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                 Nintendo Wii
                         Project Report
                                 Submitted to :
                                 Dr. Rajat Gera




Submited By:

Saurabh Singh Tomar 10DCP-033




1|                                                10DCP033
1. Market and Competitive Analysis ................................................................................................... 3

Product Market .................................................................................................................................. 3

Market Analysis ¡V 3 Cs ........................................................................................................................ 3

Market Evolution and Long Term Trends ........................................................................................... 4

Environmental Factors affecting the product ..................................................................................... 5

Structural Analysis of product Category ............................................................................................. 5

Market Segmentation ......................................................................................................................... 5

Target Market .................................................................................................................................... 7

Brand Positioning ............................................................................................................................... 7

Competitor¡¦s Strength and Weakness ................................................................................................ 7

Evolving Competition .......................................................................................................................... 9

Marketing Strategies of Competitors for Competitive advantage ..................................................... 9

Effect of Technology on Industry ...................................................................................................... 10

2. Objectives..................................................................................................................................... 10

Market Segmentation and Target Market ........................................................................................ 10

Expected Market Share and Growth ................................................................................................. 11

Primary and Secondary Objectives of the Company ........................................................................ 12

3. Strategy ........................................................................................................................................ 12

Product/ Brand Strategy ................................................................................................................... 12

Communication and Promotion Strategy ......................................................................................... 13

Distribution Policy ............................................................................................................................. 14

4. Conclusion .......................................................................................................................................... 14




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1. Market      and Competitive Analysis
Product Market
The product market consists of Video Game Console (Hardware Part). The global market is worth
$58 Billion in 2010. There are only three major players in the market – Nintendo, Sony and Microsoft.
The global games console market consists of the total revenues generated by Nintendo, Microsoft and
Sony through the sale of their console platforms, including any handheld systems. Market values have
been calculated using annual average retail prices for each individual market.


Market Analysis
Porter’s 5 Forces:

Threat of new entrants:
The console gaming industry, is a market in which, only very technologically advanced and well-funded
companies can enter. Loyal customer bases and established subcultures have made it so new entrants
would have to provide something completely revolutionary to get customers to switch. Microsoft was the
last big company to join the competition and they struggled for a long time, despite being a well-known
technology giant.

Competitor rivalry:
Although this market has few leaders, the competition is fierce. Nintendo squares off with industry giants
Sony (PlayStation) and Microsoft (Xbox). Each of the competitors is well funded and has the most
advanced technological innovations at their fingertips. For example, Sony nearly went bankrupt trying
to beat out the competitors through innovation, and lost close to $700 million (on the PlayStation 3) in the
first six months alone. Fortunately for Sony, they are a multi-billion dollar company and have cash
reserves that Nintendo can only dream of.

Threat of substitute products:
In such a highly competitive market, there are of course strong substitutes. Each system started with
their niche, but in order to grow market-share each has added features to eliminate the qualities that have
enabled competitors to differentiate. As they become more similar, the choice between them becomes
harder and thus the threat of substitutes is high. Nintendo being the most basic and least powerful of
the bunch means they have to continuously price themselves well below the competitors to help eliminate
the ease of substitution.

Bargaining power of suppliers:
Nintendo, like other consoles, does not make all of their own parts. Instead, they contract with experts in
the field of batteries, processors, and video cards. They are using fancy sounding products such as
“custom-made Hollywood CPU (IMB) and Broadway graphics processor (ATI),"
but actually the specifications are very unimpressive. Since these are pretty standard items compared
withPS3‟s revolutionary and custom new parts, Nintendo should have substantial bargaining power. Since
Nintendo has historically used the same manufacturers in other consoles, they should have solid
reputations with their supplier.




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Bargaining power of customers:
The gaming industry is one of luxury and in a bad economy these goods are at the mercy of the
customers. Without these customers the items would be sitting in shelves unsold and filling warehouses
creating substantial debt for their manufacturers. The customers have the power, the money, and the
marketing buzz to make or break a company rather quickly. Companies have to be careful how they price
themselves and be sure to always keep the customer in mind; there is very little room for error.


Market Evolution and Long Term Trends
Global Industry – Major Markets


                            Major Markets
          USA         Europe          Japan          Rest of the World


                                   12%

                          20%                       48%


                                 20%




Global Video Game Market

 PwC estimated that the videogame subsection of the global entertainment and media market would be
  the second fastest growing segment through 2014 (trailing only Internet advertising wired and
  mobile).

 Michael D. Gallagher, president and CEO of the Entertainment Software Association: December
  („09) sales broke all industry records and underscores the incredible value consumers find in
  computer and video games even in a down economy.

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Video Game Console Market: Steady Growth Through 2012

 Market has experienced dramatic growth since 2007

    Web-based video game advertising experiencing the most rapid expansion, with a CAGR of 18.5%

 E-marketer predicts web-based market size to be $478M by 2012




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Video Game Console Market: Steady Growth Through 2012




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Environmental Factors affecting the product

Political
Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video
game industry. Video games have a tendency to play with the emotions of people which in turn can
threaten peace and law, a country being multicultural. Therefore Government has the authority to control
the contents of the video game frames.

Economic:
Places such as U.S. and Japan are largely dominated by video game business. Therefore contributing
towards the GDP of their countries. Interest rates have not much impact on the video game business as
they manufacture their own units. The disposable income of the consumer in the video game industry has
an effect on their buying behavior. For example people who fall under low income range may not afford
to buy a video game on high price. Nintendo‟s low manufacturing cost was also one of the reasons for it
to sell its games at a nominal price, therefore increasing its sales.

Social:
The social factors that influence the video game industry are population demographics, income
distribution, lifestyle changes, social mobility, attributes to work, consumerism, level of education and
consumer behavior. Nintendo‟s action to open the World of Nintendo showrooms was to attract and
influence customers and show interest towards fulfilling the customers‟ needs. Also, games have an
influence to the culture of people; bring aggression n children, etc. all of which has an impact on the
industry.

Technological:
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.

Environment:
The video game industry uses a lot of plastic resources. Playing games on television or computers does
consume a lot of power. Nintendo Therefore see to it that their games utilize low power. On the other
hand protecting the environment and practicing a “green” lifestyle is a value many of today‟s parents are
trying to teach their children. Nintendo facilitates in that effort through the creation of “Super Mario
Sunshine” and “Chibi-Robo:Park Patrol”, which challenges players to improve the environment around
them.

Legal:
The legal issues faced by the video game industry include trademarks, copyrights, licensing, online
ownership, revenue recognition and demands of intellectual property. The other issues that can be

7|                                                                                          10DCP033
considered are product and health safety. It has become an accepted practice for the console
manufacturers to lose money on the hardware and to recover the loss by charging high licensing fees to
game publisher and developers.



Market Segmentation
When releasing the Wii in 2006, Nintendo clearly chose to differentiate itself from its competitors – target
a very different, underserved, segment of the gaming market .



     •   Geographic                                             •   Psychographic

     •   Demographic:                                           •   Behavioural:




        2006: “Our focus is interactive game play, a whole new way to play, that puts fun back into this
         business. It allows everybody to pick up and play and isn't focused on the core gamer” –
         President, Nintendo US


Target Market

Behavioral Targeting
Benefits sought – what do people want out of the product? A fun, simple, personal, quick, social
entertainment experience [Different than current video games – often complicated, require significant
investment of time, not necessarily personalised]

Usage rate – how often will the target use the product? Not that often. A Nielsen study showed that Wii
owners used their consoles significantly less than Xbox 360 or PS3. Wii games targeting those wanting
fun in quick manner, easy to pick up and learn, and not require serious time investment


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User status – Non-user/first-time user/occasional user – Wii was specifically designed to expand the
market. Nintendo wanted to go for a previously underserved target population, and that meant making
their games appealing to the first-time user

Demographic Targeting
As part of their market expansionary strategy, Nintendo specifically targeted those demographics that
weren‟t being served by contemporary video game offerings
Gender: Women
Age: Outside the traditional age range of 12-35
Family life cycle: Married with children

Psychographic targeting
Lifestyle / Personality: Nintendo specifically targeted active, social people, looking to do things with
friends/family. Much less emphasis on deep single-player game play / intense 3D graphics.


Brand Positioning

Ways that Nintendo positioned themselves to target their previously-selected target market segments:

•    “Wii would like to play” Campaign: Showcased families, children, women gaming together

•    Nintendo ensured a selection of simple, time-uninventive, social games (each Wii comes with Wii
     Sports – pick up and play) [Will look at that more in a second]

•    Low initial financial investment required (e.g. low price)



     Perceptual Map




9|                                                                                         10DCP033
Competitors

The two main rivals to the Nintendo Wii is Sony's Playstation 3 and Microsoft's Xbox360.Without this
competition, Nintendo may not be to the point that it is now. It could rest on it laurels and not supply its
customers with newest and greatest ideas.


Competitor’s Strength and Weakness

We will take the strengths and weaknesses of the following companies and compare them with those of
the company of our consideration Nintendo Wii




Evolving Competition

PS3 Move is showing more flexibility, trying to differentiate itself in the market – targeting both the
casual and the hardcore, and especially families that have both
Xbox360 Kinect are going head-to-head for the casual gamers – fun, simple, quick, active, social games
for everyone




10 |
10DCP033
Marketing Strategies of Competitors for Competitive advantage

Sony PS3 Move :
 Sony is targeting the more active side of the gaming demographic (want more of an experience than
  just using a button-based controller), but not necessarily social people
 Sony‟s trying to provide a platform for both casual & serious motion gaming
 Sony‟s trying to appeal to both light users and heavy users
 Again, Sony‟s trying for broad-based appeal – from the whole family of non-gamers to the hardcore
 PS Move is differentiating itself in the motion gaming market – users who are interested in motion
  gaming, but want more serious games than “Wii Sports” or “Kinectimals”
 Part of PS3‟s recent “it only does everything” campaign – targeting both hardcore gamers and casual
  ones; likely families that include both

Xbox360 Kinect :
 Largely Same as WiiBenefits sought – what do people want out of the product? Microsoft‟s trying
  to provide its own fun, simple, personal, quick, social entertainment experience
 Microsoft wants this product to appeal to those wanting fun in quick manner, easy to pick up and
  learn, and not require serious time investment
 Non-user/first-time user/occasional user/Wii user – Microsoft wants to use the same expansionary
  strategy that the Wii did.




Effect of Technology on Industry
Research and development of new console technology is the frontline in winning over potential
buyers. –Consoles that can support superior games with outstanding graphics capabilities traditionally
win consumers–Expensive R&D, short PLC INDUSTRY



Marketing Objectives

Creating new segment by launching a disruptive technology product.



Market Segmentation and Target Market
Blue Ocean strategy/Disruptive technology:

After realizing its past mistake when aiming for a younger audience, Nintendo set out to remedy this: the
appeal of the Wii console goes, as a matter of fact, far beyond the “regular” target age groups and enters a
whole new dimension. Nintendo has started tapping into the “casual gamers” category; reaching far
beyond the “hard-core gamers” which the PS3 and Xbox 360 target directly. Nintendo‟s mission seems to
11 |
10DCP033
be “to encourage people around the world to play video games regardless of their age, gender or cultural
background”, capturing young and old alike.
According to Blue Ocean Strategy theory, there are three groups of noncustomers that any company can
reach out to: (1). “soon-to-be” noncustomers who are on the edge of the market, waiting to jump ship, (2).
“refusing” who consciously choose against the market and (3). “Unexplored” noncustomers, who are
sitting in distant markets.
The Wii offers the first tier a leap of value that attracts them (casual gamers), and, while the second tier
customers seem mostly unaffected, it is the thirds tier that seems to have been readily attracted by the Wii.
The Wii has even been praised for use as means of recovery as physical therapy for patients, being
prescribed by doctors to regain strength and help with rehabilitation of certain injuries.


Targeting

Wii should be targeting the same consumer base as discussed in topic number 7 of part one with looking
to penetrate the serious gamers segment too.

Expected Market Share and Growth




12 |
10DCP033
Looking at these charts we can see that Wii is still the market leader but it‟s global saes as well as market
share is going down year on year. This is also due to new product introduction by Sony 360 Move and
Xbox360 Kinect. To tackle the competition and to maintain the market leader position Nintendo should
bring the new product Wii2, which should have the same gaming experience like Wii1 but come with
superior graphics and processor so that Wii2 can make inroads into serious gamers segment too.



Primary and Secondary Objectives of the Company
1) Primary objective of the company should be to regain its market share.
2) As all major markets are on the verge of saturation or are already saturated, like USA.
Wii2 should look to target the developing markets like India and China.

 To maintain the competitive advantage created by the Wii console, Nintendo must
  consider many possible courses of action to find new competitive advantages. One
  way to compete is to broaden its video game genres beyond simple, family-friendly
  games. Games for the PlayStation and Xbox consoles often focus on intricate fantasy
  role-playing games (RPGs) for mature audiences. Although Nintendo has some RPGs,
  notably The Legend of Zelda series its current focus is on puzzle and exercise games.
  If Nintendo were to introduce a more varied selection of video game genres to its
  software collection, the company would be in a better position to pull customers from
  Sony and Microsoft. However, this could risk damaging Nintendo‟s brand, as it would
  be challenging to move away from the family-friendly image without the possibility
  of backlash.
 A second course of action for Nintendo is to continue developing innovative game
  technology. With the insight of Satoru Iwata and game designer Shigeru Miyamoto,
  Nintendo should continue looking to the future of video gaming. A recent article by
  BBC News discusses Nintendo‟s recent introduction in Japan of the 3DS, a hand-held

13 |
10DCP033
console that allows users to play games in three-dimension (Buerk, 2011). The article
  points out that Nintendo is a leader in handheld consoles, and this new console
  definitely helps the company maintain its competitive industry in that field. Nintendo
  could work on developing a similar 3D capability for the Wii, to further revolutionize
  the gaming experience.
 And third strategy will to target the untapped markets like India and china where there
  is a large consumer base and Wii has the proven expertise of tapping the non gamers
  market successfully.

Strategy

Product and Branding strategy:

•Brand Equity Associated with Nintendo
•Universal Brand Name
–The name Wii is simple and can be easily remembered by people of different languages-the name also
sounds like “we” which is a core representation of their product appeal
•Free 90-day warranty Extension

Features
–Console with built in Wi-Fi capability
–Motion sensor bar
–Wii wireless remote controls
–speaker, rumble feature and expansion port
–Free game included with purchase of console
•Wii Sports

Recommendations:
To improve graphics and processor.
Should promote Wii as the symbol of victory.

Communication and Promotion Strategy

Communication
•Entertainment for All
–A new and innovative interactive gaming system for the whole family

•Advertising Slogans:
–"Wii would like to play"
–"Experience a new way to play.“


14 |
10DCP033
Promotion
Nintendo should consider expanding its reach to social networking and mobile
devices. Mike Snider, USA Today, recently wrote about the popularity of games for Facebook and
smartphones. According to Snider, Facebook game developer Zynga has increased its value to $9.3
billion and “more than one-third of smartphone owners play games” (Snider, 2011). Snider explains,
“mobile games do not seem to be cannibalizing traditional games” (Snider, 2011). Nintendo should
consider tapping into this industry and designing simple, puzzle-type games for Facebook and mobile
devices. This would align with the company‟s current focus on simple games for non-gamers and may
open the brand to a new market, given the popularity of smartphones. The company could even develop
capabilities to allow users to play social networking games on the Wii console.

Distribution Policy
Nintendo is not just an American based system. However, they do have two distribution centers
located in North America: one in Redmond, Washington and the other in Atlanta, Georgia.
Nintendo has distribution centers around the world. Each center distributes their regions version
of Nintendo‟s systems or games. Retailers get their inventory from Nintendo, no middlemen are
involved. This is because Nintendo advertises the MSRP of $249.99 and sells to businesses at
around $241.00. Minimal profit is made with the sale of the Wii through a retailer. All the profit
comes from selling games and accessories.

Conclusion:
To conclude, Nintendo must continue pressing forward with innovative technology and game concepts.
The company faces a great deal of competition, but also has many options to help maintain its current
competitive advantage. Careful consideration of the company‟s current strategy, and the environment in
which it operates, will lead Nintendo toward an effective strategy to maintain competitive advantage and
ensure success.




15 |
10DCP033

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Nintendo Wii - Disruptive Product Strategy

  • 1. IMT GHAZIABAD Nintendo Wii Project Report Submitted to : Dr. Rajat Gera Submited By: Saurabh Singh Tomar 10DCP-033 1| 10DCP033
  • 2. 1. Market and Competitive Analysis ................................................................................................... 3 Product Market .................................................................................................................................. 3 Market Analysis ¡V 3 Cs ........................................................................................................................ 3 Market Evolution and Long Term Trends ........................................................................................... 4 Environmental Factors affecting the product ..................................................................................... 5 Structural Analysis of product Category ............................................................................................. 5 Market Segmentation ......................................................................................................................... 5 Target Market .................................................................................................................................... 7 Brand Positioning ............................................................................................................................... 7 Competitor¡¦s Strength and Weakness ................................................................................................ 7 Evolving Competition .......................................................................................................................... 9 Marketing Strategies of Competitors for Competitive advantage ..................................................... 9 Effect of Technology on Industry ...................................................................................................... 10 2. Objectives..................................................................................................................................... 10 Market Segmentation and Target Market ........................................................................................ 10 Expected Market Share and Growth ................................................................................................. 11 Primary and Secondary Objectives of the Company ........................................................................ 12 3. Strategy ........................................................................................................................................ 12 Product/ Brand Strategy ................................................................................................................... 12 Communication and Promotion Strategy ......................................................................................... 13 Distribution Policy ............................................................................................................................. 14 4. Conclusion .......................................................................................................................................... 14 2| 10DCP033
  • 3. 1. Market and Competitive Analysis Product Market The product market consists of Video Game Console (Hardware Part). The global market is worth $58 Billion in 2010. There are only three major players in the market – Nintendo, Sony and Microsoft. The global games console market consists of the total revenues generated by Nintendo, Microsoft and Sony through the sale of their console platforms, including any handheld systems. Market values have been calculated using annual average retail prices for each individual market. Market Analysis Porter’s 5 Forces: Threat of new entrants: The console gaming industry, is a market in which, only very technologically advanced and well-funded companies can enter. Loyal customer bases and established subcultures have made it so new entrants would have to provide something completely revolutionary to get customers to switch. Microsoft was the last big company to join the competition and they struggled for a long time, despite being a well-known technology giant. Competitor rivalry: Although this market has few leaders, the competition is fierce. Nintendo squares off with industry giants Sony (PlayStation) and Microsoft (Xbox). Each of the competitors is well funded and has the most advanced technological innovations at their fingertips. For example, Sony nearly went bankrupt trying to beat out the competitors through innovation, and lost close to $700 million (on the PlayStation 3) in the first six months alone. Fortunately for Sony, they are a multi-billion dollar company and have cash reserves that Nintendo can only dream of. Threat of substitute products: In such a highly competitive market, there are of course strong substitutes. Each system started with their niche, but in order to grow market-share each has added features to eliminate the qualities that have enabled competitors to differentiate. As they become more similar, the choice between them becomes harder and thus the threat of substitutes is high. Nintendo being the most basic and least powerful of the bunch means they have to continuously price themselves well below the competitors to help eliminate the ease of substitution. Bargaining power of suppliers: Nintendo, like other consoles, does not make all of their own parts. Instead, they contract with experts in the field of batteries, processors, and video cards. They are using fancy sounding products such as “custom-made Hollywood CPU (IMB) and Broadway graphics processor (ATI)," but actually the specifications are very unimpressive. Since these are pretty standard items compared withPS3‟s revolutionary and custom new parts, Nintendo should have substantial bargaining power. Since Nintendo has historically used the same manufacturers in other consoles, they should have solid reputations with their supplier. 3| 10DCP033
  • 4. Bargaining power of customers: The gaming industry is one of luxury and in a bad economy these goods are at the mercy of the customers. Without these customers the items would be sitting in shelves unsold and filling warehouses creating substantial debt for their manufacturers. The customers have the power, the money, and the marketing buzz to make or break a company rather quickly. Companies have to be careful how they price themselves and be sure to always keep the customer in mind; there is very little room for error. Market Evolution and Long Term Trends Global Industry – Major Markets Major Markets USA Europe Japan Rest of the World 12% 20% 48% 20% Global Video Game Market  PwC estimated that the videogame subsection of the global entertainment and media market would be the second fastest growing segment through 2014 (trailing only Internet advertising wired and mobile).  Michael D. Gallagher, president and CEO of the Entertainment Software Association: December („09) sales broke all industry records and underscores the incredible value consumers find in computer and video games even in a down economy. 4| 10DCP033
  • 5. Video Game Console Market: Steady Growth Through 2012  Market has experienced dramatic growth since 2007  Web-based video game advertising experiencing the most rapid expansion, with a CAGR of 18.5%  E-marketer predicts web-based market size to be $478M by 2012 5| 10DCP033
  • 6. Video Game Console Market: Steady Growth Through 2012 6| 10DCP033
  • 7. Environmental Factors affecting the product Political Factors such as taxation policies, foreign trade regulations and social welfare policies influence the video game industry. Video games have a tendency to play with the emotions of people which in turn can threaten peace and law, a country being multicultural. Therefore Government has the authority to control the contents of the video game frames. Economic: Places such as U.S. and Japan are largely dominated by video game business. Therefore contributing towards the GDP of their countries. Interest rates have not much impact on the video game business as they manufacture their own units. The disposable income of the consumer in the video game industry has an effect on their buying behavior. For example people who fall under low income range may not afford to buy a video game on high price. Nintendo‟s low manufacturing cost was also one of the reasons for it to sell its games at a nominal price, therefore increasing its sales. Social: The social factors that influence the video game industry are population demographics, income distribution, lifestyle changes, social mobility, attributes to work, consumerism, level of education and consumer behavior. Nintendo‟s action to open the World of Nintendo showrooms was to attract and influence customers and show interest towards fulfilling the customers‟ needs. Also, games have an influence to the culture of people; bring aggression n children, etc. all of which has an impact on the industry. Technological: 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. Environment: The video game industry uses a lot of plastic resources. Playing games on television or computers does consume a lot of power. Nintendo Therefore see to it that their games utilize low power. On the other hand protecting the environment and practicing a “green” lifestyle is a value many of today‟s parents are trying to teach their children. Nintendo facilitates in that effort through the creation of “Super Mario Sunshine” and “Chibi-Robo:Park Patrol”, which challenges players to improve the environment around them. Legal: The legal issues faced by the video game industry include trademarks, copyrights, licensing, online ownership, revenue recognition and demands of intellectual property. The other issues that can be 7| 10DCP033
  • 8. considered are product and health safety. It has become an accepted practice for the console manufacturers to lose money on the hardware and to recover the loss by charging high licensing fees to game publisher and developers. Market Segmentation When releasing the Wii in 2006, Nintendo clearly chose to differentiate itself from its competitors – target a very different, underserved, segment of the gaming market . • Geographic • Psychographic • Demographic: • Behavioural:  2006: “Our focus is interactive game play, a whole new way to play, that puts fun back into this business. It allows everybody to pick up and play and isn't focused on the core gamer” – President, Nintendo US Target Market Behavioral Targeting Benefits sought – what do people want out of the product? A fun, simple, personal, quick, social entertainment experience [Different than current video games – often complicated, require significant investment of time, not necessarily personalised] Usage rate – how often will the target use the product? Not that often. A Nielsen study showed that Wii owners used their consoles significantly less than Xbox 360 or PS3. Wii games targeting those wanting fun in quick manner, easy to pick up and learn, and not require serious time investment 8| 10DCP033
  • 9. User status – Non-user/first-time user/occasional user – Wii was specifically designed to expand the market. Nintendo wanted to go for a previously underserved target population, and that meant making their games appealing to the first-time user Demographic Targeting As part of their market expansionary strategy, Nintendo specifically targeted those demographics that weren‟t being served by contemporary video game offerings Gender: Women Age: Outside the traditional age range of 12-35 Family life cycle: Married with children Psychographic targeting Lifestyle / Personality: Nintendo specifically targeted active, social people, looking to do things with friends/family. Much less emphasis on deep single-player game play / intense 3D graphics. Brand Positioning Ways that Nintendo positioned themselves to target their previously-selected target market segments: • “Wii would like to play” Campaign: Showcased families, children, women gaming together • Nintendo ensured a selection of simple, time-uninventive, social games (each Wii comes with Wii Sports – pick up and play) [Will look at that more in a second] • Low initial financial investment required (e.g. low price) Perceptual Map 9| 10DCP033
  • 10. Competitors The two main rivals to the Nintendo Wii is Sony's Playstation 3 and Microsoft's Xbox360.Without this competition, Nintendo may not be to the point that it is now. It could rest on it laurels and not supply its customers with newest and greatest ideas. Competitor’s Strength and Weakness We will take the strengths and weaknesses of the following companies and compare them with those of the company of our consideration Nintendo Wii Evolving Competition PS3 Move is showing more flexibility, trying to differentiate itself in the market – targeting both the casual and the hardcore, and especially families that have both Xbox360 Kinect are going head-to-head for the casual gamers – fun, simple, quick, active, social games for everyone 10 | 10DCP033
  • 11. Marketing Strategies of Competitors for Competitive advantage Sony PS3 Move :  Sony is targeting the more active side of the gaming demographic (want more of an experience than just using a button-based controller), but not necessarily social people  Sony‟s trying to provide a platform for both casual & serious motion gaming  Sony‟s trying to appeal to both light users and heavy users  Again, Sony‟s trying for broad-based appeal – from the whole family of non-gamers to the hardcore  PS Move is differentiating itself in the motion gaming market – users who are interested in motion gaming, but want more serious games than “Wii Sports” or “Kinectimals”  Part of PS3‟s recent “it only does everything” campaign – targeting both hardcore gamers and casual ones; likely families that include both Xbox360 Kinect :  Largely Same as WiiBenefits sought – what do people want out of the product? Microsoft‟s trying to provide its own fun, simple, personal, quick, social entertainment experience  Microsoft wants this product to appeal to those wanting fun in quick manner, easy to pick up and learn, and not require serious time investment  Non-user/first-time user/occasional user/Wii user – Microsoft wants to use the same expansionary strategy that the Wii did. Effect of Technology on Industry Research and development of new console technology is the frontline in winning over potential buyers. –Consoles that can support superior games with outstanding graphics capabilities traditionally win consumers–Expensive R&D, short PLC INDUSTRY Marketing Objectives Creating new segment by launching a disruptive technology product. Market Segmentation and Target Market Blue Ocean strategy/Disruptive technology: After realizing its past mistake when aiming for a younger audience, Nintendo set out to remedy this: the appeal of the Wii console goes, as a matter of fact, far beyond the “regular” target age groups and enters a whole new dimension. Nintendo has started tapping into the “casual gamers” category; reaching far beyond the “hard-core gamers” which the PS3 and Xbox 360 target directly. Nintendo‟s mission seems to 11 | 10DCP033
  • 12. be “to encourage people around the world to play video games regardless of their age, gender or cultural background”, capturing young and old alike. According to Blue Ocean Strategy theory, there are three groups of noncustomers that any company can reach out to: (1). “soon-to-be” noncustomers who are on the edge of the market, waiting to jump ship, (2). “refusing” who consciously choose against the market and (3). “Unexplored” noncustomers, who are sitting in distant markets. The Wii offers the first tier a leap of value that attracts them (casual gamers), and, while the second tier customers seem mostly unaffected, it is the thirds tier that seems to have been readily attracted by the Wii. The Wii has even been praised for use as means of recovery as physical therapy for patients, being prescribed by doctors to regain strength and help with rehabilitation of certain injuries. Targeting Wii should be targeting the same consumer base as discussed in topic number 7 of part one with looking to penetrate the serious gamers segment too. Expected Market Share and Growth 12 | 10DCP033
  • 13. Looking at these charts we can see that Wii is still the market leader but it‟s global saes as well as market share is going down year on year. This is also due to new product introduction by Sony 360 Move and Xbox360 Kinect. To tackle the competition and to maintain the market leader position Nintendo should bring the new product Wii2, which should have the same gaming experience like Wii1 but come with superior graphics and processor so that Wii2 can make inroads into serious gamers segment too. Primary and Secondary Objectives of the Company 1) Primary objective of the company should be to regain its market share. 2) As all major markets are on the verge of saturation or are already saturated, like USA. Wii2 should look to target the developing markets like India and China.  To maintain the competitive advantage created by the Wii console, Nintendo must consider many possible courses of action to find new competitive advantages. One way to compete is to broaden its video game genres beyond simple, family-friendly games. Games for the PlayStation and Xbox consoles often focus on intricate fantasy role-playing games (RPGs) for mature audiences. Although Nintendo has some RPGs, notably The Legend of Zelda series its current focus is on puzzle and exercise games. If Nintendo were to introduce a more varied selection of video game genres to its software collection, the company would be in a better position to pull customers from Sony and Microsoft. However, this could risk damaging Nintendo‟s brand, as it would be challenging to move away from the family-friendly image without the possibility of backlash.  A second course of action for Nintendo is to continue developing innovative game technology. With the insight of Satoru Iwata and game designer Shigeru Miyamoto, Nintendo should continue looking to the future of video gaming. A recent article by BBC News discusses Nintendo‟s recent introduction in Japan of the 3DS, a hand-held 13 | 10DCP033
  • 14. console that allows users to play games in three-dimension (Buerk, 2011). The article points out that Nintendo is a leader in handheld consoles, and this new console definitely helps the company maintain its competitive industry in that field. Nintendo could work on developing a similar 3D capability for the Wii, to further revolutionize the gaming experience.  And third strategy will to target the untapped markets like India and china where there is a large consumer base and Wii has the proven expertise of tapping the non gamers market successfully. Strategy Product and Branding strategy: •Brand Equity Associated with Nintendo •Universal Brand Name –The name Wii is simple and can be easily remembered by people of different languages-the name also sounds like “we” which is a core representation of their product appeal •Free 90-day warranty Extension Features –Console with built in Wi-Fi capability –Motion sensor bar –Wii wireless remote controls –speaker, rumble feature and expansion port –Free game included with purchase of console •Wii Sports Recommendations: To improve graphics and processor. Should promote Wii as the symbol of victory. Communication and Promotion Strategy Communication •Entertainment for All –A new and innovative interactive gaming system for the whole family •Advertising Slogans: –"Wii would like to play" –"Experience a new way to play.“ 14 | 10DCP033
  • 15. Promotion Nintendo should consider expanding its reach to social networking and mobile devices. Mike Snider, USA Today, recently wrote about the popularity of games for Facebook and smartphones. According to Snider, Facebook game developer Zynga has increased its value to $9.3 billion and “more than one-third of smartphone owners play games” (Snider, 2011). Snider explains, “mobile games do not seem to be cannibalizing traditional games” (Snider, 2011). Nintendo should consider tapping into this industry and designing simple, puzzle-type games for Facebook and mobile devices. This would align with the company‟s current focus on simple games for non-gamers and may open the brand to a new market, given the popularity of smartphones. The company could even develop capabilities to allow users to play social networking games on the Wii console. Distribution Policy Nintendo is not just an American based system. However, they do have two distribution centers located in North America: one in Redmond, Washington and the other in Atlanta, Georgia. Nintendo has distribution centers around the world. Each center distributes their regions version of Nintendo‟s systems or games. Retailers get their inventory from Nintendo, no middlemen are involved. This is because Nintendo advertises the MSRP of $249.99 and sells to businesses at around $241.00. Minimal profit is made with the sale of the Wii through a retailer. All the profit comes from selling games and accessories. Conclusion: To conclude, Nintendo must continue pressing forward with innovative technology and game concepts. The company faces a great deal of competition, but also has many options to help maintain its current competitive advantage. Careful consideration of the company‟s current strategy, and the environment in which it operates, will lead Nintendo toward an effective strategy to maintain competitive advantage and ensure success. 15 | 10DCP033