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Innovation for the Electronic Gaming Industry
Final Client Presentation
The team


HULT International Business School, 2010

Thoreau Group 2
   Alejandro Agustin Cejas
   Carlos Then
   Dhairya Mitawalkar (DK)
   Diana Matei-Golopenta
   Kiran Dhamodharan
   Tadashi Sakashita
Agenda

• Context
• Aims
• Opportunity Insights
• Seeing the world in different ways
• Business Opportunity Map
• Fields of play
• Robust Concepts
• WiiShop
• Executive Summary
Context

Drivers for change
1. There is an increasing need for people to interact and network on the internet. Customers are
   much more open to cross-border communication and prefer meeting new people online.
   Customer buying behavior has also seen a trend towards online access since online security
   has improved making it comfortable.
2. Nintendo is already leading the closest console competitors through its Wii and DS Lite. Our
   target market segment is not just the hardcore gamers, but families and children too.
   Nintendo also is fast developing its online network to allow gamers to share their profiles,
   games and achievements.
3. With a younger and family target market segment, Nintendo has the flexibility to provide new
   value added services without affecting its brand image.
Aims

What does the future look like?

                                           US $6billion




                            US $3billion    US $2billion US $4billion
Opportunity Insights

                             Mega Global Forces                                                                     Competitors & Substitutes
       Social, Technological, Economic, Political, Environmental

1.   Interactive education
     •     Languages, Architecture,              1.    Governmental involvement
           Environmental issues,                 2.    Aging population – life expectancy
           Exploration                                 increasing
                                                 3.    Per-capita income in developing countries   1.   Consoles: PlayStation3, XBOX360
2.   Health                                            “Gaming beyond borders”
3.   Virtual Shopping
                                                 4.                                                2.   PC Games
                                                 5.    Environmental :
4.   Social/interactive Gaming                                                                     3.   Handheld: iPhone, PSP. Gameboy, DS Lite
                                                       1.     Digital game distribution
           •    Virtual life simulator                 2.     Power consumption                    4.   Social gaming: MMORPG, XBOX Live, Playstation Network
5.   Online dating                                     3.     Accessories hardware                 5.   Upcoming: Microsoft’s project Natal, HealthVault
6.   Gesture based interaction                   6.    Useful applications                         6.   Outdoor activities
7.   Home entertainment                                •      E-Readers
                                                       •      File management                      7.   Work
8.   Being "part of the game”                    7.    Family gaming                               8.   Home entertainment – movies, songs, Netflix, Redbox
9.   Population demographics, Income             8.    Military simulations
     distributions, Social mobility, attitudes   9.    Game piracy
     towards work, consumerism, cultural         10.   Decline in cost of technology
     change



                         Changing Capabilities                                                                                     Customers
               Competences, Suppliers, Partners & Networks                                                              Consumers, Channels, Influencers
•    Competencies: Technology Innovations, Telecommunication , project
     collaboration, video conferencing, Customer Service, backward compatibility
•    Capabilities: Software updates,
•    Software suppliers: Educational software, free world explorations, interactive                •    Diverse segment of students, employees, military troops, seniors, mothers and
     games, social networking, health focused, sports, first-person games, brain                        fathers, families, multi-generational gamers
     teasers, strategy, arcade                                                                     •    Channels: Physical electronics retailers, online electronics retailers, partners,
•    Hardware suppliers: Optical laser units, controller chips, power supply,                           Online games, Retailers, WiiWare, Online Auction Sites, Classified Ads.
     device suppliers, memory card, AV optical and S-video cable, carrying bags,                   •    Influencers: Social media, customer loyalty programs, Word of Mouth,
     console and accessories.                                                                           cultural trends, life-style change, online networking
•    Other Suppliers: CDs, HD, electronic components, softwares, game writers,                     •    Entertaining family alternative.
     packaging, manuals (documentation), others.
•    Partners: Hotels (Westin), Online gaming retailer (Gamestop), movie and
     song rentals (Netflix), universities and schools, game developers, social
     networking (facebook), fast-food outlets (McDonald’s)
•    Networks:
Seeing the world in different ways

Process




                                                                                         New applications
1. We uncovered a wide range of trends impacting your company
   and selected two that had high impact and high uncertainty for
   your company
                                                                     Conventional H/W                       Hi-Tech
2. We created different scenarios to trigger new ideas and




                                                                                        Traditional games
opportunities
 3. We collected all idea fragments from the future, our current
company, and those of our competitors and partners onto a Business
Opportunity Map




                      WiiLearn               Online             WiiShop
                                            Networks
Business Opportunity Map
                         Markets                 Customers                   Segments         Behaviors                         Needs
   Customer              • Asia                  •Students                   •5-18 yrs        •Entertainment value              •Entertainment
                                                                                                                                                      Other
                                                                                                                                                      •Cost
                         •America                •Families                   •19-50 yrs       •Collaborative game-play          •Education
  Experience             •Europe                 •Teenagers                                   •ShoppingDDDD                     •Health
                                                                                                                                                      •Availability
                                                                                                                                                      •Competition
 Markets, Customers,     •Australia              •Adult gamers                                •Interactive education            •Social Interaction
  Behaviors, Needs                               •Middle aged                                 •Environmental awareness          •Shopping


                         Product           Services                     •Social interaction       Applications            Applications            Other
                         •Console          •Customer svc                •Online shopping          •Sports                 •Communication          •Partnerships
    Offering             •Accessories      •S/W Updates                 •3 D virtual games        •Children education     •Shopping               •Reviews
                         •Games            •Game downloads              •Manuals                  •Adult education        •File management        •Bundle deals
  Products, Services
                         •Educational      •Application downloads       •Online network           •Movies                 •Collaborative work     •Backward
                         •Networking       •Online HELP                 •Post-sales service       •Music                                          compatibility


                         •Online electronic stores    •Retailers                 •Wholesalers                 •Home delivery
                         •Online game stores          •Auction sites             •Rentals                     •Cable networks
    Delivery             •Virtual shopping mall       •Classified ads            •Vending machines
                         •IT showrooms                •WiiWare                   •Supermarkets
  Channels, Logistics
                         •Catalogues                  •Airports                  •Roadshows
                         •Website                     •Competitions              •IT shows


                         •Nunchuk – Movement sensor              •Bluetooth                             Competences                      Capabilities
                         •Accessories                            •R&D                                   •Technological innovation        New segments
 Production              •Communication capabilities             •Virtual interaction                   •New segments                    •Hi-tech
Technology, Processes,   •Speech to text                         •Partner suppliers                     •Hardware                        •Family oriented
       Assets            •Text to speech                         •Outsourced production                 •Software                        •International exposure
                         •Wireless                               •Creative marketing and sales          •Backward compatible             •Hardware
                                                                                                        •Identify gaming trends          •Software

                         •WiiWare                      •IT showrooms                      •Game review sites            •Low cost
    Business             •WiiConnect24                 •Catalogues                        •Game retailers               •Accessories bundling
                         •Gamestop                     •Other gaming sites                •Electronics retailers        •Gaming bundles
     Model               •Online electronic stores     •Rental services                   •Hotels                       •Online access
Networks & Partners,     •Online game stores           •Cable networks                                                  •Family interaction
  Pricing Strategy                                     •Airplanes
Fields of Play

                                                                New Applications


                          Scenario 4 Name                                                                Scenario 1 Name
                                                                                 WiiShop
   WiiLearn                                                                      • Virtual malls and social networking experience
   • Nintendo will offer the Wii2                                                • Partnerships with Zara, Burberry, other designer brands
   • Educational games partnering with governments, schools,                     • Able to earn virtual money which can be used as coupons that
     colleges and online encyclopedias all around the world                        can redeemed for stuff               WiiShop
   • Games will all be 3d and in LED technology.          WiiLearn
   • Customers children from 6 to 18 primarily, everyone in general.
   Home Entertainment
   • DVDs




                                                                       Trend 6
Conventional H/W & S/W                                                                                                               Technological
                                                                        Environmental                                            breakthrough products


                          Scenario 3 Name
                                                                          Friendly                       Scenario 2 Name
   Online networks                                                               Environmental
                            Online                                               •
                                                                                 •
                           Networks
                                                                                                              Military
                                                                                                            Simulations



                                                               Traditional Games
Fields of Play

Our analysis has resulted in 4 different fields of play.
WiiShop
Providing online social lifestyle through virtual shopping mall platform to and for female
customers to meet the shopping, gaming and networking needs through the Wii networks.
WiiLearn
Providing a fun-filled collaborative way of learning through games. For school going children
(under 15 years of age), through online networks and customized educational courses.
Military Simulations
Providing simulation games in which warfare can be tested and refined for the military training
purposes.
Environmentally friendly gaming
Providing environmentally friendly solutions to customers’ gaming needs through energy saving
consoles, nature friendly accessories and green packaging and delivery services.
Robust concepts

Evolution of the Electronic Gaming Industry:




                              NEXT? (Consumerism and Socializing)
WiiShop

The Biggest mall in the world!
Imagine the place which sells everything!
Your designer brands, electronics, sports
equipments, accessories, movies, music, etc.
etc. etc. all in one huge mall. Shop, play
games, win discounts from contests and
window shop. No pesky salespeople. On
the spot review for items, compare prices,
and once you shop you can just keep
walking around without the need for
carrying those numerous bags. Bump into
long-long friends and meeting new
interesting people while strolling down the
various floors. That’s bliss!
WiiShop

The world at your finger tips!
With Nintendo’s advanced movement sensor technology, we can finally do away with the
controllers. No need to hold anything or press buttons. Gesture with your fingers and decide your
next destination. Interacting with the virtual environment and almost feel the silk dress.
Partners
Online retailers, designer brands, movie and music retailers, etc. all will be eager to participate in
this venture. Since USA boasts the biggest online consumer base, WiiShop provides the ideal
network to reach the final customer.
The future?
Is here! Nintendo’s development of the next stage of movement sensor technology removing
the need for physical controllers will make this a truly blissful experience for its customers.
Executive Summary

Competency
Nintendo’s leadership in technology, service and its ability of catching consumer trends before
the rest of the market drives its innovation.
Trends
Our research has shown a trend in shopping and educational software. Customers need more
value added services and Nintendo’s focus should be to fill this void.
Fields of Play
We have recognized business opportunities in value added services while providing a social
interactive environment for the customers. We recognized WiiShop and WiiLearn as the FoPs.
Value Proposition
Meet your friends and make new ones while exploring the various virtual shopping malls in the
world. Like a dress, buy it or get your friend to try it online! Why not catch a movie in one of the
online theatres?! Participate in contests to win that Armani bracelet.. Roaming the world while
not leaving your doorstep has never been easier!
Market Segment
Teenagers, young and middle-aged adults – primarily in developed countries.
Partnerships
We will need to partner with designer brands, movie and music sites, online retailers, bookstores,
travel agencies and online payment sites.
Thank you!

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Innovation for the Electronic Gaming Industry: WiiShop

  • 1.
  • 2. Innovation for the Electronic Gaming Industry Final Client Presentation
  • 3. The team HULT International Business School, 2010 Thoreau Group 2 Alejandro Agustin Cejas Carlos Then Dhairya Mitawalkar (DK) Diana Matei-Golopenta Kiran Dhamodharan Tadashi Sakashita
  • 4. Agenda • Context • Aims • Opportunity Insights • Seeing the world in different ways • Business Opportunity Map • Fields of play • Robust Concepts • WiiShop • Executive Summary
  • 5. Context Drivers for change 1. There is an increasing need for people to interact and network on the internet. Customers are much more open to cross-border communication and prefer meeting new people online. Customer buying behavior has also seen a trend towards online access since online security has improved making it comfortable. 2. Nintendo is already leading the closest console competitors through its Wii and DS Lite. Our target market segment is not just the hardcore gamers, but families and children too. Nintendo also is fast developing its online network to allow gamers to share their profiles, games and achievements. 3. With a younger and family target market segment, Nintendo has the flexibility to provide new value added services without affecting its brand image.
  • 6. Aims What does the future look like? US $6billion US $3billion US $2billion US $4billion
  • 7. Opportunity Insights Mega Global Forces Competitors & Substitutes Social, Technological, Economic, Political, Environmental 1. Interactive education • Languages, Architecture, 1. Governmental involvement Environmental issues, 2. Aging population – life expectancy Exploration increasing 3. Per-capita income in developing countries 1. Consoles: PlayStation3, XBOX360 2. Health “Gaming beyond borders” 3. Virtual Shopping 4. 2. PC Games 5. Environmental : 4. Social/interactive Gaming 3. Handheld: iPhone, PSP. Gameboy, DS Lite 1. Digital game distribution • Virtual life simulator 2. Power consumption 4. Social gaming: MMORPG, XBOX Live, Playstation Network 5. Online dating 3. Accessories hardware 5. Upcoming: Microsoft’s project Natal, HealthVault 6. Gesture based interaction 6. Useful applications 6. Outdoor activities 7. Home entertainment • E-Readers • File management 7. Work 8. Being "part of the game” 7. Family gaming 8. Home entertainment – movies, songs, Netflix, Redbox 9. Population demographics, Income 8. Military simulations distributions, Social mobility, attitudes 9. Game piracy towards work, consumerism, cultural 10. Decline in cost of technology change Changing Capabilities Customers Competences, Suppliers, Partners & Networks Consumers, Channels, Influencers • Competencies: Technology Innovations, Telecommunication , project collaboration, video conferencing, Customer Service, backward compatibility • Capabilities: Software updates, • Software suppliers: Educational software, free world explorations, interactive • Diverse segment of students, employees, military troops, seniors, mothers and games, social networking, health focused, sports, first-person games, brain fathers, families, multi-generational gamers teasers, strategy, arcade • Channels: Physical electronics retailers, online electronics retailers, partners, • Hardware suppliers: Optical laser units, controller chips, power supply, Online games, Retailers, WiiWare, Online Auction Sites, Classified Ads. device suppliers, memory card, AV optical and S-video cable, carrying bags, • Influencers: Social media, customer loyalty programs, Word of Mouth, console and accessories. cultural trends, life-style change, online networking • Other Suppliers: CDs, HD, electronic components, softwares, game writers, • Entertaining family alternative. packaging, manuals (documentation), others. • Partners: Hotels (Westin), Online gaming retailer (Gamestop), movie and song rentals (Netflix), universities and schools, game developers, social networking (facebook), fast-food outlets (McDonald’s) • Networks:
  • 8. Seeing the world in different ways Process New applications 1. We uncovered a wide range of trends impacting your company and selected two that had high impact and high uncertainty for your company Conventional H/W Hi-Tech 2. We created different scenarios to trigger new ideas and Traditional games opportunities 3. We collected all idea fragments from the future, our current company, and those of our competitors and partners onto a Business Opportunity Map WiiLearn Online WiiShop Networks
  • 9. Business Opportunity Map Markets Customers Segments Behaviors Needs Customer • Asia •Students •5-18 yrs •Entertainment value •Entertainment Other •Cost •America •Families •19-50 yrs •Collaborative game-play •Education Experience •Europe •Teenagers •ShoppingDDDD •Health •Availability •Competition Markets, Customers, •Australia •Adult gamers •Interactive education •Social Interaction Behaviors, Needs •Middle aged •Environmental awareness •Shopping Product Services •Social interaction Applications Applications Other •Console •Customer svc •Online shopping •Sports •Communication •Partnerships Offering •Accessories •S/W Updates •3 D virtual games •Children education •Shopping •Reviews •Games •Game downloads •Manuals •Adult education •File management •Bundle deals Products, Services •Educational •Application downloads •Online network •Movies •Collaborative work •Backward •Networking •Online HELP •Post-sales service •Music compatibility •Online electronic stores •Retailers •Wholesalers •Home delivery •Online game stores •Auction sites •Rentals •Cable networks Delivery •Virtual shopping mall •Classified ads •Vending machines •IT showrooms •WiiWare •Supermarkets Channels, Logistics •Catalogues •Airports •Roadshows •Website •Competitions •IT shows •Nunchuk – Movement sensor •Bluetooth Competences Capabilities •Accessories •R&D •Technological innovation New segments Production •Communication capabilities •Virtual interaction •New segments •Hi-tech Technology, Processes, •Speech to text •Partner suppliers •Hardware •Family oriented Assets •Text to speech •Outsourced production •Software •International exposure •Wireless •Creative marketing and sales •Backward compatible •Hardware •Identify gaming trends •Software •WiiWare •IT showrooms •Game review sites •Low cost Business •WiiConnect24 •Catalogues •Game retailers •Accessories bundling •Gamestop •Other gaming sites •Electronics retailers •Gaming bundles Model •Online electronic stores •Rental services •Hotels •Online access Networks & Partners, •Online game stores •Cable networks •Family interaction Pricing Strategy •Airplanes
  • 10. Fields of Play New Applications Scenario 4 Name Scenario 1 Name WiiShop WiiLearn • Virtual malls and social networking experience • Nintendo will offer the Wii2 • Partnerships with Zara, Burberry, other designer brands • Educational games partnering with governments, schools, • Able to earn virtual money which can be used as coupons that colleges and online encyclopedias all around the world can redeemed for stuff WiiShop • Games will all be 3d and in LED technology. WiiLearn • Customers children from 6 to 18 primarily, everyone in general. Home Entertainment • DVDs Trend 6 Conventional H/W & S/W Technological Environmental breakthrough products Scenario 3 Name Friendly Scenario 2 Name Online networks Environmental Online • • Networks Military Simulations Traditional Games
  • 11. Fields of Play Our analysis has resulted in 4 different fields of play. WiiShop Providing online social lifestyle through virtual shopping mall platform to and for female customers to meet the shopping, gaming and networking needs through the Wii networks. WiiLearn Providing a fun-filled collaborative way of learning through games. For school going children (under 15 years of age), through online networks and customized educational courses. Military Simulations Providing simulation games in which warfare can be tested and refined for the military training purposes. Environmentally friendly gaming Providing environmentally friendly solutions to customers’ gaming needs through energy saving consoles, nature friendly accessories and green packaging and delivery services.
  • 12. Robust concepts Evolution of the Electronic Gaming Industry: NEXT? (Consumerism and Socializing)
  • 13. WiiShop The Biggest mall in the world! Imagine the place which sells everything! Your designer brands, electronics, sports equipments, accessories, movies, music, etc. etc. etc. all in one huge mall. Shop, play games, win discounts from contests and window shop. No pesky salespeople. On the spot review for items, compare prices, and once you shop you can just keep walking around without the need for carrying those numerous bags. Bump into long-long friends and meeting new interesting people while strolling down the various floors. That’s bliss!
  • 14. WiiShop The world at your finger tips! With Nintendo’s advanced movement sensor technology, we can finally do away with the controllers. No need to hold anything or press buttons. Gesture with your fingers and decide your next destination. Interacting with the virtual environment and almost feel the silk dress. Partners Online retailers, designer brands, movie and music retailers, etc. all will be eager to participate in this venture. Since USA boasts the biggest online consumer base, WiiShop provides the ideal network to reach the final customer. The future? Is here! Nintendo’s development of the next stage of movement sensor technology removing the need for physical controllers will make this a truly blissful experience for its customers.
  • 15. Executive Summary Competency Nintendo’s leadership in technology, service and its ability of catching consumer trends before the rest of the market drives its innovation. Trends Our research has shown a trend in shopping and educational software. Customers need more value added services and Nintendo’s focus should be to fill this void. Fields of Play We have recognized business opportunities in value added services while providing a social interactive environment for the customers. We recognized WiiShop and WiiLearn as the FoPs. Value Proposition Meet your friends and make new ones while exploring the various virtual shopping malls in the world. Like a dress, buy it or get your friend to try it online! Why not catch a movie in one of the online theatres?! Participate in contests to win that Armani bracelet.. Roaming the world while not leaving your doorstep has never been easier! Market Segment Teenagers, young and middle-aged adults – primarily in developed countries. Partnerships We will need to partner with designer brands, movie and music sites, online retailers, bookstores, travel agencies and online payment sites.