Media treatment I created in Microsoft PowerPoint for the Nintendo Switch featuring a creative brief, design guidelines, concept, A/V script, and storyboards. The treatment also features a 30-second commercial I conceptualized, filmed, and edited using Adobe Premiere Pro.
The document provides details on the production of idents for a fictional youth TV channel called The Grid. It includes descriptions of three ident concepts that involve playing retro-style phone games. The selected ident for production involves a crane game where the player drops blocks to build a tower and reveal the logo. The ident sequence includes shots of gameplay, a zoom out to show it's on a phone, a high score screen, a reaction shot of the player, and finally the logo animation.
This document provides information about Daniel Edwards, a 2D/3D motion graphics and graphic design artist based in Essex and London. It summarizes his education and experience working for clients such as Disney, Amazon, and McDonald's. It also lists his technical skills and work history, including current roles at Musicplode LTD leading game design, artwork, and animation for social media games.
Gen Z prefers mobile and video content over traditional TV. They are more likely to use over-the-top (OTT) services like YouTube for entertainment. GameDuck is a social media platform like Facebook for gamers that allows users to play, record, edit and share gameplay videos. It aims to capitalize on Gen Z's mobile and video-centric preferences by providing a one-stop solution for gaming content creation and consumption. GameDuck has over 1 million downloads since launching in 2015 and aims to allow any user to create and share videos to become popular, in contrast to traditional models where only a few influencers create content.
Film-U-Box is a robot that can shoot, edit, and distribute photos and videos. It allows any person to be the subject of media projects without needing casting or auditions. Users can choose from options like unusual photos, dancing videos, or mini-movie scenes. Film-U-Box guides the user through the process, edits the final product in under a minute, and allows it to be shared digitally. The robot aims to provide an entertaining new experience for customers and promote the locations where it is installed.
Minecraft: The Story Of Mojang - Documentary AnalysisBoyleyB
This documentary analyzes the documentary "Minecraft: The Story of Mojang" which tells the linear story of the successful independent video game Minecraft. It follows the game's creator to events and interviews subjects involved in the game's development. Throughout, the documentary features the game's 8-bit music and uses archive footage and YouTube videos to demonstrate the game's rise in popularity from an individual idea to a global cultural phenomenon in the gaming industry.
Nintendo Co., Ltd. is a Japanese video game company founded in 1889 that has found success in both traditional hanafuda cards and modern video game consoles. It released its hybrid Nintendo Switch console in 2017, which sold over 3 million units in its first month and has since become the fastest selling console in Japan and the US. The Switch's popularity led Nintendo to release a cheaper handheld-only Switch Lite version in 2019. Nintendo has created iconic video game franchises like Mario, Pokémon, and Animal Crossing and continues to bring joy to people around the world through gaming.
This document provides a proposal for a set of idents for a fictional youth TV channel called "The GRID". It outlines the content, purpose, and target audience of 17-21 year olds. It discusses the planning, production methods, and management of the project. Key elements include designing 3 game-based idents involving dots, blocks, and falling boxes. Animation and motion graphics will be used to composite the game footage over live action shots of a player on their phone. A budget and schedule are included to complete the idents by a deadline of December 22nd.
This document outlines a media plan for a music video titled "Still Here" by A2 Media Music. It discusses the narrative structure, locations, characters, props, editing techniques, demographic target, and codes and conventions that will be used. The video will tell a story through performance shots and narrative scenes showing the band members embarking on a journey together through an urban environment. It aims to appeal to indie/britpop fans through its gritty visual style and experimental editing.
The document provides details on the production of idents for a fictional youth TV channel called The Grid. It includes descriptions of three ident concepts that involve playing retro-style phone games. The selected ident for production involves a crane game where the player drops blocks to build a tower and reveal the logo. The ident sequence includes shots of gameplay, a zoom out to show it's on a phone, a high score screen, a reaction shot of the player, and finally the logo animation.
This document provides information about Daniel Edwards, a 2D/3D motion graphics and graphic design artist based in Essex and London. It summarizes his education and experience working for clients such as Disney, Amazon, and McDonald's. It also lists his technical skills and work history, including current roles at Musicplode LTD leading game design, artwork, and animation for social media games.
Gen Z prefers mobile and video content over traditional TV. They are more likely to use over-the-top (OTT) services like YouTube for entertainment. GameDuck is a social media platform like Facebook for gamers that allows users to play, record, edit and share gameplay videos. It aims to capitalize on Gen Z's mobile and video-centric preferences by providing a one-stop solution for gaming content creation and consumption. GameDuck has over 1 million downloads since launching in 2015 and aims to allow any user to create and share videos to become popular, in contrast to traditional models where only a few influencers create content.
Film-U-Box is a robot that can shoot, edit, and distribute photos and videos. It allows any person to be the subject of media projects without needing casting or auditions. Users can choose from options like unusual photos, dancing videos, or mini-movie scenes. Film-U-Box guides the user through the process, edits the final product in under a minute, and allows it to be shared digitally. The robot aims to provide an entertaining new experience for customers and promote the locations where it is installed.
Minecraft: The Story Of Mojang - Documentary AnalysisBoyleyB
This documentary analyzes the documentary "Minecraft: The Story of Mojang" which tells the linear story of the successful independent video game Minecraft. It follows the game's creator to events and interviews subjects involved in the game's development. Throughout, the documentary features the game's 8-bit music and uses archive footage and YouTube videos to demonstrate the game's rise in popularity from an individual idea to a global cultural phenomenon in the gaming industry.
Nintendo Co., Ltd. is a Japanese video game company founded in 1889 that has found success in both traditional hanafuda cards and modern video game consoles. It released its hybrid Nintendo Switch console in 2017, which sold over 3 million units in its first month and has since become the fastest selling console in Japan and the US. The Switch's popularity led Nintendo to release a cheaper handheld-only Switch Lite version in 2019. Nintendo has created iconic video game franchises like Mario, Pokémon, and Animal Crossing and continues to bring joy to people around the world through gaming.
This document provides a proposal for a set of idents for a fictional youth TV channel called "The GRID". It outlines the content, purpose, and target audience of 17-21 year olds. It discusses the planning, production methods, and management of the project. Key elements include designing 3 game-based idents involving dots, blocks, and falling boxes. Animation and motion graphics will be used to composite the game footage over live action shots of a player on their phone. A budget and schedule are included to complete the idents by a deadline of December 22nd.
This document outlines a media plan for a music video titled "Still Here" by A2 Media Music. It discusses the narrative structure, locations, characters, props, editing techniques, demographic target, and codes and conventions that will be used. The video will tell a story through performance shots and narrative scenes showing the band members embarking on a journey together through an urban environment. It aims to appeal to indie/britpop fans through its gritty visual style and experimental editing.
This document contains planning materials for a documentary about the effects of video games on audiences. It includes storyboards, shotlists for opening and development montages, scripts, and a timeline. The shotlists describe the shots, locations, costumes, and transitions between clips. The scripts and timeline outline the content and flow of the documentary, exploring topics like the impact of technology, representation of gender and ethnicity, and effects on mental health. Experiments are planned to analyze the emotional responses of players of different backgrounds.
The document discusses how the media product challenges conventions of real media. It describes creating a 5-minute TV documentary on violent video games and ancillary tasks - a radio trailer and magazine article. It analyzed different documentary styles and drew from "Supersize Me" and "Video Game Invasion". Interviews followed conventions but with a different camera shot. The voiceover was atypical by starting with clips not narration. Facts used faded background footage. The radio trailer had an abstract opening and magazine article summarized the documentary. Conventions were challenged through stylistic choices.
This document provides details on the planning and production for a student's motion graphics assignment involving three video ident designs for a youth TV channel. It includes concepts, logo designs, sound designs, and storyboards for each ident. It also includes a production schedule, risk assessment, and contingency plan. The student has chosen to produce Ident 3, which involves animating falling blocks in a tower game. The production will involve filming live action, animating game graphics, and editing all elements together over a 5 week period. Potential risks and solutions are identified.
The production log summarizes the production process for an ident created for a youth TV channel. It describes how the ident was animated using repeated drop sequences in After Effects. Green screen techniques were used to composite the animated game onto a phone screen. Files were organized across folders for design, footage, planning, production and screenshots. While not as polished as professional idents, the animation and motion tracking turned out well despite limitations with the live action elements. Legal and ethical considerations including creating original music and assets and obtaining permissions are noted.
This document discusses television idents and provides examples. It discusses:
- The key elements of an ident including setting, tempo, audience interaction, and purpose
- An example BBC ident showing a raindrop and flashing images to promote a program on terrorism
- An example E4 ident where a living room transforms with objects moving and forming the channel's logo
- An example BBC1 ident for the 2010 World Cup featuring flags forming a circle and fans doing a Mexican wave
This 30-second commercial will showcase Seven Warrior's ergonomic L-shaped gaming desk. It will show Zach opening a package containing the desk and assembling it with his roommate. Various shots will highlight the desk's features like its sturdy X-shaped legs, outlets, USB ports, monitor stand, cup holder, headphone hook, and RGB light strip. Voiceover will describe the desk's benefits for hardcore gamers. The video will conclude by stating the desk will maximize one's gaming experience. It will be shown across social media to convince viewers they are making the right purchase.
An ident is a short clip, usually around 20 seconds, that is shown on TV before a programme starts. It tells viewers what channel they are watching. Idents are designed to attract audiences to a channel and represent its identity and brand. Common purposes of idents are to identify the channel, inform viewers of upcoming programmes, and build brand recognition. BBC One introduced its first ident, called the "Bat's Wings", in 1953.
The document provides details about a proposed 2D platformer video game called "Coffee Run" that follows a character fetching coffee for his boss. It discusses the game's story, intended marketing strategy including releasing teaser trailers and posters, competing with other games at Comic-Con, targeting casual gamers, and using celebrities and social media to promote the game.
Nintendo was founded in 1889 in Kyoto, Japan as a playing card company. In the 1970s, Nintendo transitioned to electronic video games and released several home video game consoles in Japan. Major milestones included the release of the NES in 1985 which helped revive the US video game industry after the 1983 crash. Popular Nintendo franchises and products include Mario, Donkey Kong, Game Boy, Super Nintendo, Nintendo 64, GameCube, Nintendo DS, Wii and Switch. Nintendo has become one of the most successful and influential video game companies in the world with iconic characters and innovation in gaming.
The document provides information about a short film, including its genre (drama/comedy/crime/sci-fi), synopsis, and cast. It discusses conventions used in the film, such as introducing narrative context through stereotypical characters, creating enigma through lighting and location, and using continuity editing. It also addresses genre conventions like using comedy to subvert action and sci-fi conventions. Technologies used include Final Cut Pro for editing and Soundtrack Pro for the soundtrack.
Gaming is a popular hobby where people play video or role-playing games. There is debate over whether computer or console gaming is better, with computer gaming involving playing games downloaded online or pre-installed, while console gaming uses dedicated machines like handheld or controller-based systems. The document suggests that computer gaming is preferred over console gaming without providing reasons.
This document is a proposal for a 60 second stop motion animation featuring an E4 logo for a competition. The proposed animation titled "The Invasion" follows a stick figure character who battles monsters trying to reach a light at the top of a wall. Visual inspiration comes from a Post-it note animation online. The target audience is 16-35 year olds who watch comedic shows on E4. Equipment needed includes paper, tape, a camera and tripod. Stop motion techniques like stationary camera moves and zooming will be used. A song by Slow Club will provide background music, with original sound effects added. A risk assessment will be included with further pre-production materials.
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.
The document discusses a videogame documentary called "Videogame The Movie" that the author is using as a reference for their own documentary. It provides details on some of the content included in "Videogame The Movie", such as a montage of videogame development over the years, interviews with videogame creators, statistics on gamers, and footage of early gaming systems and games. The author notes several elements they want to include in their own documentary, such as interviews, gameplay footage, and discussions of how gaming has evolved and impacted people's lives.
The documentary will cover various popular video games such as Fortnite, Destiny 2, FIFA 18, and Overwatch. It will provide information on when the games were published, who developed them, what the games are about, and which consoles they can be played on. The documentary will be filmed in the filmmaker's bedroom and include gameplay footage with narration. It aims to inform and entertain viewers ages 12 and up.
The music video aims to inspire viewers and help them escape harsh realities through an adventurous narrative. It will follow a male actor performing skateboarding stunts in scenic natural landscapes. Wide shots and close-ups will be used to portray the actor's admiration for nature at the start. In the middle, many stunt clips will be intercut with landscape shots. At the end, the actor will walk back along the forest path, closing the storyline and leaving viewers feeling uplifted. The goal is to motivate viewers to embrace adventure like the actor.
Nintendo was founded in 1889 and originally produced hanafuda playing cards. In the 1950s, the company began producing games and changed its name to Nintendo Co., Ltd. In the 1970s, Nintendo partnered with Mitsubishi Electric to produce home console games. In 1981, Nintendo developed the highly popular arcade game Donkey Kong. Throughout the 1980s and 1990s, Nintendo released several successful home and handheld consoles, including the NES, SNES, N64, GameCube, Game Boy, and Nintendo DS. More recently, Nintendo launched the Wii and Wii U home consoles, as well as the 3DS handheld. While the Wii was very popular, the Wii U
The document discusses a videogame documentary called "Videogame The Movie" that covers the history and evolution of videogames from early arcade games to modern consoles. It showcases gameplay, interviews developers like Hideo Kojima and Nolan Bushnell, and discusses how videogames have become integrated into popular culture and people's lives over the years. Statistics are included to educate viewers and nostalgic footage and interviews illustrate how early consoles like the Nintendo Entertainment System defined people's childhoods and experiences with videogames.
Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
Easily Verify Compliance and Security with Binance KYCAny kyc Account
Use our simple KYC verification guide to make sure your Binance account is safe and compliant. Discover the fundamentals, appreciate the significance of KYC, and trade on one of the biggest cryptocurrency exchanges with confidence.
This document contains planning materials for a documentary about the effects of video games on audiences. It includes storyboards, shotlists for opening and development montages, scripts, and a timeline. The shotlists describe the shots, locations, costumes, and transitions between clips. The scripts and timeline outline the content and flow of the documentary, exploring topics like the impact of technology, representation of gender and ethnicity, and effects on mental health. Experiments are planned to analyze the emotional responses of players of different backgrounds.
The document discusses how the media product challenges conventions of real media. It describes creating a 5-minute TV documentary on violent video games and ancillary tasks - a radio trailer and magazine article. It analyzed different documentary styles and drew from "Supersize Me" and "Video Game Invasion". Interviews followed conventions but with a different camera shot. The voiceover was atypical by starting with clips not narration. Facts used faded background footage. The radio trailer had an abstract opening and magazine article summarized the documentary. Conventions were challenged through stylistic choices.
This document provides details on the planning and production for a student's motion graphics assignment involving three video ident designs for a youth TV channel. It includes concepts, logo designs, sound designs, and storyboards for each ident. It also includes a production schedule, risk assessment, and contingency plan. The student has chosen to produce Ident 3, which involves animating falling blocks in a tower game. The production will involve filming live action, animating game graphics, and editing all elements together over a 5 week period. Potential risks and solutions are identified.
The production log summarizes the production process for an ident created for a youth TV channel. It describes how the ident was animated using repeated drop sequences in After Effects. Green screen techniques were used to composite the animated game onto a phone screen. Files were organized across folders for design, footage, planning, production and screenshots. While not as polished as professional idents, the animation and motion tracking turned out well despite limitations with the live action elements. Legal and ethical considerations including creating original music and assets and obtaining permissions are noted.
This document discusses television idents and provides examples. It discusses:
- The key elements of an ident including setting, tempo, audience interaction, and purpose
- An example BBC ident showing a raindrop and flashing images to promote a program on terrorism
- An example E4 ident where a living room transforms with objects moving and forming the channel's logo
- An example BBC1 ident for the 2010 World Cup featuring flags forming a circle and fans doing a Mexican wave
This 30-second commercial will showcase Seven Warrior's ergonomic L-shaped gaming desk. It will show Zach opening a package containing the desk and assembling it with his roommate. Various shots will highlight the desk's features like its sturdy X-shaped legs, outlets, USB ports, monitor stand, cup holder, headphone hook, and RGB light strip. Voiceover will describe the desk's benefits for hardcore gamers. The video will conclude by stating the desk will maximize one's gaming experience. It will be shown across social media to convince viewers they are making the right purchase.
An ident is a short clip, usually around 20 seconds, that is shown on TV before a programme starts. It tells viewers what channel they are watching. Idents are designed to attract audiences to a channel and represent its identity and brand. Common purposes of idents are to identify the channel, inform viewers of upcoming programmes, and build brand recognition. BBC One introduced its first ident, called the "Bat's Wings", in 1953.
The document provides details about a proposed 2D platformer video game called "Coffee Run" that follows a character fetching coffee for his boss. It discusses the game's story, intended marketing strategy including releasing teaser trailers and posters, competing with other games at Comic-Con, targeting casual gamers, and using celebrities and social media to promote the game.
Nintendo was founded in 1889 in Kyoto, Japan as a playing card company. In the 1970s, Nintendo transitioned to electronic video games and released several home video game consoles in Japan. Major milestones included the release of the NES in 1985 which helped revive the US video game industry after the 1983 crash. Popular Nintendo franchises and products include Mario, Donkey Kong, Game Boy, Super Nintendo, Nintendo 64, GameCube, Nintendo DS, Wii and Switch. Nintendo has become one of the most successful and influential video game companies in the world with iconic characters and innovation in gaming.
The document provides information about a short film, including its genre (drama/comedy/crime/sci-fi), synopsis, and cast. It discusses conventions used in the film, such as introducing narrative context through stereotypical characters, creating enigma through lighting and location, and using continuity editing. It also addresses genre conventions like using comedy to subvert action and sci-fi conventions. Technologies used include Final Cut Pro for editing and Soundtrack Pro for the soundtrack.
Gaming is a popular hobby where people play video or role-playing games. There is debate over whether computer or console gaming is better, with computer gaming involving playing games downloaded online or pre-installed, while console gaming uses dedicated machines like handheld or controller-based systems. The document suggests that computer gaming is preferred over console gaming without providing reasons.
This document is a proposal for a 60 second stop motion animation featuring an E4 logo for a competition. The proposed animation titled "The Invasion" follows a stick figure character who battles monsters trying to reach a light at the top of a wall. Visual inspiration comes from a Post-it note animation online. The target audience is 16-35 year olds who watch comedic shows on E4. Equipment needed includes paper, tape, a camera and tripod. Stop motion techniques like stationary camera moves and zooming will be used. A song by Slow Club will provide background music, with original sound effects added. A risk assessment will be included with further pre-production materials.
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.
The document discusses a videogame documentary called "Videogame The Movie" that the author is using as a reference for their own documentary. It provides details on some of the content included in "Videogame The Movie", such as a montage of videogame development over the years, interviews with videogame creators, statistics on gamers, and footage of early gaming systems and games. The author notes several elements they want to include in their own documentary, such as interviews, gameplay footage, and discussions of how gaming has evolved and impacted people's lives.
The documentary will cover various popular video games such as Fortnite, Destiny 2, FIFA 18, and Overwatch. It will provide information on when the games were published, who developed them, what the games are about, and which consoles they can be played on. The documentary will be filmed in the filmmaker's bedroom and include gameplay footage with narration. It aims to inform and entertain viewers ages 12 and up.
The music video aims to inspire viewers and help them escape harsh realities through an adventurous narrative. It will follow a male actor performing skateboarding stunts in scenic natural landscapes. Wide shots and close-ups will be used to portray the actor's admiration for nature at the start. In the middle, many stunt clips will be intercut with landscape shots. At the end, the actor will walk back along the forest path, closing the storyline and leaving viewers feeling uplifted. The goal is to motivate viewers to embrace adventure like the actor.
Nintendo was founded in 1889 and originally produced hanafuda playing cards. In the 1950s, the company began producing games and changed its name to Nintendo Co., Ltd. In the 1970s, Nintendo partnered with Mitsubishi Electric to produce home console games. In 1981, Nintendo developed the highly popular arcade game Donkey Kong. Throughout the 1980s and 1990s, Nintendo released several successful home and handheld consoles, including the NES, SNES, N64, GameCube, Game Boy, and Nintendo DS. More recently, Nintendo launched the Wii and Wii U home consoles, as well as the 3DS handheld. While the Wii was very popular, the Wii U
The document discusses a videogame documentary called "Videogame The Movie" that covers the history and evolution of videogames from early arcade games to modern consoles. It showcases gameplay, interviews developers like Hideo Kojima and Nolan Bushnell, and discusses how videogames have become integrated into popular culture and people's lives over the years. Statistics are included to educate viewers and nostalgic footage and interviews illustrate how early consoles like the Nintendo Entertainment System defined people's childhoods and experiences with videogames.
Similar to LeiteAlex_MediaTreatment_FINAL.pdf (20)
Navigating the world of forex trading can be challenging, especially for beginners. To help you make an informed decision, we have comprehensively compared the best forex brokers in India for 2024. This article, reviewed by Top Forex Brokers Review, will cover featured award winners, the best forex brokers, featured offers, the best copy trading platforms, the best forex brokers for beginners, the best MetaTrader brokers, and recently updated reviews. We will focus on FP Markets, Black Bull, EightCap, IC Markets, and Octa.
Easily Verify Compliance and Security with Binance KYCAny kyc Account
Use our simple KYC verification guide to make sure your Binance account is safe and compliant. Discover the fundamentals, appreciate the significance of KYC, and trade on one of the biggest cryptocurrency exchanges with confidence.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This presentation is a curated compilation of PowerPoint diagrams and templates designed to illustrate 20 different digital transformation frameworks and models. These frameworks are based on recent industry trends and best practices, ensuring that the content remains relevant and up-to-date.
Key highlights include Microsoft's Digital Transformation Framework, which focuses on driving innovation and efficiency, and McKinsey's Ten Guiding Principles, which provide strategic insights for successful digital transformation. Additionally, Forrester's framework emphasizes enhancing customer experiences and modernizing IT infrastructure, while IDC's MaturityScape helps assess and develop organizational digital maturity. MIT's framework explores cutting-edge strategies for achieving digital success.
These materials are perfect for enhancing your business or classroom presentations, offering visual aids to supplement your insights. Please note that while comprehensive, these slides are intended as supplementary resources and may not be complete for standalone instructional purposes.
Frameworks/Models included:
Microsoft’s Digital Transformation Framework
McKinsey’s Ten Guiding Principles of Digital Transformation
Forrester’s Digital Transformation Framework
IDC’s Digital Transformation MaturityScape
MIT’s Digital Transformation Framework
Gartner’s Digital Transformation Framework
Accenture’s Digital Strategy & Enterprise Frameworks
Deloitte’s Digital Industrial Transformation Framework
Capgemini’s Digital Transformation Framework
PwC’s Digital Transformation Framework
Cisco’s Digital Transformation Framework
Cognizant’s Digital Transformation Framework
DXC Technology’s Digital Transformation Framework
The BCG Strategy Palette
McKinsey’s Digital Transformation Framework
Digital Transformation Compass
Four Levels of Digital Maturity
Design Thinking Framework
Business Model Canvas
Customer Journey Map
Best practices for project execution and deliveryCLIVE MINCHIN
A select set of project management best practices to keep your project on-track, on-cost and aligned to scope. Many firms have don't have the necessary skills, diligence, methods and oversight of their projects; this leads to slippage, higher costs and longer timeframes. Often firms have a history of projects that simply failed to move the needle. These best practices will help your firm avoid these pitfalls but they require fortitude to apply.
[To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations]
This PowerPoint compilation offers a comprehensive overview of 20 leading innovation management frameworks and methodologies, selected for their broad applicability across various industries and organizational contexts. These frameworks are valuable resources for a wide range of users, including business professionals, educators, and consultants.
Each framework is presented with visually engaging diagrams and templates, ensuring the content is both informative and appealing. While this compilation is thorough, please note that the slides are intended as supplementary resources and may not be sufficient for standalone instructional purposes.
This compilation is ideal for anyone looking to enhance their understanding of innovation management and drive meaningful change within their organization. Whether you aim to improve product development processes, enhance customer experiences, or drive digital transformation, these frameworks offer valuable insights and tools to help you achieve your goals.
INCLUDED FRAMEWORKS/MODELS:
1. Stanford’s Design Thinking
2. IDEO’s Human-Centered Design
3. Strategyzer’s Business Model Innovation
4. Lean Startup Methodology
5. Agile Innovation Framework
6. Doblin’s Ten Types of Innovation
7. McKinsey’s Three Horizons of Growth
8. Customer Journey Map
9. Christensen’s Disruptive Innovation Theory
10. Blue Ocean Strategy
11. Strategyn’s Jobs-To-Be-Done (JTBD) Framework with Job Map
12. Design Sprint Framework
13. The Double Diamond
14. Lean Six Sigma DMAIC
15. TRIZ Problem-Solving Framework
16. Edward de Bono’s Six Thinking Hats
17. Stage-Gate Model
18. Toyota’s Six Steps of Kaizen
19. Microsoft’s Digital Transformation Framework
20. Design for Six Sigma (DFSS)
To download this presentation, visit:
https://www.oeconsulting.com.sg/training-presentations
𝐔𝐧𝐯𝐞𝐢𝐥 𝐭𝐡𝐞 𝐅𝐮𝐭𝐮𝐫𝐞 𝐨𝐟 𝐄𝐧𝐞𝐫𝐠𝐲 𝐄𝐟𝐟𝐢𝐜𝐢𝐞𝐧𝐜𝐲 𝐰𝐢𝐭𝐡 𝐍𝐄𝐖𝐍𝐓𝐈𝐃𝐄’𝐬 𝐋𝐚𝐭𝐞𝐬𝐭 𝐎𝐟𝐟𝐞𝐫𝐢𝐧𝐠𝐬
Explore the details in our newly released product manual, which showcases NEWNTIDE's advanced heat pump technologies. Delve into our energy-efficient and eco-friendly solutions tailored for diverse global markets.
Building Your Employer Brand with Social MediaLuanWise
Presented at The Global HR Summit, 6th June 2024
In this keynote, Luan Wise will provide invaluable insights to elevate your employer brand on social media platforms including LinkedIn, Facebook, Instagram, X (formerly Twitter) and TikTok. You'll learn how compelling content can authentically showcase your company culture, values, and employee experiences to support your talent acquisition and retention objectives. Additionally, you'll understand the power of employee advocacy to amplify reach and engagement – helping to position your organization as an employer of choice in today's competitive talent landscape.
How are Lilac French Bulldogs Beauty Charming the World and Capturing Hearts....Lacey Max
“After being the most listed dog breed in the United States for 31
years in a row, the Labrador Retriever has dropped to second place
in the American Kennel Club's annual survey of the country's most
popular canines. The French Bulldog is the new top dog in the
United States as of 2022. The stylish puppy has ascended the
rankings in rapid time despite having health concerns and limited
color choices.”
Unveiling the Dynamic Personalities, Key Dates, and Horoscope Insights: Gemin...my Pandit
Explore the fascinating world of the Gemini Zodiac Sign. Discover the unique personality traits, key dates, and horoscope insights of Gemini individuals. Learn how their sociable, communicative nature and boundless curiosity make them the dynamic explorers of the zodiac. Dive into the duality of the Gemini sign and understand their intellectual and adventurous spirit.
How to Implement a Strategy: Transform Your Strategy with BSC Designer's Comp...Aleksey Savkin
The Strategy Implementation System offers a structured approach to translating stakeholder needs into actionable strategies using high-level and low-level scorecards. It involves stakeholder analysis, strategy decomposition, adoption of strategic frameworks like Balanced Scorecard or OKR, and alignment of goals, initiatives, and KPIs.
Key Components:
- Stakeholder Analysis
- Strategy Decomposition
- Adoption of Business Frameworks
- Goal Setting
- Initiatives and Action Plans
- KPIs and Performance Metrics
- Learning and Adaptation
- Alignment and Cascading of Scorecards
Benefits:
- Systematic strategy formulation and execution.
- Framework flexibility and automation.
- Enhanced alignment and strategic focus across the organization.
Event Report - SAP Sapphire 2024 Orlando - lots of innovation and old challengesHolger Mueller
Holger Mueller of Constellation Research shares his key takeaways from SAP's Sapphire confernece, held in Orlando, June 3rd till 5th 2024, in the Orange Convention Center.
Best Competitive Marble Pricing in Dubai - ☎ 9928909666Stone Art Hub
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Starting a business is like embarking on an unpredictable adventure. It’s a journey filled with highs and lows, victories and defeats. But what if I told you that those setbacks and failures could be the very stepping stones that lead you to fortune? Let’s explore how resilience, adaptability, and strategic thinking can transform adversity into opportunity.
Brian Fitzsimmons on the Business Strategy and Content Flywheel of Barstool S...Neil Horowitz
On episode 272 of the Digital and Social Media Sports Podcast, Neil chatted with Brian Fitzsimmons, Director of Licensing and Business Development for Barstool Sports.
What follows is a collection of snippets from the podcast. To hear the full interview and more, check out the podcast on all podcast platforms and at www.dsmsports.net
4. Brand Description
Nintendo Co., Ltd. was founded in 1889 by creating hanafuda playing
cards in Kyoto, Japan. Today, Nintendo develops, manufactures,
markets, and distributes home entertainment products to consumers
globally. The company’s entertainment products include portable
and console gaming machines and software. Nintendo’s successful
video game consoles include the Nintendo Entertainment System,
Game Boy, Super Nintendo Entertainment System, Nintendo 64,
Nintendo Game Cube, Nintendo DS, Wii, and most recently Nintendo
Switch.
5. Brand Values
Nintendo Co., Ltd.
Our main goal is to bring smiles to people’s faces through fun,
challenging, and family-friendly entertainment.
We strive to inspire anyone who uses our systems and plays our
games.
We aim to continually reimagine and innovate our product line
to constantly keep current and potential customers' interest.
We seek to di
ff
erentiate our product line to create new and
unique experiences within the gaming industry.
We strive to do our best while staying humble and sincere.
6. Target Market
Demographics: Primarily 18- to 28-
year-old, white, Asian, Latinx, and
black, middle-class males who are
high school or college educated.
Psychographics: Busy adults who
are tech savvy and active on social
media. Seek nostalgia while
craving innovation. Casual, social
gamers who prefer portability.
Geographics: Primarily located in
busy cities or suburbs throughout
Japan, The Americas, and Europe. Female
40%
Male
60%
7. 3 Words Describing The Brand’s/Company’s
Personality
3 Words Describing What The Brand/
Company Is Not
Stagnant
Mature
Forgettable
Fun
Mobile
Nostalgic
9. Type Plan / Font
Heading
• Westmount
• Regular
• 50pt
Subheading
• Museo Sans Cyrl 700
• Bold
• 30pt
Body
• Museo Sans Cyrl 300
• Regular
• 24pt
Body Text
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam eget libero sit
amet justo gravida malesuada.
Phasellus varius vel erat nec euismod. Aliquam malesuada urna sed nulla
condimentum tempus. Etiam luctus iaculis ligula id scelerisque. Praesent eget
tortor condimentum, aliquam arcu vitae, porttitor nulla. Donec in enim
lacinia, condimentum lectus eu, placerat nisi.
14. Concept
Nintendo's core values will be materialized in this exciting, nostalgic, and
adventurous 30-second commercial that will be featured on our target market's
favorite social media platforms, such as Instagram, TikTok, and Facebook. The
commercial will quickly feature the bene
fi
ts of the Nintendo Switch, taking viewers
on a journey from enjoying the Nintendo Switch in its various play modes - to the
excitement of playing with friends! The target market will see themselves in this
exhilarating and nostalgic commercial and be called to visit “Visit Nintendo.com to
see these Switch modes in action.”
15. Sound Design
Upbeat, powerful, and fun cinematic music.
Location
Tokyo, Japan
• Small studio, Japanese style apartment, Train, train station, sidewalk, streets,
park.
Wardrobe
• Kevin: Casual city wear white t-shirt, red hat, with blue jeans — actor puts on
red button down over t-shirt.
• Alex: Casual city wear green t-shirt, green hat, shorts.
• Mikoto: Casual city wear pink t-shirt, jeans.
Casting
• Kevin: Male, 5’8”, with brown hair who looks in his early 20’s.
• Alex: Male,6’0”, with black hair who looks in his mid to late 20’s.
• Mikoto: Female, 5’7”, with black hair who looks in her late teens/early 20’s.
Treatment
16. In the opening scene of the commercial, a wide shot,
fi
lmed from behind the top
of a TV, is a male in his early 20s named Kevin is sitting in his small studio
apartment, playing the Nintendo Switch on the TV. In this scene, a voiceover says,
"There are so many ways to Switch." Cut to an over-the-shoulder shot of Kevin
playing with the TV in front of him as the upbeat, fun, and cinematic music
begins, with the voiceover saying, "In TV mode." Cut to a female in her early 20s
named Mikoto, in her Japanese-style apartment playing the Switch in tabletop
mode –
fi
lmed as a medium shot, from behind the Switch looking at Mikoto's
face. Cut to an over-the-shoulder shot of Mikoto playing, with a clear view of the
Switch and a voiceover saying, "tabletop mode." Cut to a panning medium shot of
a mid-to-late 20's male named Curtis, sitting on the train, intently playing the
Switch in handheld mode. Cut to a tight closeup POV shot of the Switch that
Curtis is holding with the voiceover saying, "handheld mode." Cut to a tight
closeup POV of Kevin holding an iPhone, receiving a group text message from
Curtis to Kevin and Mikoto, saying, "let's-a-go!" The music starts to build. Cut to a
closeup POV shot of Mikoto attaching her joy cons to her Nintendo Switch. Cut
to a closeup shot of Kevin throwing his Switch into his backpack, him zipping the
bag and pulling the backpack out of view, and a voiceover saying, "go mode."
Treatment
17. Cut to a wide panning shot of Kevin rushing to meet his friends, running, jumping,
and
fl
ipping through the streets and into the park, with a voiceover saying, "action
mode." Cut to a tracking POV shot of Mikoto, who is also rushing to meet up with
them, quickly riding her bike through the streets, and a voiceover saying,
"Adventure mode." Cut to a tracking wide shot of Curtis, who almost misses his
train stop because he's so intently playing the Switch, rushing out the door, with a
voiceover saying, "Don't miss your stop! Mode." Cut to a wide shot of the three
friends reunited in the park, laughing, and having fun, while playing the Switch
together, with a voiceover saying, "and of course… hangout mode." Cut to the
Nintendo Switch logo appearing on a red backdrop with a call to action saying,
"Visit Nintendo.com to see these Switch modes in action."
This commercial will run on our target market's favorite social media platforms,
such as Instagram, TikTok, and Facebook. The feel of this commercial is upbeat,
exciting, and adventurous. The tension builds in the latter half of the commercial
as the friends rush to meet each other, but it concludes with them all happy to be
reunited and playing together. This commercial embodies the nostalgic,
adventurous, and warm-hearted spirit of Nintendo.
Treatment
19. A/V SCRIPT
SHOT
# AUDIO / TEXT VIDEO IMAGE
1
Game sound FX
“There are so many ways to
Switch”
Kevin playing switch on TV - Wide shot, behind
TV
2
Music Begins / Game sound FX
“TV mode”
Kevin playing switch on TV - Medium shot,
over the shoulder shot of Kevin & TV
3
Music Continues /
Game sound FX
Mikoto playing in tabletop mode - Medium
shot, behind switch looking at Mikoto’s face.
4
Music Continues /
Game sound FX
“Tabletop mode”
Over the shoulder shot of Switch screen in
tabletop mode with Mikoto playing.
5
Music Continues / Train sounds / game
sound FX
Curtis Playing switch on train in handheld
mode - Medium shot panning left to right
6
Music Continues / Train / game FX
“Handheld mode”
Closeup of Switch in handheld mode - Tight
closeup shot.
7
Music Continues /
iMessage Ding
Tight closeup POV shot of a hand holding an
iPhone with text saying “lets a go”
Title of Project: Hangout Mode
Location: Tokyo, Japan
Date: Tuesday 09/13/2022
A/V Script
20. A/V SCRIPT
SHOT
# AUDIO / TEXT VIDEO IMAGE
8 Music Continues / Switch click
Closeup POV shot of Mikoto attaching joy cons
to the Nintendo Switch
9
Music Continues
“Go mode”
Closeup shot of Keven throwing his Switch into
his backpack. He zips the bag and pulls away.
10
Music Continues/Mario jump sound
“Action mode”
Wide panning shot of Kevin running and
jumping through the street and park.
11
Music Continues/Mario Kart FX
“Adventure mode”
Tracking POV shot of Mikoto riding her bike
though the streets.
12 Music Continues/train FX
Tracking wide-shot of Curtis almost missing his
stop, and running out of the train.
13
Music Continues and ends
“And of course… hangout mode”
Wide shot of the three friends reunited playing
switch together, laughing, and having fun.
14 Nintendo Switch click sound
Nintendo Switch appears on a red backdrop,
ending the video, under the logo it says “Visit
nintendo.com to see these Switch modes in
action.”
Title of Project: Hangout Mode
Location: Tokyo, Japan
Date: Tuesday 09/13/2022
A/V Script
21. Storyboards
Shot: #1
Production Name: Hangout Mode
Shot Size: MS
Video
Location: Small studio apartment.
Props/Wardrobe: Nintendo Switch,
controller, couch, TV, red t-shirt, hat,
black jeans.
Notes: Switch is in dock mode
Music/FX: Sound of game.
Action: Kevin is sitting on the couch while enthusiastically Super Mario Brothers on
the switch - in dock mode - on the TV.
Camera Movement: Handheld - Static
Dialogue: “There are so many ways to Switch”
Storyboards
22. Storyboards
Location: Small studio apartment.
Props/Wardrobe: Nintendo Switch,
controller, couch, TV, red t-shirt, black
jeans.
Notes: Switch is in TV mode
Music/FX: Game sound FX. Background
music starts
Shot: #2
Action: Over the shoulder shot of Kevin playing Super Mario Bro’s on the Switch -
in dock mode - connected to the TV
Camera Movement: Handheld - Static
Dialogue: “TV mode”
Shot Size: MS-OTS
Video
Storyboards
Production Name: Hangout Mode
23. Storyboards
Location: Japanese style apartment
Props/Wardrobe: Switch, table, chair, joy
cons, pink shirt, black jeans, sneakers.
Notes: Switch is in tabletop mode with
joy cons detached.
Music/FX: Game sound FX. Background
music continues.
Shot: #3
Action: Medium shot - Mikoto is sitting at the dining room table happy to be
playing Mario Kart on the Switch in tabletop mode.
Camera Movement: Handheld - Static
Dialogue: N/A
Shot Size: MS
Video
Storyboards
Production Name: Hangout Mode
24. Storyboards
Shot: #4
Action: Over the shoulder shot of the Switch screen in tabletop mode, Mikoto’s
hands are in the shot while she is shaking the joy cons and playing the game.
Camera Movement: Handheld - Static
Dialogue: “Tabletop mode”
Shot Size: MS - OTS
Video
Location: Japanese style apartment
Props/Wardrobe: Switch, table, chair, joy
cons, pink shirt, black jeans, sneakers.
Notes: Switch is in tabletop mode with
joy cons detached.
Music/FX: Game sound FX. Background
music continues.
Storyboards
Production Name: Hangout Mode
25. Storyboards
Location: Train - Shin Urayasu Station
Props/Wardrobe: Green hat, green
hoodie, shorts, Nintendo Switch, running
shoes.
Notes: Nintendo Switch is in handheld
mode.
Music/FX: Train sounds, Game sound FX,
Background music continues.
Shot: #5
Action: Medium shot of Alex intently playing the Switch on the train.
Camera Movement: Handheld - Panning
Dialogue: N/A
Shot Size: MS
Video
Storyboards
Production Name: Hangout Mode
26. Storyboards
Shot: #6
Action: A closeup POV shot of Alex playing the Switch in handheld mode on the
train.
Camera Movement: Handheld - Static
Dialogue: “Handheld mode”
Shot Size: CU - POV
Video
Location: Train - Shin Urayasu Station
Props/Wardrobe: Green hat, green
hoodie, shorts, Nintendo Switch,
running shoes.
Notes: Nintendo Switch is in
handheld mode.
Music/FX: Train sounds, game sound
FX, background music continues.
Storyboards
Production Name: Hangout Mode
27. Storyboards
Shot: #7
Action: A close up POV shot of Kevin receiving a group text message to meet up
with his friends
Camera Movement: Handheld - Static
Dialogue: N/A
Shot Size: CU - POV
Video
Location: Small studio apartment.
Props/Wardrobe: iPhone, Green
hat, green hoodie, shorts,
Nintendo Switch, running shoes.
Notes: Text message will be sent
to group chat
Music/FX: iMessage ding,
background music continues.
Storyboards
Production Name: Hangout Mode
28. Storyboards
Shot: #8
Action: Closeup POV shot of Mikoto attaching the joycons to the switch, getting it
ready to take with her.
Camera Movement: Handheld - Static
Dialogue: N/A
Shot Size: CU - POV
Video
Location: Japanese style apartment
Props/Wardrobe: Switch, table, chair, joy
cons, pink shirt, black jeans, sneakers.
Notes: connect joy cons in shot
Music/FX: click of switch, background
music continues.
Storyboards
Production Name: Hangout Mode
29. Storyboards
Shot: #9
Action: Kevin is throwing his Nintendo Switch into his backpack to take it on the
go. He zips the bag, and quickly pulls it out of the shot.
Camera Movement: Handheld - Static
Dialogue: “Go mode”
Shot Size: CU
Video
Location: Small studio apartment.
Props/Wardrobe: Nintendo Switch,
controller, couch, TV, red t-shirt, red
sneakers, hat, black jeans, backpack.
Notes: Switch is in handheld mode
Music/FX: Background music continues.
Storyboards
Production Name: Hangout Mode
30. Storyboards
Location: Park by the sea
Props/Wardrobe: Red t-shirt, hat, black
jeans, red sneakers.
Notes: N/A
Music/FX: Mario jump sound,
background music continues.
Shot: #10
Action: Kevin is rushing through the streets and into the park… here he does a few
jumps and
fl
ips reminiscent of Super Mario.
Camera Movement: Handheld - Panning
Dialogue: “Action mode”
Shot Size: WS
Video
Storyboards
Production Name: Hangout Mode
31. Storyboards
Location: Streets of Shin Urayasu
Props/Wardrobe: pink shirt, black jeans,
sneakers, bike.
Notes: N/A
Music/FX: Mario Kart motor sounds,
background music continues.
Shot: #11
Action: POV tracking shot of Mikoto quickly riding her bike through Shin Urayasu
to meet her friends.
Camera Movement: Handheld - POV Tracking shot.
Dialogue: “Adventure Mode”
Shot Size: POV
Video
Storyboards
Production Name: Hangout Mode
32. Storyboards
Location: Shin Urayasu Station
Props/Wardrobe: Green hat, green
hoodie, shorts, Nintendo Switch, running
shoes.
Notes: Check train times before shoot.
Music/FX: Train station sounds,
background music continues.
Shot: #12
Action: Curtis rushes o
ff
the train, almost missing the stop after intently playing the
Switch.
Camera Movement: Handheld - Tracking shot - ahead of Curtis following him out
of the train.
Dialogue: N/A
Shot Size: WS
Video
Storyboards
Production Name: Hangout Mode
33. Storyboards
Location: Outside Shin Urayasu Station
Props/Wardrobe: Green shirt, green hat,
shorts, red shirt, red hat, black jeans x2,
pink shirt, 3 pairs of sneakers, 3 Nintendo
Switch’s
Notes: Find a properly lit area at the
station beforehand.
Music/FX: background music continues
and comes to an end.
Shot: #13
Action: Wide shot of the three friends reunited playing switch together, laughing,
and having fun.
Camera Movement: Handheld - Static
Dialogue: “and of course… hang out mode”
Shot Size: WS
Video
Storyboards
Production Name: Hangout Mode
34. Storyboards
Location: N/A
Props/Wardrobe: N/A
Notes: N/A
Music/FX: Nintendo Switch “click” sound
Shot: #14
Action: Nintendo Switch Logo appears on a red backdrop with the click sound.
Under the logo, the call of action tells the viewer to “visit nintendo.com to see these
Switch modes in action.”
Camera Movement: N/A
Dialogue: N/A
Shot Size: N/A
Video
Storyboards
Production Name: Hangout Mode
36. Video Title: Hangout Mode
Video Description: The Nintendo Switch has multiple play modes. TV mode, where you can play games on the big screen, tabletop mode, where you can use the console
as a standalone screen, or handheld mode, where you can take the fun with you on the go! This fast-paced and exhilarating video will take you on a journey from enjoying
the Nintendo Switch on your own - to the excitement of playing with friends - in what we like to call “Hangout Mode.”
Tags/Keywords: Nintendo, Nintendo Switch, Super Mario, TV mode, controller, gamer, games, gaming clips, gaming gear, gaming setups, handheld mode, Mario, mobile
gaming, Nintendo Switch OLED, Nintendo Switch Lite, Nintendo Switch Modes, online gaming, Pokemon, retro gaming, tabletop mode, video games, Zelda, OLED, Joy-
cons, fun, friends, Animal Crossing, Mario Kart, Mario Tennis, Zelda Breath of the Wild.
Link: https://www.youtube.com/watch?v=cjIJ1fNs-20
Final Video
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