Preview

Dialogue

Good Essays
Open Document
Open Document
476 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Dialogue
In what sense is this a ‘winner-takes-all’ industry?
A “winner-takes-all” market refers to a market that is dominated by a single supplier and is subject to significant network externalities.
Network externality in simplest terms is the value of a product to an individual customer that is affected and dependant on the number of other users of that product.
Thoroughly assessing the case study we came up with the conclusion that the notion behind the market being considered a “winner-takes-all” market was only evident in some generations.
Throughout the 3rd generation, it was clear to see the market was categorised a “winner-takes-all” market as a result of Nintendo and their NES. What was so particular about NES and Nintendo’s dominance of the market, specifically 80% of the 2.3$ billion, was the network effect they had innovatively created.
Their ‘security chip’ was a revolution and enhancement to the industry which created uproar within the market. The ‘security chip’ was not only a technologically innovative idea but also a barrier for new entrants (software developers); it was evident to see Nintendo had taken clear advantage and exploited their incumbency.
The ‘security chip’ was regarded as a network externality because it enabled them to ensure that only Nintendo manufactured games could operate on the NES. As a result of this, Nintendo prevented independent software developers from marketing games.
What is particular to note here is that the implication of network externalities attracts a growing proportion of new competitors.
In the 5th generation, Sony had emerged as the clear market leader by 1998. This was the results of a 6 year development during which they had been able to observe the market and produce innovative solutions themselves. Another supreme advantage Sony had was their complementary resources (brand reputation, global distribution etc.).
Sony’s use of CD-ROMs and complementary resources (brand reputation, game titles, prelaunch

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The product or the item for consumption that I have selected is the Nintendo Wii Game System. This system ruined the industry’s rank, when they put on the loose of this novel perception of effectively taking part in the video games. I would like to say that the Nintendo Wii is at the market development stage or level. Although the product is just a pair of years old presently, the attention level carries on to cultivate as the Nintendo organization is constantly producing original augmentation to move out by the side of the Wii game system. More over, other video game varieties currently are opening to generate the similar video game technology providing the Nintendo Wii opposition that untill that time it did not have it. This opposition has merely pact with the Nintendo generating more attentive games, trimmings, and improvements building up their product yet more enjoyable or pleasurable.…

    • 344 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Wii Case

    • 304 Words
    • 2 Pages

    The earlier the new technology introduced, the more effective impact gave in the industry. Although the companies applied with the similar type tech, the first mover gained the perception as a dominant player. The first introduction of the 16bit and CD-ROM can lead respectively the market in its generation like Sega and Sony. However, it doesn’t affect always it. If the competitors could response strongly, quickly to follow it advantage, the first mover benefits would not last long like Wii.…

    • 304 Words
    • 2 Pages
    Satisfactory Essays
  • Powerful Essays

    OL 1280 Assessment Task 1

    • 1255 Words
    • 8 Pages

    What could Nintendo have done to avoid this situation or be aware of it. ........................... 4…

    • 1255 Words
    • 8 Pages
    Powerful Essays
  • Satisfactory Essays

    History of Nintendo

    • 521 Words
    • 3 Pages

    This case study I am about to present will be aimed at the company of Nintendo Ltd. where I will be focusing on the areas of history followed up with a short informative SWOT analysis.…

    • 521 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    “The company soon plunged into the home game market largely because, as Bushnell told BusinessWeek, ‘[they] turned out to be ready first’” (Gale, 1999) The company did eventually manage to make a home gaming console. This video game revolution would result in many other companies making new and improved home gaming consoles. Some of these new home gaming consoles…

    • 442 Words
    • 2 Pages
    Good Essays
  • Good Essays

    Home Video Game Industry

    • 1117 Words
    • 5 Pages

    Nintendo use both cost leader and differentiation strategy. In order to keep costs down, Nintendo refused to use 16-bit processor. Nintendo approached the engineer of chips keep in 2,000-yen. At meantime, the chips, memory and the games are better performance than other companies.…

    • 1117 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    The history of Nintendo is a way of little firm seeking its niche on service and entertainments market who became a giant corporation, affected and affects on life of few generations and determinant of modern fashion on virtual scene. The history of Nintendo it’s a well learned lessons of market and talented employees. The history of Nintendo it’s a history of Mario, Pokemons, Donkey Kong, Zelda, Metroid, Star Fox, Kid Icarus and many other personages who transforms into popular trade marks.…

    • 7894 Words
    • 32 Pages
    Powerful Essays
  • Better Essays

    thaddeus fotos

    • 1640 Words
    • 7 Pages

    In the console-gaming world people know Sony and Nintendo. Microsoft may be the largest and richest software company in the world, but it’s unknown when it comes to console gaming. Microsoft is counting on the Xbox to change that perception. Gamers may not be willing to take a chance with the Microsoft Xbox, even if it is far superior to any console ever made. Nintendo Gamecube is nothing if charismatic. Nintendo’s new machine is half the size of any other console and looks like a toy with its brightly colored plastic shell and handle. It’s destined to be home of such popular games as Mario, Donkey Kong, Pikachu, and Kirby. Nintendo Gamecube seems mismatched as it goes up against the Microsoft Xbox and the Sony Playstation 2 (a multimedia mayhem that Sony says it’s supposed to be “The Future Of Entertainment”). All this makes you think; what makes Nintendo believe it can possibly go up against the ultra-sophisticated Xbox.…

    • 1640 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Triton Vs Nintendo Essay

    • 723 Words
    • 3 Pages

    To be a success in the USA and internationally, their business must protect its assets with some form of IP rights protection. This example is pertinent in a business managerial setting because executing directives requires establishing clear goals and providing efficient feedback. Due to the popularity of the Wii system, it is my opinion that Triton wanted to capitalize on the success of the device by trying to question the legitimacy of the product. Triton wanted Nintendo to pay them for their technology rather than utilize their creation. Where Triton failed was in their inability to provide the algorithm that was being used by their product and how does it correlate to the product by Nintendo. If they would have provided that information they may have stood a better chance in receiving judgment in their…

    • 723 Words
    • 3 Pages
    Good Essays
  • Better Essays

    Business Policy Week 8

    • 1281 Words
    • 6 Pages

    Wesley, David. Barczak, Gloria. (June 2010) Innovation and Marketing in the Video Game Industry. Ashgate Publishing Group. page 47…

    • 1281 Words
    • 6 Pages
    Better Essays
  • Powerful Essays

    Discussion Paper

    • 9801 Words
    • 40 Pages

    Economic theories of network effects have a number of testable implications. Testing of the theory by econometric methods, however, has proved difficult. I turn to documentary methods in order to test the theory, drawing on the body of documents used as evidence in U.S. vs. Microsoft. Analysis strikingly similar to the theory, including not only the main implications but also key analytical distinctions, guides business decision making. The same analysis suggests several interesting areas in which the theory is incomplete. Document based research raises a number of novel methodological issues.…

    • 9801 Words
    • 40 Pages
    Powerful Essays
  • Better Essays

    Starting with the “Brown Box” invented by Ralph H. Baer in 1967, the video game became noted for being able to be hooked up to any ordinary television. It was able to handle six different games; Ping-Pong, tennis, handball, volleyball, chase games, and a light-gun game. Five years later, Magnavox licensed the technology with the first official video game console called Magnavox Odyssey. Video games were silent and used graphics that we would consider quite primitive. In 1975, there was saw the emergence of Atari into the home console game arena. Theywho? had already been serving the gaming industry in arcades with great success through a game called Pong. The Atari consoles all came equipped with a set number of games as part of the package.…

    • 1735 Words
    • 7 Pages
    Better Essays
  • Good Essays

    Research Paper

    • 3207 Words
    • 13 Pages

    Nagata, K. (2009). Nintendo secret: It’s all in the game. Retrieved August 7, 2013, from…

    • 3207 Words
    • 13 Pages
    Good Essays
  • Good Essays

    Nintendo Case

    • 994 Words
    • 4 Pages

    2. Why did Nintendo choose to not make its video game consoles backward compatible? What were the advantages and disadvantages of this strategy?…

    • 994 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative…

    • 474 Words
    • 2 Pages
    Satisfactory Essays