COMPANY NAME: Nintendo Co., Ltd.
INDUSTRY: Technology and Communication
COMPANY WEBSITE: www.nintendo.com
COMPANY BACKGROUND:
Founded in the year 1889 by Fusajiro Yamauchi is Japan’s Nintendo Playing Card Co., Ltd, now popularly known as Nintendo Co. Ltd. with Satoru Iwata as the Company’s CEO. The name change was done in the year 1963. As of year ending 30th June 2010, the gross income of the Company was $11.98 billion and the net income figure was $1.01 billion. This case study is mainly on the launch of the company’s famous product the Nintendo Wii. This product of Nintendo Co. Ltd has recorded sales of thirty million Wii which makes it the fastest selling console in the history of U.S. The company strategy was to exploit the new and untapped market and thus was successful in becoming the market leader and a top competitor in the industry. Looking at the great success of Wii and its controls, companies like Sony and Microsoft have decided to launch their Xbox 360 and PlayStation 3 motion controls shortly during this year. It is now to be seen if these two products will be able to bridge the gap of sales lead between Wii and the other competitive products in the market.
SWOT ANALYSIS
Strengths: The major strength of Nintendo against the other consoles in the market is the mover advantage it has, by using the Wii remote and balance board you can turn the video gaming into a healthy exercise session. The other strengths include a strong brand name, a menu that is
To attempt counteract this cyclical slowdown, EB games have introduced an ever-growing variety of accessories with games to increase the revenue raising capacity of their respective consoles, as well as maintaining the loyalty and attention of a fickle gaming public. Some types of games have been released, with specialty controllers to great success, mitigating the expected lull in sales in the lead-up to new consoles. Recently however, the competition has become slightly skewed. Nintendo’s newfound dominance of the market is causing some headaches for Sony and Microsoft.
By the end of 2006, two game console industry giants, Nintendo and Sony had launched their respective new products; the Wii and PS3. Various marketing strategies were implemented by both rivals and this writing attempt to analyse common and differing elements.
Mattel Inc is amongst the well known identify within the production and designing in the toys. Company ended up being proven because of the Ruth and Elliot Handler and Matson within 1945. Company found a lot of ups and down from the times. Beneath Robert Eckert Company found some sort of glorious deal with license arrangement pertaining to creating merchandise relevant to the particular Harry Potter series of videos plus the books. Within the year 2003, Company acquired the particular honor connected with Management and business Liability Award by UNICEF. Mattel furthermore recognized by the particular Lot of money publication as one of the 100 Finest Organizations to operate Pertaining to within 2012. Company arrived within examination with difficulty connected with revenue in the harmful merchandise. An Western dealer seen lead coloring over a gadget. Within the year 2007, the corporation recalls the particular toys made up of lead coloring. About 10 thousand tons produced in china were being damaged. Organizations identify ended up being furthermore active in the deal technique theft Mattel’s core merchandise are mostly created for your children. Then it has to be hypersensitive towards interpersonal worries relevant to the particular children’s appropriate. Mattel realize the difficulties which could build honorable situations, so one of these acknowledge their probable troubles and take phase to help strengthen organization life values. Mattel produced Mattel
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
Sony, Microsoft and Nintendo have been competing for a decade with Sony dominating the market throughout most of the years because of their superior technological products. The video games industry faces an entirely new rivalry situation. In 2008, Sony lost its strong position on the market, because of Nintendo’s success with their dynamic Wii over Sony’s high-tech PlayStation 3 and Windows’ Xbox 360. Although the Wii was technologically much less advanced than PS3 and Xbox 360, the Wii's cheaper price, ease of use, innovative motion-sensitive controller, and simple but fun games, made the console a hit all demographics from 9 to 65 years old, male and female. All these factors resulted in Nintendo’s Wii dominating sales and surpassing Sony’s by an impressive ratio of 2:1.
Nintendo however is not present in this new market and therefore it is very important to take in consideration to enter this new area because at the moment the company does not have products that satisfy those new needs resulting in the loose of sales and consequently revenues.
The consumer video game systems offer an exciting opportunity to discuss and analyze the design of technology based on the strategy of each of the players within the industry. We will focus our analysis on the next generation of video consoles: Nintendo’s Wii, Microsoft’s Xbox 360 and Sony PlayStation 3 (PS3).
The fifth and final force is that of the intensity of rivalry. This is the strongest force in the video game industry. Nintendo was very strategic in targeting an audience that Microsoft and Sony neglected. While Microsoft and Sony focused on the typical gamers, males ages 18-34, Nintendo focused on a broader audience “everyone” when creating their Wii. In the video game industry rivalry Microsoft and Sony are battling for the same market, while Nintendo has much of its audience all to itself. This is why
Nintendo’s strategy for pricing of consoles and games was to lock-in the network effects consoles offered by pricing them at- or below- cost and reaping profits by pricing video games at significant margin. Nintendo took these actions because it knew that if consumers used the NES/ Famicom console, they would be a captive audience for its higher-margin video games which were necessarily more perishable from a consumer taste perspective. This affected the value created by
Apple Inc. is a globally recognised pioneer in the tech industry. It is a corporation that designs, develops and sells electronic products such as tablets, computers and phones. Founded by Ronald Wayne, Steve Jobs and Steve Wozniak in 1976, it is a multinational corporation with headquarters in Cupertino, California. Tim Cook has been CEO since Jobs’ passing in 2011.
Strengths: One of the biggest strengths for Nintendo is their completely sensitive human resource issues.
GameStop is focused on developing development inside the retail business and driving the charge in finding new innovation progressions that drive positive customer encounters. Giving computer game items and buyer gadgets another opportunity. Innovation has for quite some time been a staple of the GameStop business and the restoration of computer game equipment and programming and customer hardware is one of our upper hands and basic parts of our purchase offer exchange display. The capacity to get the computer games and consoles that a customer gets for exchange, repair them and return them to the customer advertise is something no other retailer can do and GameStop. GameStop rewards customers for their devotion. GameStop's PowerUp Rewards
There are many people play video game, pc game, massively multiplayer online game and mobile game, the game industry is increasing. Because of technology, the game industry can develop more game which have high quality, and develop more generation of console.
In 2111, Prof. Sethi and colleagues disclosed that Mattel Inc. had played a part in, what many would consider, unacceptable business practices (p. 483). Although Mattel took actions to investigate the level to which practices were truly occurring, they had also promised to remediate all noted unacceptable practices. One of the unacceptable business practices that was uncovered was the mandating of certain employee groups required to live in company dormitories and were not permitted to utilize any other options for housing. Was this practice a form of discrimination? In order to decide if the business practice and any alternatives are fair and ethical for all, resulting in the greatest amount of good for the greatest number of people, the scenario will be run through the EthicsOps.com’s Utility Test.
This paper presents a case study of Apple Inc. Apple Inc. is a technology based corporation with emphasis on computer software and hardware (MAC and Apps), tablets (IPad), smart phones (IPhone), and mp3 plays, (ITouch). Apple Inc. has grown tremendously over the years and ever since 2001 has expanded its brand and retail stores to over 375 stores/outlets globally. The business has seventy two thousand eight hundred employees in thirty eight countries. Apple Inc. has truly become one of the most efficacious corporations within its field behind or competing with Microsoft and Google Inc.