"Psychographics of nintendo wii users" Essays and Research Papers

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    the wii

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    The Wii is a home video game device released by Nintendo (Japanese company) on November 19‚ 2006. The sales of Wii until 2011 is 5 billion dollars ‚ this is only in 5 years. The Wii primarily competes with Microsoft’s Xbox 360 and Sony’s PlayStation 3. Nintendo states that its device targets a broader demographic than that of the two others.[8] As of December 2011‚ the Wii leads the generation over the PlayStation 3 and Xbox 360 in worldwide sales‚[9] and in December 2009 broke the record for best-selling

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    Nintendo

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    Tbc n€& LJ/pe suruuding h*ich overshadcred *e innoduction of -Wii system bliday seasm" Ss5r srted is vidm ganre console segmen since 2ffi0‚ Iwata warited to todally change the ryrtet’s perception oftheWii by pxwiding anentirely different video strare in ttre gamc playingc4pqi€‚ne that would be less intimidat- o casual garws and to people who bad not previou$ plapd video garrs. The concept un&dying ing the ent Wii--with its inrcvrtive tw6 dtt6 later. ffitroll€r-lras’ to

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    Nintendo

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    Nintendo Case Study 1. Characteristics of game console industry?  Competitive technology-focused‚ with hardcore gamer as a target market.  Fast changing industry‚ since the product lifecycle is comparatively short.  People demand shifted as economy changes. Different specs‚ model‚ and prices are needed to fulfill the ever-changing demand. Game console company have to balance between suitable price and quality.  People are looking for new experience of game playing. 2. The Five Forces

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    A Nintendo

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    Phase 1 Report: Strategic Position Analysis Industry Nintendo of America Organisation Name Organisation Contact Name www.nintendo.com Website URL Email Address 4820 150th Ave. Northeast Address Redmond City WA State / Province 98052 Zip / Postal Code Individual Organisation Type Video Gaming Industry UNITED STATES Country Nintendo of America Inc.‚ established in 1980‚ is a subsidiary of Nintendo Co. of Japan. They have been the worldwide leader in the creation of interactive

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    Responding to Wii

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    Responding to the Wii Group Case Writeup BUSMHR 4490 In the Harvard Business Review case Responding to the Wii‚ Kazuo Hirai was faced with an interesting dilemma. Hirai‚ the chief executive of Sony Computer Entertainment Inc. faced pressure due to Sony’s Playstation 3 video game console losing market share to the Nintendo Wii. Hirai faced a major business decision in deciding how Sony should respond to the cheaper‚ more interactive‚ family oriented

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    Responding to Wii

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    and Nintendo. Buyer Power The bargaining power of buyers is high because there are many options with very low switching costs. Substitutes Low substitute power because they are not very similar (like TV or other entertainment device) and don’t fulfill the same exact purpose. Sony has few competitors due to high barriers-to-entry and startup costs but buyers and suppliers (game developers) have high bargaining power and low switching costs. Sony should target a new market as Nintendo did

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    Nintendo

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    How did Nintendo successfully re-created the home video game business following the Atari-era boom and bust? Yamauchi was working on a new gaming console (the Famicom) that would be cheaper‚ but at the same time having better graphics and faster action than the competition. They started trying to replicate the “feel” of the Nintendo arcade games however on a less powerful version that would be suitable for home use. They also had a security chip included in the system‚ so only Nintendo approved

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    Responding to the Wii

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    Responding to the Wii Introduction Kazuo Hirai‚ the chief executive of Sony Computer Entertainment Inc. (SCEI) has encountered two large rivals in the video game industry this year. Nintendo and Microsoft have released advanced video game consoles that have left Sony sales behind. Nintendo especially‚ has broken the status quo for marketing in the video game industry by dramatically expanding its target market from 18-34 year-olds to 9-65 year-olds both male and female with its new video game

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    Responding To The Wii

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    Responding to the Wii Executive summary: Given the current market scenario‚ Sony will have to fight on both fronts. The Wii has unlocked a new segment of the market. Sony should adapt its strategy to address this new market. But Sony must not lose sight of the big picture‚ to win the long term race for the “center of the living room”. Sony should leverage its relation with game developers to introduce simpler games for the casual gamer. It has to keep targeting the hardcore gamer and it must continue

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    Wii U Analysis

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    Nintendo’s Position in the Next Console Generation Nintendo: Over the years Nintendo Co‚ Ltd. is a large‚ multinational firm that is headquartered out of Kyoto in Japan. The company began over 120 years ago in 1889‚ but didn’t look or operate like they do now. In the beginning‚ Nintendo developed a popular Japanese card game‚ called Hanafuda. The demand for the game quickly increased‚ helping the company grow. The strategy of making playing cards continue all the way until the mid 1900s at

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