A case analysis of Nintendo that explains how the implementation of innovative strategies enables the company to remain competitive within the gaming industry.
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.
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.
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.
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.
The presentation analyses the strategy used by Nintendo which is one of the worlds leading brand in the video game industry. The case also discusses in detail strategy used by its competitor ATARI and it also analyses the different strategy used by Nintendo in both Japan and US.
Cesim Global Challenge International Business Simulation and Strategy Game Gu...Cesim Business Simulations
Cesim Global Challenge is an international business and strategy management simulation game used in higher education institution level courses and corporate training programs to educate better business decision makers.
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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.
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.
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.
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.
The presentation analyses the strategy used by Nintendo which is one of the worlds leading brand in the video game industry. The case also discusses in detail strategy used by its competitor ATARI and it also analyses the different strategy used by Nintendo in both Japan and US.
Cesim Global Challenge International Business Simulation and Strategy Game Gu...Cesim Business Simulations
Cesim Global Challenge is an international business and strategy management simulation game used in higher education institution level courses and corporate training programs to educate better business decision makers.
Find out more here: https://www.cesim.com/simulations/cesim-global-challenge-international-business-strategy-simulation-game
Strategic ManagementI envision about 15 minutes spent on each .docxdessiechisomjj4
Strategic Management
I envision about 15 minutes spent on each of the first five questions and about 45 minutes spent on the last one.
Short Answers
1. What factors do you think enabled Sega to break Nintendo's near monopoly of the U.S. video game console market in the late 1980s?
2. Why did Nintendo choose not to make its early video game consoles backward compatible? What were the advantages and disadvantages of this strategy?
3. What strengths and weaknesses did Sony have when it entered the video game market in 1995?
4. What strengths and weaknesses did Microsoft have when it entered the video game market in 2001?
5. In what ways did Nintendo's Wii break with the norms of competition in the video game industry? How defensible was its position?
Long Answer
6. Comparing the deployment strategies used by the firms in each of the generations, can you identify any timing, licensing, pricing, marketing, vertical integration, or distribution strategies that appear to have influenced firms' success and failure in the video game industry?
Crafting a Deployment Strategy
Deployment Tactics in the Global Video Game Industry
In the global video game industry, the introduction of each generation of console has ushered in a new battle for market dominance. New entrants have made startling entrances and toppled seemingly invincible incumbents. Game developers, distributors, and customers have had to watch the battle closely in order to place their bets about which console would emerge as the generation's victor. Each generation has also revealed which deployment strategies have paid off--or proven fatal-for the contenders.a
Pong: The Beginning of an Era
In 1972, Nolan Bushnell founded a company called Atari and introduced Pong, a Ping-Pong-like game that was played on a user's television set with the aid of the Atari console. In its first year, Pong earned more than $1 million in revenues. Pong and over 60 similar knockoffs soon flooded the market. In these early years of the · video game industry, swift advances in integrated circuits enabled a rapid proliferation of new consoles and games. By 1984, video game console and games sales had reached $3 billion in the United States alone. However, console makers in this era did not utilize strict security measures to ensure that only authorized games could be played on their consoles, leading to explosive growth in the production of unauthorized games (games produced for a console without authorization of that console's producer). As a result, the market was soon saturated with games of dubious quality, and many unhappy retailers were stuck with video game inventories they were unable to move. Profits began to spiral downward, and by 1985, many industry observers were declaring the video game industry dead.
The Emergence of 8-Bit Systems
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Slides from the public lecture held at GSC in Singapore on August 20 as part of the Retro Inspired @ JCU event. Note that media files shown during the presentation are missing.
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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.
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Unveiling the Secrets How Does Generative AI Work.pdfSam H
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Improving profitability for small businessBen Wann
In this comprehensive presentation, we will explore strategies and practical tips for enhancing profitability in small businesses. Tailored to meet the unique challenges faced by small enterprises, this session covers various aspects that directly impact the bottom line. Attendees will learn how to optimize operational efficiency, manage expenses, and increase revenue through innovative marketing and customer engagement techniques.
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Vat Registration is a legal obligation for businesses meeting the threshold requirement, helping companies avoid fines and ramifications. Contact now!
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2. 2
NINTENDO’S DISRUPTIVE STRATEGY
Clayton M.
Christensen
“To remain at the top of their industries,
managers must first be able to spot
disruptive technologies. To pursue these
technologies, managers must protect
them from the processes and incentives
that are geared to serving mainstream
customers. And the only way to do that is
to create organizations that are
completely independent of the
mainstream business.”
3. 3
NINTENDO’S DISRUPTIVE STRATEGY
• Type of innovation that employs a disruptive strategy
• Changes how an industry competes
• Creation of a new market
• Defies conventional business practices
5. 5
NINTENDO’S DISRUPTIVE STRATEGY
1889 – 1989
• 1889: Fusajiro Yamauchi began making & selling Japanese playing cards
• 1951: Nintendo Playing Card Company Ltd.
• 1963: Company went public & changed to current name
• 1985: Nintendo Entertainment System (NES) launched
• 1989: Release of Game Boy - 1st major handheld game console
6. 6
NINTENDO’S DISRUPTIVE STRATEGY
1991-2002
• 1991: Super NES launches in US
• 1996: N64 game system
• 1996: Pokémon and The Legend of Zelda: Ocarina of Time
• 1998: Game Boy Color
• 2001: GameCube
• 2002: Game Boy Advance
8. 8
NINTENDO’S DISRUPTIVE STRATEGY
1. 1st Generation (1972-1977)
•Simple games with basic visuals
• Pong by Atari
2. 2nd Generation (1977-1984)
•Atari 2600
• 8-bit cartridge
• Video game market crashes
3. 3rd Generation (1983-1987)
•First console war: Nintendo NES > Sega Master
System
• Launch of Super Mario Bros and Metal Gear games
• Handheld market: Game Boy > Game Gear
4. 4th Generation (1977-1984)
•16-bit cartridge
• Super NES > Sega Mega Drive
5. 5th Generation (1995-2002)
•32-bit, 64-bit, & 3D graphics
•Sony launches PlayStation
•Format war: CD > Cartridge
6. 6th Generation (1998-2004)
•Sony PS2
•Microsoft Xbox
•Nintendo GameCube
•Sega Dreamcast
7. 7th Generation (2004-2008)
•HD graphics
•Blu-ray format
•Xbox 360 & PS3
Evolution of Technology
10. 10
NINTENDO’S DISRUPTIVE STRATEGY
LOOKING AHEAD
• Satoru Iwata, President & CEO of Nintendo (2002-2015)
– Market trends and data
• Identified potential threats facing the industry
• Complexity of video games and controllers
– Steep learning curve
– Deters newcomers
• Industry was largely ignoring non-gamers
11. 11
NINTENDO’S DISRUPTIVE STRATEGY
IWATA’S STRATEGIC VISION
• Objective: create a bigger market by reaching out to non-gamers
• Target all types of consumers and develop:
– Simpler games
– Straightforward controller
• Nintendo DS was released in 2004
– Initial test of new strategy
– Handheld console segment
13. 13
NINTENDO’S DISRUPTIVE STRATEGY
Shigeru Miyamoto
Member of the Wii Development Team
“Our goal was to come up with a machine that moms would
want – easy to use, quick to start up, not a huge energy
drain, and quiet while it was running. Rather than just
picking new technology, we thought seriously about what a
game console should be. Iwata wanted a console that
would play every Nintendo game ever made.”
14. 14
NINTENDO’S DISRUPTIVE STRATEGY
Advertising through:
Word-of-mouth marketing via
suburban housewives,
YouTube, and other social
networking sites
Directly competing with Microsoft’s Xbox 360 and Sony’s PS3• Launched November 2006
• Wand-like controller and motion
detector
– Enabling simulation of real-
life games
16. 16
NINTENDO’S DISRUPTIVE STRATEGY
SONY
• 1995: Entered the video game market with PlayStation
• 2000: Released PS2 and gained control of the video game market
• 2004: PlayStation Portable (PSP)
• 2005: Sir Howard Stringer hired to resolve recent losses
– Project Nippon – “corporate restructuring plan”
• 2006: PS3 launched after numerous delays
– Supply problems and hefty price cost Sony its dominant market
position
• 2008: PS3 barely achieved 10% of its target projection
17. 17
NINTENDO’S DISRUPTIVE STRATEGY
MICROSOFT
• 2001: Entered video game market with the Xbox
• May 2005: Still distant second to Sony’s PS2 sales
• August 2005: Xbox division had cost Microsoft $4 billion
– Xbox production ended shortly thereafter
• November 2005: Xbox 360 was released
– Almost a year before the PS3 & the Wii
18. 18
NINTENDO’S DISRUPTIVE STRATEGY
VIDEO GAME SOFTWARE
• Average cost of development for a single game: $12 million - $20 million
• Wii games cost Nintendo about 50% less to develop than its competitors
– Lower volume of sales needed to breakeven
– Even though PS3 & Xbox 360 are more expensive
• Nintendo focused on first-party titles
– Software designers worked on hardware design
– Consoles were created to complement the concepts of its games
• Sales of hardware consoles highly correlated with game launches
20. 20
NINTENDO’S DISRUPTIVE STRATEGY
1. XBOX 360 (MSFT)
Released November 2005
May 2008: “Microsoft Xbox 360 first to reach 10
million units in US”
2. PS3 (SNE)
June 2008: “PS3 came in a distant third with 4.8
million units sold”
3. Wii (TYO)
Released November 2006
June 2008: “Wii sold 10.9 million units in US”
Sold 600,000 units during first eight days
THE BIG THREE
23. 23
NINTENDO’S DISRUPTIVE STRATEGY
1. XBOX 360 (MSFT)
Released November 2005
May 2008: “Microsoft Xbox 360 first to reach 10
million units in US”
2. PS3 (SNE)
June 2008: “PS3 came in a distant third with 4.8
million units sold”
3. Wii (TYO)
Released November 2006
June 2008: “Wii sold 10.9 million units in US”
Sold 600,000 units during first eight days
Wii WINS
4. Wii Fit
Extension of Wii for exercise activities utilizing
the Wii Balance Board peripheral
Health industry impact
5. WiiWare
Online channel for distributing downloadable games
Nintendo loosening its grip on content control
Users can download new games created by independent
developers
24. 24
NINTENDO’S DISRUPTIVE STRATEGY
DISCUSSION QUESTIONS
• Discuss the evolution of the video game industry, particularly in terms of
competition and technology.
• What does disruptive technology mean? What are the principles behind
it?
• Analyze Nintendo’s disruptive strategy in detail. What are the main
features of this strategy that have made the Wii such an overwhelming
success?
• Assess the key competition faced by Nintendo’s Wii. What are the
strategies and options available to competitors to meet Nintendo’s
challenge?