Case 1 Report
Case 1 Report
Case 1 Report
SUMMARY
Nintendo Co. Ltd. is a Japanese multinational consumer electronics and video game company, at
the meantime, is one of the world's largest video game companies by market capitalization. It has
created and released some of the best-known and top-selling video game franchises, such
as Mario, The Legend of Zelda. In order to consolidate itself dominant advantage and to dealt
with challenge which come from Microsoft and Sony, Nintendo followed different strategies and
innovation in their gaming console. By comparing and analyzing these three companies and their
product differentiation strategy we can find an optimal way for Nintendo and its new controller
INTRODUCTION
Nintendo Co. Ltd. was established in 1889, and originally produced handmade playing cards.
Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into
a video game company in the 1970s, ultimately becoming one of the most influential in
the industry and Japan's third most-valuable company with a market value of over $85 billion. In
2007, Nintendo was ranked the second in Japan in terms of market capitalization. Nintendo
topped the world's best 40 companies list in 2009. Nintendo has been consistently opposing to
violence and pornography, developing excellent games that satisfy players of all ages, and
ANALYSIS
At the beginning of 21st century, video game entered youth culture. According to the report
published by the Pew Internet and American Life Project, in 2002, 60 % people of age group
between 6 years and older in U.S. played video games and over 221 million video games were
sold. Obviously, video game became into an emerging industry that generate huge profit. Due to
the innovation in the games on continual basis, video game industry is the fastest developing
industry. At the meantime, the growing demand for console also increased the demand for
Until the beginning of 21st century, Nintendo is the dominator of and most influential enterprise
in the video game industry. However, Sony and Microsoft start to challenge the predominance
position of Nintendo.
Sony initiated a fierce competition for Nintendo by launching PlayStation 2 in 2000 with
superior graphics and it would play DVD as well as game titles. What is more, it was designed to
be backwards-compatible with all games from the original PlayStation console. These features
increased the demand for PlayStation 2 and expanded Sony to 24 million in three years. On the
other hand, Sony launched PSP which was a portable device that had the most advanced graphics
available for a portable gaming device. The Sonys PSP attracted hardcore gamers whereas
Another competitor who exert pressure to Nintendo was Microsoft. Microsoft launched Xbox in
the market in 2001. The Xbox competed for hard-core gamers on hardware performance and
processing power and a constant stream of new titles to keep players hooked.
NINTENDOS REVOLUTION 3
Nintendo had difficult time in facing these two console with such superior graphics and hard core
gaming features. Sony and Microsoft occupied the market widely as the market share of
Microsoft was 22%, Sony had 66% and rest 12 % was other companies in the market. Nintendo
at that point had low market share in the market and was thinking to develop a plan to fight the
In 2001, Nintendo launched GameCube console, with the size that was just like a lunchbox. The
processor of the console was designed by IBM yet the consoles hardware failed to the hardware
and graphics of PlayStation 2. Due to the low price and low-powered hardware, it attracted the
children and sold 22 million units worldwide as compared to 130 million units sales volume of
Sony PlayStation 2. Nintendo survived the market competition with Sony and Microsoft for a
long time and finally launched a console in the year 2005 which was the biggest hit in the market
The company looks forward to making the home run with their unique concept of their controller
which enables single handed usage and this differentiates it from other major video game
consoles such as the Xbox and PlayStation. The uniqueness of the controller is that it changes the
whole game-play style of handling the controller with two hands and it has instead been designed
in a way that can be compared to an usual LED remote controller of a DVD player. Nevertheless,
there are a few concerns about the controller with respect to compatibility to the games primarily
designed for two handed gaming with the previous models i.e. the NES and the GameCube and
how would it be able to win the interests of the professional and traditional gaming fans that are
Firstly, the company should focus on how they can get the new console and its controller
compatible with older games while also win the support of a few popular game developers who
were still looking to support the two handling controllers but wanted Nintendo to develop a new
type of gameplay.
Secondly, the company needs to figure out ways they can modify the controller to support two
handed action since few highly popular games such as the first person shooting ones which went
well with two handed action controllers and gameplay. This will help to win the interests of the
traditional gamers.
Thirdly, the company needs to test the commercial success of the product before launching it.
The company can look towards making an extended advanced model of a joystick along
with the rod-shaped controller which enables two-handed play for the game console. The
joystick can be used for two-handed games such as the first-person action games. This
will convince the traditional gamers to give the revolution a try as they will not lose the
two-handed gaming experience and would want to see if revolution can provide them
with a better and interesting experience compared to other consoles in the market.
The company can also look at possibilities of adding another removable one-handed
controller which complements the rod shaped remote in a way that can be compatible
with older Nintendos games and can be used for playing the two-handed games. Even
though gamers would use both of their hands to play some of the game titles by this
design, the style of playing will be quite different from playing with a two-handed
controller, as gamers would have two devices instead of one for playing two-handed
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games, and they will experience a new playing style by using two controllers at the same
time.
The company should also expand their game developer base who are willing to develop
games for their unique one handed rod controller and market them effectively to the mass
chances of product information leaks. Nevertheless, its always good to do some scale of
testing as to see how successful would the product in the product by taking customer
reviews. The company can perform product trials on focus groups internally i.e.
employees and their near family members who play console games which will greatly
The competitors can react in several different ways. Firstly, they will start offering discounts to
their existing consoles to win new customers that may have become Nintendos customers and
offer their games at a higher discounted price to keep the market share of their existing customer
base. They might also tie up with financial companies to come up with financing schemes for
Secondly, they would focus on coming up with ways they can win a competitive edge over the
Nintendos Revolution. For example, the main competitors of Nintendo i.e. Sonys PlayStation
and Microsofts Xbox promoted their innovative graphics and high definition capabilities. Also,
Microsoft and Sony might as well come with an idea of a one-handed joystick comparable to the
Nintendos Revolution.
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Thirdly, the competitors might start attracting the major game developers who currently work
with Nintendo to switch to them by offering them better money which will throw Nintendo out
of business.
INDUSTRY COMPETITION
According to Porters five forces analysis we can explain industry competitiveness based on
Competitive Rivalry
Since console video game industry has only 3 main players: Sony, Microsoft and Nintendo,
industry rivalry is high. Since Sony already had experience in consumer electronics with strong
distribution channels, Sony commercialized its console very quickly. Like Sony, Microsoft was
also an established company and by using a similar architecture as their personal computers they
could transform PC gaming into console gaming. Thus, Microsoft and Sony could spend vast
resources on research and development, marketing, and advertising. On the other hand, Nintendo
is dependent on video game consoles which can be seen as a major disadvantage compared to
other competitors.
Although decreasing costs of electronic components and other factors of production favours the
new entrants, the threat of a new company penetrating the console video game market is
medium. The market is controlled by established global companies who spends their vast amount
of resources in research and development which might be a big challenge for new entrants.
Threat of a new substitute is relatively high for Nintendo. As Microsoft and Sony, offer similar
products and capitalize on constant research and development, the product life cycle of a model
keeps on reducing and Nintendo should have such a strategy that before launching their product
in the market they should start working on another product which can give Nintendo a
competitive edge. Also, competitors can reduce the price of a model and damage Nintendos
RECOMMENDATIONS
The interactive video game industry has grown remarkably in the recent years. Since 2001, three
major players have dominated the market: Sony, Microsoft, and Nintendo. Of these, Nintendo
had the least market share, even though the company had historically dominated the market. In
2004, when Nintendo faced strong competition from larger and wealthier rivals, they came up
with an innovative strategy to maintain profitability. The optimal strategy Nintendo believed in
was differentiation. They targeted the neglected segment of the market. This allowed them to
focus on casual gamers who wanted a simpler, more intuitive gaming experience. The estimated
growth rate of the company has been diminishing and the market trends have been changing due
to new launches by competitors. Our goal is to implement strategies That will help Nintendo
Rookie Gamers is a segment that focuses on the youth of the consumer console industry. The
demographics include students, under the age of 18. This is a significant part of the market
because this target segment is the future of the industry and presents us with an opportunity to
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gain product and brand loyalty. They are also a part of the millennial generation, high levels of
innovation and digital media is key in attracting this segment. Most amateur gamers tend to be
male with only 27% female. Psychographics include high involvement of online social
networking within their routine life. By focusing on the amateur gamers target audience, we can
Multi-Screen Advertising:
The consumer base is most susceptible to convert their purchasing decision from Nintendo to an
advanced technology of the rivals. Therefore, to persuade these users Nintendo must once again
According to a research on the behavior and attitudes of multi-screen consumers, adults aged 18
consumption experience for this younger market segment. Naturally, a younger generation that
can afford multiple, connected devices, and is actively engaged on social networks is a desirable
awareness creating a competitive edge in the market. Influence the consumers brand association
and buying behavior by constantly engaging them with meaningful dialogue and branded
experiences.
Promotional Strategy:
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Nintendos largest assets are its brand reputation and its intellectual property and these must be
fully leveraged. Nintendo should capitalize on this reputation more. We can adopt supply and
demand strategy as our promotional strategy. The supply of the product would be low in the
introduction and increase in the demand of the product would lead to bidding wars on various
online websites including Amazon and eBay. These wars could be advertised globally as The
worldwide countdown for gaming consoles. This would not only build interest among the hard-
core gamers, but would eventually result in several press releases. The supply and demand