NIntendo Business Strategy
NIntendo Business Strategy
NIntendo Business Strategy
CASE ANALYSIS
BY:
External Conditions
A.1. General Environment
Technological Segment
Nintendo began their Business firstly with the launched in the playing cards or still in the
name of “Nintendo Playing Cards Company” in 1907. In the period of time ahead, Nintendo
started to develop their technology by starting to enter the manufacture of electronic toys and
initiate their business in the field of home video games. They started this movement by launching
the Color TV Game 15 and Color TV Game 6. And also Nintendo established their coin-
operated games with their most famous “Donkey Kong” and also the “Arcade Games” machines
with high-tech base in that year in US and Japan.
Then their move to producing the first home game console which is “Super NES”
product. Super NES was the first Video Game product that was originally developed by
Nintendo as the output of the enhancement from the company for moving their basis of their
concentration in the developing their type of product with their very-own game such as “Super
Mario Bros”. The transformation from only making playing cards as their main output to become
a Video Game producer company in their sophisticated development and helped the Nintendo
became a resounding success with the launching of NES and enlarge their market through
Europe and maintained in Japan and US. Then they also launched their newer console, Game
Boy. The Game Boy was the first major product in the handheld game console industry and
became immensely popular because its portability and accessibility.
Nintendo formed the Super Game Boy, a peripheral for the Super NES, which enabled
Game Boy software to be played on the TV screen and they introduced a 32-bit Virtual
Immersion System. It followed by they launched Pokemon on the Game Boy: the game involved
trading and virtual monsters and was the first in a hugely popular video-game series. The
company also released another blockbuster video game, "The Legend of Zelda: Ocarina of
Time.". Finally they released their newest development of their game, Nintendo Game
GameCube.
Global Segment
In that period, they considered the situation that happened in the current period of time and also
know what the world needs or aware of the development of Gaming Technology. The global
markets that already happened in that period of times triggered Nintendo and affect their strategy
or business mindset and even their goals. Naming their company and successfully claimed as one
of the three major leaders in the video game producer is the result the outcome of the global
market situation in that period. Therefore, the global market that closely to the development of
the technology affected their business and progress in strategy in that period of times.
Demographic Segment
Nintendo considered their customers and users as the mature-age gamers in that period of time
before launching Wii. They just focused their development in technology to become more
complex and high-tech. In can be seen from the development of their products through the years
in that period, the company focused to perform their ability to develop their high tech sector and
sophisticated products. This situation made the non-gamer users who usually in the underage and
adults were not interested in the playing game and using the nintendo product because their
possible desire to learn how to use the product become lower. So this external factor of
considering the age of their customer is become lower.
Sociocultural Segment
In this case, the aspect of the sociocultural as the external factor in this business makes a
differentiation due to the demand of them to play a video game and their needs to make playing
game as the part of their activity. The evidence of this situation when Nintendo use this to
transform their business from producing Playing Cards, to Arcade Games which provided in the
game station in the city and also the last type which is the Console-Game that can be used in the
user’s home without considering the negative effect of gamers-lifestyle. Some reviews evidence
that play enhances visual attention and may even help kids with dyslexia improve their reading
skills.
Product Differentiation
Over time, customer may come to believe that those three companies, Nintendo, Sony, and
Microsoft product is differentially unique. Nintendo who started their business from making
playing cards transformed their focus into digital video games with many development of its
products. They made their business in straight way line development with making those
products’ technological aspect as their major evolution. Those evolutions are also implemented
by Sony and Nintendo to make the products with their own capacity and strength to make a
crucial step in differencing their video game products to be more noticeable by the customers.
And also, the features development is the key point and step of every company in this industry.
A.3. Competitor Environment
Captive deals
As price of games consoles fall, console manufacturer release much hyped games that can only
be played on their platform. Games console manufacturers usually make most of their money on
software sales. They get the console into the household by selling it cheaply then they capture
the customer on the premium price for new game releases. For example if you wanted to play
Halo, it could only be played on the Xbox 360. All these strategies are for value creation and
thus created a Red Ocean. With Nintendo Wii, Nintendo created a blue ocean to attract new
customer base.
2. Explore and analyze the customer along with the segmentation and positioning
Focus Analysis
Images
Information PS2 console is the best Sony lost the Production if the xbox
selling console in history. dominant position in ended in favor of the
the console market. It Xbox 360. Microsoft
happened because the was determined to
supply problem and capture the top spot in
the high price of the the market with the
PS3. Sony slashed the launch of the Xbox 360.
price of PS2 to boost
sales in mid-2007,
4. What was the new revealed segment targeted by Wii? and what were the attributes and
benefits required by this segment?
The new strategy objective of Wii was to reach out to non-gamers. Wii targeting all
customers, irrespective of age, gender, or gaming experience in order to create a bigger market.
The increase in purchasing of video games appears to be coupled with an increasing debate about
positive and negative effect of these games. In negative effect, video games could be addictive,
social skill could suffer under prolonged playing and aggressive behavior will appear especially
for children. Based on data from University of Twende study, teenager who had been playing a
violent videogames were not displaying significantly more aggressive behavior in a
teacher-learner paradigm. After playing a video game, these teenager had to punish a learner by
deducting money, a measure aggression, whenever the learner made a mistake. Other study said
that not only playing aggressive video games was related to increase in aggressive behavior, but
there was also relationship with time spent playing video games. They found that the more time
young people play video games, the more aggressive they are considered by their teachers and
the more these young people think of themselves as behaving aggressively.
It is possible that a child becomes socially isolated by spending much time playing video
games. Heavy users of videogames were more likely than less frequent videogames players to
agree that playing video games is more fun and more desirable than being with other children.
Children might see the as their electronic friend. They can communicate each other and play
together without going out from home. They just sitting on their room and can meet their friends
on video screen.
Tabel 2. Overview of Studies of the Relationship Between Playing Video games and Prosocial Behavior
and Social Skills
The most children prefer to play video games alone, so playing video games might often
be an individual activity. Based on all data above, nintendo made game console not only for the
children but also for whole family. Nintendo made a new gaming console based on emotional
capture, Nintendo Wii. Wii had fun and easier games for older audiences. They can play sports (
tennis, softball, basketball) and do the healthy exercise ( yoga, push up, sit up) in nintendo Wii
with using the game console. So, the children can persuade their parents to buy the nintendo Wii
and play together. It will affected the sale of video games. In most industry games, Age of group
18-24 and children 6-15 was the main target. Wii change that target into the whole family. Wii
strategy was that the console that easier to use and addicting to play with other people. Besides
nintendo use the situation for increase their sales in this video games industry, nintendo also
want clear the assumption that videogames could make children isolate and appearance of
aggressive behavior.
5. Compare the attributes and benefits among the players after the launching of Wii and
visualize this into a Strategy Canvas.
Nintendo was able to successfully implement the blue ocean strategy through value
innovation, because Nintendo able to see video game industry in different viewpoint. Iwata saw
the potential threats facing the industry. He observed that the video game market in Japan was
shrinking. Base on various market trends and data the key factor causing this reduction is
increasing complexity of video game. Consequently gamer with busy live had stopped playing
and the new player and non-gamers need to invest in their time to learn the complicated
controllers. Iwata saw that the video game industry had largely ignored non gamers and focused
on the existing players.
Tabel 4. The attributes and benefits to be: reduced, eliminated, raised, and created
Attribute Benefit
Reduce Complexity control of video More easy to play and set up,
games (controller and can play be all customer,
gameplay) irrespective of age gender and
new-player