Nintendo: Here Wii Go While for years Nintendo dominated the market for virtual gaming, a rise in competition presented serious challenges for the company. After struggling for the first five years of the new millennia, Nintendo made an exceptional comeback with its innovative products, the Wii and the DS that shook the market and brought in a completely new set of customers. Their new strategy was so successful it allowed the company to become Japan’s second most valuable business after Toyota (Farhoomand, 2009).
"The game has changed... and the way the game is played has to be changed." - Satoru Iwata, president of Nintendo Co. Ltd. (Plant, 2011).
The Evolution of the Video Game Industry - The Birth of Gaming The electronic
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While monetary price was certainly a factor, Iwata was more concerned with the homing costs associated with the newer systems. While more immersive games with a wider variety of button combinations provided substantial value to the committed gamer, the larger necessary time investment to learn the games was driving away the casual, marginal user (Farhoomand, 2009). Nintendo therefore sought to be innovative with their next system, the Wii, and reach out to non-gamers. They decided to simplify the gaming experience, so they completely overhauled the way players communicated with the console. Instead of pressing combinations of buttons on controller, players of the Wii communicated with the console through movements of a wireless remote. This adaptation made the systems easy to use, quick to understand, and therefore appropriate for an untapped gaming market’ particularly families looking for an inclusive experience.
In addition to simplifying controls, Nintendo adjusted the nature of their gaming content by focusing more on real life scenarios, with which the average person could relate, as opposed to fantasy type games that appealed more to devoted gamers (Vaughan-Nicholas, 2009). The big hit games for the Wii were simple games like tennis, bowling, and golf. Nintendo also introduced the concept of “excer-gaming” with the Wii, with programs designed to assist, track and motivate users in physical exercises (Anders, 2008).
The company also decided to
The very first ‘Video Game’ was invented by Edward U. Condon in 1940, At first it was a simple game called ‘Nim’. In nim players try to avoid picking up the last match. Thousands of people played it, although the computer won at least 90% of the games. Around ten years later in 1950, a new computer program was created by Claude Shannon for the game of chess. In autumn of 1972 the first gaming console was released by ‘Magnavox’ and they called it the Odyssey. Three years later, the next big gaming console arrived when Sears sold the first ‘Atari Pong.’ This was the beginning of a long partnership between Atari and Sears. This relationship lasted multiple years, and Sears sold several successful games. Multiple years later in 1985, Nintendo released the Nintendo Entertainment System. This new gaming console dominated the Gaming Industry and grew Nintendo’s Company. Nintendo created several gaming console legends, such as the Game Boy, Nintendo 64, Game Boy Advanced, Nintendo Gamecube, Gameboy Advanced SD, and Nintendo DS, all of which made a huge impact on everybody’s childhood from 1985 to 2005. In the late twentieth century and early twenty-first century Playstation and Xbox also started releasing consoles. They are still to this day making successful Gaming Consoles, and individual games, as well as Xbox and Playstation.
Consider the situation faced by Nintendo, the oldest video-game company in the world. The company had positioned its line of developing good games for all age stages and strongly opposed to violence and pornography. In 1985, shortly after the company’s introduction of Nintendo Entertainment System to the United States, Nintendo met its match when Japanese entertainment giant Sony and American tech behemoth Microsoft entered the field with the PlayStation and Xbox.
Video games are a big part of life in modernized countries. It is one of the biggest entertainment money makers and of the things people enjoy doing. They are now mostly played inside the comfort of your home, with a console or computer. But things weren 't always like this. About 40 years ago you would most likely go to the arcade to play. The consoles they had out were either expensive or not good enough to compete with the arcade ones. Classic video games were made with 4-bit pixels and in very low resolution than modern day games. Over the decades, game machines continuously evolved and become more and more powerful, capable of stunning visuals and graphics. In the 21st century, social media, smart phone and tablet technology entered the gaming scene. Casual games become the norm attracting previously non-gamers into the market. However, if those low-quality games were never made, the games would not have evolved into the games they are today. In this article, I will cover main game a platform from the 1970’s to present day explaining what they are, their key development dates, features and limitations.
The Nintendo brand has changed over the years, starting out as a simple card company that has expanded into the massive electronic giant we know today. They have had their ups and downs through their time as a gaming company but they always have the gamer’s interest in mind. As the late CEO of Nintendo, Satoru Iwata said, "On my business card, I am a corporate president. In my mind, I am a game developer. But in my heart, I am a gamer" (Yu, E., & Chan, W.
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.
So, I’m going to change things a bit. Instead of just talking about dates and numbers, which can be boring; I’m going to give this a little casual twist. So, in order to start the history let’s get a few facts out of the way. Let’s talk about gamers, mainly because I’ll be using the term a lot; gamers are people who spent a lot of time playing videogames. The Average gamer playing video games has spent twelve years playing them. Adult gamers have an average of fourteen years of playing videogames, guys have an average of sixteen years, and girls have an average twelve years. Speaking of girls did you know that 47% of gamers are girls? I would have never guessed that, but it’s a fact. So, as of 2013 49% of all people who live in The United States owns a console. All of them that own a console have at least two of them. Me, I own eleven… I think I may have a problem. Anyway, now that some of the facts are out of the way let’s start, THE HISTORY OF VIDEOGAMES! Now before I start I want to talk about all the most important events in the history of videogames, as I call them eras. Each era is very important because they shaped the videogames we know and love today.
However, the extent to which the hardcore gaming demographic dictates the structural aspects of the gaming industry as a whole is remarkable. Companies are still willing to cater to this audience because it is a profitable enterprise, as it is only the most devoted of fans who will line up days before a system release while generating free publicity on the internet and through word of mouth in the months prior. Thus, and perhaps unexpectedly, an important factor in the Wii's meteoric rise was Nintendo's ability, through the strength of its brand and residual nostalgia effects, to co-opt this hardcore gaming culture with a console that at best, only occasionally acceded to its wishes, while at worst, marginalized them completely. What Nintendo realized, and ultimately capitalized on, was that the hegemonic structure influencing the industry was inherently weak, in that it was essentially a small minority overwhelming the relatively silent masses. Although there are doubts to the sustainability of such an endeavor, the signs are present that the Wii has already altered the video game
The controllers are motion controlled, therefore it reads with your body motions along with being held in certain directions, all being read by a sensor bar that is placed above your television. Depending on a person’s height and placement of the sensor along with even just where your television is in your room, right down to the lighting, all affecting the sensor to make it just not read right. Causing you to have to move slowly to navigate anything from a game to just the home screen of the console. When you’re intensely focused on a game you do not want to move slowly, you want to be able to move freely, and just be able to react to anything. Another issue I always had with the Nintendo WII is trying to just find a good game. Most of the games are made for children or are family appropriate games. For a person who is really into gaming and is above ten years old, don’t get truly interested in the gameplay of these kind of games. These people like games with good action and stories that keep you focused and thinking. The games that Nintendo put out for the WII are just too simplistic. Then when you actually find the few games that are well known names you know that you like are end up hard to control properly. So than you try to mess with the apps that are provided with the WII and it always has a slow internet connection that causes the apps to glitch and take a long time to load. Trying to watch TV shows or movies on Netflix was always a nightmare with the WII.
You may be wondering where it all started, where it all came from. Well I have the answer you see it all started back in September 23 1889, a young man named Fusajiro Yamauchi opened a small store in the middle of Kyoto. He was very young (he only just turned 13) but he none the less was the first owner of Nintendo. He didn’t just go straight to games, and he didn’t want to be like any other shops selling normal everyday good such as silk and tea. He wanted to be unique and start selling a product that the government had just legalized. Can you guess what it is? That’s right nothing more than cards. But these weren’t just some ordinary card these where Nintendo cards as seen in picture #1. You can see how different they were sure there where
Nintendo’s emphasis on creative games and interesting story lines changed user perception of gaming. High quality of gaming introduced a new breed of consumers.” (wikipedia)
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.
Both Sony and Microsoft focused their efforts on hard-core gamers and offering processing power and cutting-edge features to attract them. On the other hand, Nintendo has been trying to attract new customers that traditionally are non-gamers. The
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.
The role of technology is vital in this industry as it focuses on technological efforts for competitive advantage. Every new development uses new technology. Though there are restricted innovations in the gaming industry, the speed of technological transfer is very high. Nintendo’s role from playing cards to toys to video games and then with each console introduced, included many technological changes. Technological up gradation increased hardware costs and discouraged innovation. The online capability of Nintendo Wii was a major change in the technology of the video game industry though they were not able to do as well as their competitors (Sony, Microsoft).
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to