Nintendo produced the first console in 1985 and brings in roughly $10 billion a year. While it remains the world’s leading player in video games, Nintendo faces major challenges over 2012-2017. This marketing plan assessment will analyze the company’s prospective responses to the challenge represented by Sony and Microsoft’s next-generation consoles, and considers the possibility of Nintendo’s strategy of producing software completely for its own hardware in light of the rise of mobile gaming.
SWOT Analysis Nintendo
Strengths
One of the business 's main power is the fact that it is truly global has a physical presence in most corners of the world. Manufacturing is still primarily undertaking in Japan, although supply networks exist worldwide.
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They have built several new groups of customers, which constitutes as casual gamers; however, it damaged their biggest customer base, hard-core gamers. Additionally, Nintendo priced out their biggest competitors with a lower console price of $250. The company must now figure out how to satisfy all these different customer groups with one new console while staying at a reasonable price. They must also recover losses from 2010 and 2011 and achieve a 20% increase in market share over the next 5 years.
Marketing Strategy
Nintendo needs to find a new objective audience, new marketing communications and offer new services: • New Target Audience- Wii Education – Schools, parents, special services, alliance with the government • Wii for senior citizens – Retired people have a lot of time and money, develop health and exercises capabilities, advertise products and alliance with pharmacy companies • Wii woman – Shopping, beauty applications and advice, focused on social networks • Entertainment hub – online resources, family oriented, alliance with Disney and other networks
Action
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The company has many different customers to impress with a new system. They must please both fair-weather and hard-core gamers as well as their shareholders. The company will build on the 2006 excitement created by the original remote controls by making enhancements to the next system. With the release of a new console, a new cohesive marketing communications plan will need to be developed and implemented.
Budget and Controls
When looking at recent financial information, it is determined that Nintendo is a sound and profitable company. Due to the massive popularity of the Wii game console release in 2006, some ratios experienced a sharp decrease from 2006 to 2007. Nintendo carries very little to no debt, making this company very liquid. While the numbers are very strong, a sliding trend is present and the company needs to investigate so they will be able to continue to pay off their burdens without selling their inventory over the next five years.
Executive
Hello gamers! I'm Andrew McNeil, and today, there are a few facts you should know. With a new generation of video game consoles, I’m sure you are all eager to buy the best system. The problem is, (point towards crowd) you can’t decide which one to actually buy. That’s why reviews were invented: to let people know what the best game system is.
Do you or any of your friends play video games on a console? If you ask gamers the question, “gaming console you like the most?” they will probably say Xbox One or PlayStation 4. Xbox and PlayStation are known as the most popular gaming consoles of all the time. These two consoles have been competing for a very long time for the throne of the best game console since 2001 until now. In this article, we are going to find out which console has the best advertisement, We are going to determine this not by the console’s hardware, not by its cool features, and not by what exclusive games they have. It is because to grade the games and features are good or bad is kind of difficult because everyone can has different games
. Before the company’s production process, Funko would do surveys on their official website which customers can participate in. The reason Funko does this is so the company would know what to be create. This survey also allows the company to know what customers would be actually being interested in buying. Another way Funko would find out about their customers interests based on everyday pop culture and what is coming up in film, TV, and gaming. Funko would also get the rights from the companies that own the characters the Funko POP! Figurines represent. Funko has to do request permission in order to create the next production of Funko POP! figurines without facing a lawsuit on the company due to copyright infringement. At the same time,
After five long years of low sales of the GameCube, Nintendo ended the year 2007 with some amazing numbers and the company was again at the top of the Christmas list in most worldwide households. The early 2006 r...
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.
The case study highlighted that the new game Wii introduced by the company had the ability to attract individuals considered non-gamers or casual gamers. The Wii was not as powerful or technologically advanced as the Xbox 360 and the PS3, but its success lies in its ability to provide a new means of playing video games. The innovative design of the Wii’s controller, which had built in motion sensors, created a whole new gaming experience for users - on...
Instead of the franchises popularity having a positive impact, overtime, it infected the gaming market along with it’s consumers and developers such as Microsoft Game Studios and EA. It has become an aggrandized cancer on the face of video games everywhere, destroying franchises a...
Nintendo, one of most popular video game company's in the entire world. Known for its unique games, characters and systems, it is also the oldest video game company in the entire world. Originally founded in 1889 it produced and achieved great success in the card-game industry. During the 1960's however, Nintendo “ventured into numerous other business ventures before finally landing in the lucrative video-game industry, which is where it would eventually leave its mark.”(4) Nintendo entered the market in a era where technology and video games were just beginning. Video games were still relatively new with no real leader inside the industry. Technology advances were constant and
The product I have chosen to study is the Nintendo DS. This product is one of Nintendo’s most recently released games consoles. I will explain what the Nintendo DS does. It is a handheld games console that consists of a book like structure. It has a small LCD screen on each side. One is a touch screen and the other is a viewing screen. The console also incorporates a microphone and has Wi-Fi capabilities. This allows the user to operate the game by using a small stylus on the touch screen, it can also listen to voice commands and can be used with other players if utilising the Wi-Fi feature. Nintendo is one of the world’s most globally recognised brands. It was founded in Kyoto, Japan in 1889. What it developed in those days is obsolete compared to today’s technological advance. In the beginning it developed playing cards, and then developed into other small niche businesses. In the twentieth century it matured into a video games company known as Nintendo Company Ltd. Its first product the NES Nintendo Entertainment System was introduced in 1985 and from this many other spin off video game consoles have been developed and marketed since then. The Nintendo DS is one of the most popular. In this assignment I will examine and develop the many aspects of how this product has been marketed to the world through the Nintendo Company Ltd. I will discuss the affect the marketing strategies have been on the successfulness of the product, and I will observe the marketing factors that make this all possible. I will introduce this under the following headings.
Our goal for the Lige' is to establish a strong product in the over 6 billion dollar a year handheld gaming market. In order to be considered a success we hope to sell 1.5 million units in the first 16 months. However, as is traditional with gaming platforms the program will have to operate at a loss over this time before we can expect to see a profit. To minimize losses the Lige' will focus on function and content over technology and will initially only be sold over our website it is expected that 100 to 150 million dollars will need to be invested before the program starts turning over profits.
As a result of the increasing demand on Wii, Nintendo’s management decided to make W...
Nintendo, which is one of the video game industry competitors, have been the worldwide leader in creating the entertainment games. Nintendo’s video games have been sold everywhere in the world and they became in the list of the worlds best selling. The latest gaming console system, which is considered as a revolutionary video game console, was the Wii. It attracted a large number of people from different ages, which resulted in a large number of sales and profit. Unfortunately, nowadays the demand of the video games slightly decreased because of the new games and devices introduced recently. This internal analysis of Nintendo conducts its competitive strength assessment versus its competitors and analyzes the firm using the value chain analysis tool and the VRIO framework.
The SWOT analysis is a useful tool for identifying our personal strengths, weaknesses, opportunities, and threats to our plans and goals. According to a “Fuel My Motivation” article (2010), this analysis considers internal influences that can positively or negatively affect our ability to achieve our goals. The internal factors are our strengths and weaknesses. Also considered are opportunities and threats, which are external influences that can have a positive or negative impact on the ability to achieve our goals. I will share how the self-assessment instruments and self-exercises in this course have contributed to assessing and understanding my strengths and weaknesses. I will also discuss techniques I will use to leverage my strengths and understand my weaknesses. In addition, I will consider opportunities that I can take advantage of and the threats that can possibly impede my progress.
One of the new exiting up incoming trend, is the advancing in technology in video gaming consoles in three of the major companies, which include Microsoft, Sony and Nintendo. All of these companies figure it out that in video games you do not need to sit in the couch and use a controller, it is ok to stand up and interact with the game. We are going to discuss how the client purchase the trend, how the client reacted to the technology advances and final but not least, how in the future it will evolve and may create another trends. But before we start to describe all of this, we first need to see how the trend started to rise among the consumers, and how it started.