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    Nintendo Case Analysis

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    Competition • High Development Costs Recommendations for • Saas Video Games Nintendo’s Competitors • Focus on Youth Markets Industry Environment & Products Environment Dominance of 3 industry leaders • 2000 • 2006 • 2007 Sony Microsoft Nintendo Products Technologically Advanced • Fast Processing Speed • High Definition Video • Complex Games Young Adult Customers • Mostly male • Late 20s - early 30s • Disposable Income Multi-use consoles • Movies • Music • TV Shows Shrinking

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    Nintendo Case Study

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    the video game pioneer Nintendo. The title of the case is Nintendo’s Strategy in 2009: The Ongoing Battle with Microsoft and Sony and was written by Lou Marino and Sally Sarrett. The case begins by describing how Nintendo faced serious competition from Sony and Microsoft in the video game market. As Sony had created the Playstation and Microsoft came out with the Xbox‚ Nintendo had taken a backseat in terms of new video game consoles. Through the years however‚ Nintendo had created many popular

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    Nintendo – Innovation Organization Role R&D Quoting from the Nintendo Annual Report 2012‚ the company strategy is the expansion of the gaming population‚ which is to encourage as many people in the world as possible‚ regardless of age‚ gender or gaming experience‚ to embrace and enjoy playing video games. Nintendo aims to expand their digital business by offering downloadable‚ paid add-on content‚ digitally distributing packaged software and so forth to adapt in environment changes surrounding

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    MKTG2010G Group 3 - Wii U Flow of Presentation Company Introduction Marketing Mix Competitor Analysis Target Customer Marketing Strategy Marketing Objective SWOT Analysis Survey Findings Image Projected by the Video Ways to Reach Targeted Customers Nintendo Co.‚ Ltd. •A Japanese company which focuses on consumer electronics and video games industries •The world’s largest video game company by revenue in 2011 •Founded in 1889 but only entered the

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    Nintendo Market Analysis

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    4C stakeholder’s analysis of Nintendo Wii Market in 2006 Customers: Nintendo Co Ltd (Nintendo) and its new president Satoru Iwata believed potential existence of a consumer market that distanced itself from gaming. They opined that existing games were not only difficult to understand and play‚ but also found the consoles complex to operate. The games were built more on fantasy and targeted towards traditional over 18 year old male[1] population. Nintendo made a conscious attempt to bring

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    Marketing Study of Nintendo

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    EXECUTIVE SUMMARY In December 2012‚ Nintendo Co.‚ Ltd introduced Wii U and hoped it can create another gaming sensation as Wii. However‚ not only Wii U is not as successful as Wii‚ the consumer’s confidence level is declining even in Nintendo’s home market – Japan. Wii U faces competitions from both direct (videogames) and indirect (social/online games and other entertainments) competitors. In addition‚ given Nintendo’s image‚ Wii U is perceived as casual game and received poor response from its

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    Nintendo Marketing Plan

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    | Marketing Plan Nintendo Encore | | | | | | | | | | | | | TABLE OF CONTENT 1. Executive Summary 4 2. Problem Statement 4 3. External Analysis 5 3.1 Macro Analysis 5 3.1.1 Demographic 5 3.1.2 Economic 5 3.1.3 Social-Cultural 6 3.1.4 Technological 6 3.2 Meso Analysis 7 3.2.1 Global Video Game Industry Sales 7 3.2.2 New Trend in Video Game Industry 8 3.2.3 Porter’s Five Forces 9 3.3 Competitors Analysis 10 3.3.1 Sony 10

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    Swot Analysis for Nintendo

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    Company overview Nintendo is a Japanese based corporation founded in 1989. It’s original purpose was producing handmade hanafuda cards. After failed attempts at changing the direction of the company‚ it found success in the interactive entertainment systems and software industry. It changed its name from Nintendo Playing Card Company to Nintendo Company‚ Ltd. in 1963. Since then‚ Nintendo Co. has been creating video games and gaming systems that have become tops in their respective categories. In

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    Introduction Nintendo was founded on September 23‚ 1889 by Fusajiro Yamauchi in Japan which started out by selling game cards. In 1974‚ Nintendo ventured into the video gaming industry and since then have been committed to creating innovative video games console and games like the Nintendo Entertainment System‚ Super Nintendo Entertainment System‚ Game boy‚ Nintendo 64‚ Game boy pocket‚ Game Boy Advance‚ Nintendo Game Cube‚ Nintendo DS‚ Nintendo DS lite‚ WiiNintendo DSi‚ Nintendo DSi XL‚ Nintendo 3DS‚

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    Nintendo Marketing Mix

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    Analysis of the Nintendo Wii Market in 2006. Please note that an analysis is more than just a list. You need to describe each stakeholder and how they affect the strategy. • Consumers (note: there’s more than one target segment): The case notes that Nintendo targeted non-gamers in addition to gamers. This included consumers of any age and gender. Conversely‚ competitors like Sony focused on teens and males. The case also mentions moms/housewives and families as targets of Nintendo marketing. The

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