kids and tweens, it might turn off the teens
because Game Boy Color was “a kid’s toy”
• Game Boys were typically purchased for kids and tweens by their
parents as gifts, resulting in peak sales occurring in November and
December for holiday gift giving and in June as a graduation or
“great report card” present
Issue #2: Marketing approach
• Alternatives #1: low-cost interactive display
– Pros:
• generate brand/product awareness when teens/kids/tweens visit the
stores
• Estimated in store interactive displays would be used approximately
20 % of store hours for an average of 3 min/use.
• No sales staff required to monitoring the displays ( easy to operate)
• 1000 potential outlets and Nintendo could achieve an 80%
placement rate
• Low Cost
– Cons:
• No one is there to explain the new product or the benefits of the
product if kids/tweens/teens have questions
• Most sales clerks knew little about Game Boy Color hardware or
software
• Competitors have similar displays  Direct Competition
Issue #2: Marketing approach
• Alternative #2: Mall Tours
– Pros:
• Nintendo reprehensive is highly knowledgeable gamers, and
would show game insights and tricks that kiosk visitor could
use to improve their scores on popular games
• Incentives encourage trial among teens/tweens/kids  Mall
tour visitors can enter contests for Nintendo products and
would receive a temporary Nintendo tattoo when they left
• 6-8 minutes on the product ( more than store displays which
lasts only 3 minutes)
• Teens/kids/tweens spend a lot of time in the mall
– Cons:
• Expensive: $10,000 per Mall visit, means only 25 mall tours
per year
• Mall selection problems
• staff is limited/place is limited
Issue #2: Marketing approach
• Alternative #3: Cross-Canada tour
– Pros:
• Most likely to generate buzz/PR
• Automatically high awareness due to scale of the events
• More freedom to promote in a bold manner
• Bigger kiosks, more staff to promote the new product
• High reach due to the size of audiences attending each event
---80%
– Cons:
• costly $150,000 per year for major regional or national events:
CNE, Klondike Days, and the Calgary Stampede
• Events only take place in summer months
Issue #3: Pricing
• Alternative 1: Price Game Boy Color according to the mid-1998
exchange rate conversion of U.S. price
– Pros:
• Remain consistent with pricing in the US
• Nintendo Canada wouldn’t experience proportionately lower
sales than the US similar to when the original version had
been launched in 1989
• Prevent black market trafficking and sales from the US to
Canada because of the cheaper price
• produce a retail margin of 20% on Game Boy consoles
– Cons:
• Hardware price would be too high to drive-high volume sales
in Canadian market
• Higher cost make it unaffordable for kids/tweens market
• Could lose business to competitors because of high cost of
gaming system
Issue #3: Pricing
• Alternative 2: Price Game Boy Color at a lower cost of Cdn= $98
– Pros:
• Lower price makes the gaming system more attractive and
affordable to buy, especially for kids/tween market segment
• Retailers could make more profitable returns per square
meter
• Lowest sale price of Game Boy to date
– Cons:
• Could lead to black market exporting of product to other
markets
• Nintendo Canada would only receive a gross margin of 5%
instead of the past 6%
• With a lower margin received from each Game Boy sold,
retailers might chose to spend their money on carrying and
aggressively marketing other game systems
Issue #4: Product
• Alternative #1: continue to offer the black and white version of the
product
– Pros:
• Low price  Cdn $49
• Backward compatibility of game boy color games mean that
consumers could buy the black and white version and then
trade up at a later date with out making their games
obsoletes.
– Cons:
• With the low price, the black and white version would not
generate any profits
• Cannibalizing sales of Game Boy color
Issue #4: Product
• Alternative #2: do not continue to offer the black and
white version of the product
– Pros:
• Avoid losing money producing the black an white
version
• Avoid cannibalizing sales of Game Boy color
– Cons:
• Excludes consumers looking for a more affordable
option
Issue #4: Product
• Alternative #3: Nintendo Canada should bundle a game cartridge
with Game Boy color at Launch
– Pros:
• Incentive to purchase
• Teens/Tweens/Kids can see the difference between color
and black and white games…and if they think color is
superior, they would keep purchasing the color games
instead of just keep using their old/already owned black and
white games
• History could repeat itself with Game Boy having the same
success it experienced when packaging Tetris with the
original Game Boy
• Increased perceived value of game system
– Cons:
• A high price will be charge??
• Lose revenue from independent game sales
Issue #4: Product
• Alternative #4: Nintendo Canada should not bundle a game
cartridge with Game Boy color at launch
– Pros:
• Avoid higher retail prices
• Higher profits from the individual game sales
– Cons:
• Less incentive to buy
• Consumers may expect Game Boy to come with a
game cartridge because that is what they have
experienced in the past
Recommendations
– Focus on both teens already own a Game Boy and new
kid/tween users
– The best marketing approach is a cross-Canada tour because
we felt this is the best way to generate buzz and increase brand
awareness and same time it is the most informative way to
educate users on the new product. We also felt the other two
approaches can be carried along after the launch of Game Boy
Color
– PR:
• we also recommended what has been stated in the case
– Sales Reps visit leading magazine/web publications three month before
product launch and let the writers to play the game for 5-6 hours
– We decided to price Game Boy Color at Cdn $120 to best satisfy
factors such as profitability, consumer price sensibility and
sufficient motivation for retailers to carry the product.
– Lastly, we have decided that Nintendo should stop offering the
black and white version Game Boy and bundle a game cartridge
with Game Boy Color. This will not only encourage users to try
new Game Boy Color but also make them adopt to the new
product faster.
Expert Choice
– See printouts
Implementations
• short-term:
– focus advertisements and literature on the $120 price, which
includes a game cartridge, and towards both teen and new
kid/tween user markets
– begin research and creation of the cross-canada tour
– gather information about consumer response and satisifaction
– advertise aggressively in the beginning to promote the new
Game Boy Color to both target markets with separate campaigns
focused at each market individually
• long-term:
– execute the cross-canada promotions tour
– sign a young celebrity as a spokesperson for Game Boy Color to
appeal to the young target markets
Thank You

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Game boy

  • 1. Nintendo The Launch of Game Boy Color Kazi Muhammad Mushtaq Raheel Muneeb Khan Owais Shafqat Khursheed Ahmed Syed Maktoom Hassan
  • 2. Nintendo History • 1889: Nintendo was founded by Fusajiro Yamauchi as a manufacturer of 'Hanafuda‘ - Japanese playing cards. • The name 'Nintendo' actually means 'leave luck to heaven’ • 1970: first field of video entertainment after creating the Beam Gun with opto-electronics • 1980: launched Game & Watch which was an LCD based platform that had 59 games • 1983: introduced first home console, Nintendo Entertainment System (NES) • 1989: released Game Boy, a smaller portable version of Game & Watch that had great potential in terms of graphics and interchangeable games
  • 3. Nintendo History • Since the release of Game Boy, Nintendo has also introduced, Super Nintendo, Nintendo 64, and Game Boy Advance to the market • 1997: it was estimated that more than 40% of U.S. households owned a Nintendo game system • Nintendo is the worldwide leader in home gaming systems.
  • 4. Game Boy History • 1989: Game Boy was initially released coupled with the addictive puzzle game Tetris for $169 • 1993: Original Game Boy was offered in various colors including, blue, yellow, and red • 1993: Game Boy Pocket introduced to the market • 1994: Super Game Boy was launched enabling gamers to play Game Boy games on TV through the Super Nintendo system • 1996: Original Game Boy was released in a new and improved slimmer version • 1997: Game Boy Pockets released in six new colors • July 1998: expected launch of Game Boy camera and printer additions that will turn Game Boy into a digital camera with printable pictures and stickers • November 23 1998: Anticipated launch of Game Boy color in North America and Europe
  • 7. Strengths • Game Boy is the most successful gaming platform in history – sold more than 70 million units during its almost 10-year life • Nintendo was the leader in the worldwide US$15 billion retail video game industry. • Nintendo manufactured and marketed hardware and software for its game systems • Nintendo 64 is named Time Magazine’s “Machine of the Year” for 1996. • Control of the games that ran on its game machines, keeping its third-party software providers under tight control • Improvements: o In 1994, an add-on for the Super Nintendo Entertainment System was launched, enabling gamers to play Game Boy games on that system. o In 1996, Game Boy was relaunched in a slimmer housing with further improvements in screen clarity. o In 1997, Game Boy Pocket was introduced in six new colors.. • The new Game Boy color would display sharp and vivid color graphics. Game Boy Color’s screen was also not backlit, which meant two AA batteries would last about 12 hours. • Nintendo Canada would have access to a broad selection of ads from the US that could appeal to all the target segments being considered for their launch plan.
  • 9. Weaknesses • Both Game Boy hardware and software sales had declined steadily from 1992 to 1996 on a worldwide basis. • By 1998, support of third-party developers for Game Boy was waning. Many viewed it as a “spent force” in the market and were reluctant to invest the US$200,000 to US$300,000 to develop a new Game Boy cartridge, when there were more attractive opportunities in the much larger console market. • The marketing communications budget for Nintendo in Canada was only a small fraction of the Nintendo budget in the US. Also, Nintendo Canada selected its ads from the pool developed by Nintendo in the US. • When the original Game Boy was launched in 1989, it had been priced slightly higher in Canada than the US, attributing to Game Boy’s proportionately greater sales in the US.
  • 11. Opportunities • On November 23, 1998, a color version of Nintendo’s Game Boy would be released simultaneously in North America and Europe, one of the most important launches in Nintendo’s history. • Game Boy Camera and Game Boy Printer were scheduled to be released in July 1998. • Retailers had “open to buy” dollars that could be shifted around during the year to support the “hot” products. • Sega and other competitors lacked new exciting software for their handheld hardware. Handheld users seemed to want exciting, current software. • Six new games, specifically developed to take advantage of the 56-color palette on Game Boy Color, were expected to be available at the launch date.
  • 13. Threats • In 1998 Nintendo began to lose momentum as some of the third-party developers began focusing more of their development effort on Sony Playstation, which was viewed as an easier platform on which to develop games, and the Sony business model was viewed as being a more profitable one. • Sega had been much more aggressive in promoting its console business in Canada than in the US. • Third-party developers were spending fewer marketing dollars in Canada due to the relatively small size of the Canadian market. Canada represented only about 3 percent of the global Game Boy software market, whereas the US accounted for between 35 percent to 40 percent. • As sales velocity slowed in the mid to late 1990s, retailers shifted more of their shelf space to Nintendo consoles and competing platforms and reduced their advertising and promotional support for Game Boy. • In the late 1990s, a number of specialty stores had delisted Game Boy because they felt that they were not achieving competitive returns on their sales of Game Boy hardware and software. • Competition: o Atari Lynx, the world’s first color handheld video game system. o TurboExpress o Sega’s Game Gear o Sega’s Nomad
  • 14. Issue Identification • Issue #1: Choosing the right target market and the right positioning • Issue #2: Choosing the right market approach • Issue #3: How to price Game Boy Color in Canada • Issue #4: Product
  • 15. Issue #1: Target Market and Positioning • Alternative #1: Focus on teens who were more likely to already own a Game Boy • Alternative #2: Focus on new kid/tween users
  • 16. Issue #2: Marketing approach • Alternative #1: In-store interactive display • Alternative #2: Mall tour • Alternative #3: Cross Canada tour
  • 17. • Alternative #1: Price Game Boy Color according to the mid-1998 exchange rate conversion of U.S. price • U.S.= $79.95 Cdn =$120 • Alternative #2: Price Game Boy Color at a lower cost of Cdn= $100 Issue #3: Pricing
  • 18. Issue #4: Product - Alternative #1: Continue to offer the Black and White version of the product - Alternative #2: Stop offering the black and white version Game Boy - Alternative #3: Bundle a game cartridge with the Game Boy Color - Alternative #4: Do not bundle a game cartridge with the Game Boy Color
  • 19. Group Discussions • Issue #1: Choosing the right target market and the right positioning • Issue #2: Choosing the right market approach • Issue #3: How to price Game Boy Color in Canada • Issue #4: Product
  • 20. Issue #1. TM and Positioning • Alternative #1:Focus on teens who were more likely to already own a Game Boy – PROs: • If successful in getting teens to adopt, this might spur sales among kids and particularly tweens, who often aspired to use the same products as teens • Teens tended to purchase machines with their own money, making their purchases all year round, not just at holiday times • If teens already owned a Game Boy we know that they are interested in this type of handheld device, and we know how to target them because we have reached them in the past – CONs: • If Nintendo Canada targeted teens that had used Game Boy in the past, they might view the Game Boy as a product that was great when they were younger but not sophisticated enough to meet their current gaming needs • If Nintendo was unsuccessful in getting teens to adopt, then perhaps kids and tweens would avoid it as well • Many in this segment already had a black and white Game Boy and a library of five or six games and viewed the product as “old technology” • Many teens appeared to have moved past the handheld machines to consoles, which offered greater speed and game complexity • Only represent 6.7% of the total population of Canada
  • 21. Issue #1: TM and Positioning • Alternative #2: Focus on new kid/tween users – PROs: • If Nintendo targeted kids and tweens and was able to convince kids/tween nonusers of Game Boy that Game Boy Color was a “cool” product, it could become a “gotta have” for the younger set • This younger audience was less likely to already own a Game Boy product • Kid/Tween users represent 19.9% of the total population of Canada – CONs: • The difference between being cool or not cool with the younger set was a very fine line • If focused on the kids and tweens, it might turn off the teens because Game Boy Color was “a kid’s toy” • Game Boys were typically purchased for kids and tweens by their parents as gifts, resulting in peak sales occurring in November and December for holiday gift giving and in June as a graduation or “great report card” present
  • 22. Issue #2: Marketing approach • Alternatives #1: low-cost interactive display – Pros: • generate brand/product awareness when teens/kids/tweens visit the stores • Estimated in store interactive displays would be used approximately 20 % of store hours for an average of 3 min/use. • No sales staff required to monitoring the displays ( easy to operate) • 1000 potential outlets and Nintendo could achieve an 80% placement rate • Low Cost – Cons: • No one is there to explain the new product or the benefits of the product if kids/tweens/teens have questions • Most sales clerks knew little about Game Boy Color hardware or software • Competitors have similar displays  Direct Competition
  • 23. Issue #2: Marketing approach • Alternative #2: Mall Tours – Pros: • Nintendo reprehensive is highly knowledgeable gamers, and would show game insights and tricks that kiosk visitor could use to improve their scores on popular games • Incentives encourage trial among teens/tweens/kids  Mall tour visitors can enter contests for Nintendo products and would receive a temporary Nintendo tattoo when they left • 6-8 minutes on the product ( more than store displays which lasts only 3 minutes) • Teens/kids/tweens spend a lot of time in the mall – Cons: • Expensive: $10,000 per Mall visit, means only 25 mall tours per year • Mall selection problems • staff is limited/place is limited
  • 24. Issue #2: Marketing approach • Alternative #3: Cross-Canada tour – Pros: • Most likely to generate buzz/PR • Automatically high awareness due to scale of the events • More freedom to promote in a bold manner • Bigger kiosks, more staff to promote the new product • High reach due to the size of audiences attending each event ---80% – Cons: • costly $150,000 per year for major regional or national events: CNE, Klondike Days, and the Calgary Stampede • Events only take place in summer months
  • 25. Issue #3: Pricing • Alternative 1: Price Game Boy Color according to the mid-1998 exchange rate conversion of U.S. price – Pros: • Remain consistent with pricing in the US • Nintendo Canada wouldn’t experience proportionately lower sales than the US similar to when the original version had been launched in 1989 • Prevent black market trafficking and sales from the US to Canada because of the cheaper price • produce a retail margin of 20% on Game Boy consoles – Cons: • Hardware price would be too high to drive-high volume sales in Canadian market • Higher cost make it unaffordable for kids/tweens market • Could lose business to competitors because of high cost of gaming system
  • 26. Issue #3: Pricing • Alternative 2: Price Game Boy Color at a lower cost of Cdn= $98 – Pros: • Lower price makes the gaming system more attractive and affordable to buy, especially for kids/tween market segment • Retailers could make more profitable returns per square meter • Lowest sale price of Game Boy to date – Cons: • Could lead to black market exporting of product to other markets • Nintendo Canada would only receive a gross margin of 5% instead of the past 6% • With a lower margin received from each Game Boy sold, retailers might chose to spend their money on carrying and aggressively marketing other game systems
  • 27. Issue #4: Product • Alternative #1: continue to offer the black and white version of the product – Pros: • Low price  Cdn $49 • Backward compatibility of game boy color games mean that consumers could buy the black and white version and then trade up at a later date with out making their games obsoletes. – Cons: • With the low price, the black and white version would not generate any profits • Cannibalizing sales of Game Boy color
  • 28. Issue #4: Product • Alternative #2: do not continue to offer the black and white version of the product – Pros: • Avoid losing money producing the black an white version • Avoid cannibalizing sales of Game Boy color – Cons: • Excludes consumers looking for a more affordable option
  • 29. Issue #4: Product • Alternative #3: Nintendo Canada should bundle a game cartridge with Game Boy color at Launch – Pros: • Incentive to purchase • Teens/Tweens/Kids can see the difference between color and black and white games…and if they think color is superior, they would keep purchasing the color games instead of just keep using their old/already owned black and white games • History could repeat itself with Game Boy having the same success it experienced when packaging Tetris with the original Game Boy • Increased perceived value of game system – Cons: • A high price will be charge?? • Lose revenue from independent game sales
  • 30. Issue #4: Product • Alternative #4: Nintendo Canada should not bundle a game cartridge with Game Boy color at launch – Pros: • Avoid higher retail prices • Higher profits from the individual game sales – Cons: • Less incentive to buy • Consumers may expect Game Boy to come with a game cartridge because that is what they have experienced in the past
  • 31. Recommendations – Focus on both teens already own a Game Boy and new kid/tween users – The best marketing approach is a cross-Canada tour because we felt this is the best way to generate buzz and increase brand awareness and same time it is the most informative way to educate users on the new product. We also felt the other two approaches can be carried along after the launch of Game Boy Color – PR: • we also recommended what has been stated in the case – Sales Reps visit leading magazine/web publications three month before product launch and let the writers to play the game for 5-6 hours – We decided to price Game Boy Color at Cdn $120 to best satisfy factors such as profitability, consumer price sensibility and sufficient motivation for retailers to carry the product. – Lastly, we have decided that Nintendo should stop offering the black and white version Game Boy and bundle a game cartridge with Game Boy Color. This will not only encourage users to try new Game Boy Color but also make them adopt to the new product faster.
  • 33. Implementations • short-term: – focus advertisements and literature on the $120 price, which includes a game cartridge, and towards both teen and new kid/tween user markets – begin research and creation of the cross-canada tour – gather information about consumer response and satisifaction – advertise aggressively in the beginning to promote the new Game Boy Color to both target markets with separate campaigns focused at each market individually • long-term: – execute the cross-canada promotions tour – sign a young celebrity as a spokesperson for Game Boy Color to appeal to the young target markets