Nintendo case study. This marketing report takes the marketing strategy of Nintendo Wii from 2007 onwards as the object of analysis, investigates its background, makes sense of why it has worked, studies its advantages and drawbacks and attempts to find a

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Principles of Marketing Group Assignment

Option #2
Product – Nintendo Wii in the US marketplace

Contents

Executive Summary

A successfully marketed product always delivers value to customers what its competitors can not. Wii, one of Nintendo’s latest game consoles provides an excellent example of a marketing strategy that almost perfectly suits the product and makes it stand out among aggressive competitors. This marketing report takes the marketing strategy of Nintendo Wii from 2007 onwards as the object of analysis, investigates its background, makes sense of why it has worked, studies its advantages and drawbacks and attempts to find a way to improve it.

Traditionally a game manufacturer, Nintendo has a long history making game consoles that target at the video game players and other hard-core gamers. Wii marked the company’s ambition to conquer the market of non-traditional gamers and attempt to bring game experience into family daily life. Wii’s wireless control is unprecedented and has revolutionized game playing: Players can now have the physical experience and enjoy the digital visual effects at the same time. It makes game more accessible and approachable for most people especially those who are not used to traditional game consoles. Apart from its superior product, Wii also adopts a marketing strategy that embraces low pricing and simple distribution. All these factors combined boost up Wii’s sales, making it the best-selling game console of its generation.

Wii may seem untouchable in its area, but this superiority is achieved on the conditions that its two main competitors, Sony and Microsoft, have not decided to confront it in home game console domain. It is foreseeable that Wii will face challenges from outside—its competitors and other home entertainment industries—and inside—its own product life cycle. Is there a way to avoid the short lifetimes that are common in game industries? If so, how? This report will attempt to find an answer to those questions.

History of Nintendo and Description of Wii

History of Nintendo

As a game manufacturer with a history dated back to 1889, Nintendo is one of the most prolific companies in game industry. Its famous products include game consoles such as original Nintendo and the Nintendo GameCube. Until the beginning of 2000s, much of their focus was towards the traditional video game fan, the younger male demographic.  (Nintendo, 2009)

Introducing Wii

The introduction of the Wii, marked Nintendo’s shift of target in the market. Instead of hitting the traditional video game players, it was an attempt to revolutionize the home console market. Wii’s major point of differentiation against its competition, and critical reason behind its success was the unique control scheme adopted. Opting-out of using the traditional controller, a remote control type device with motion sensing abilities was developed. This technology innovation has allowed them to create a unique platform with a lower barrier to entry for new players.

The most notable use of this is with the pack-in software, Wii Sports, which includes 5 sporting mini-games including Wii-Tennis. Rather than using digital buttons to trigger swings like a traditional tennis video game would do, players simply hold the Wii remote and physically swing it as they would with a tennis racquet. This is further simplified by removing manual character movement, with on-screen avatars running to the ball automatically. This is an example of the philosophy behind the Wii of removing complexity to make video games more approachable.

The competition

From an industry perspective, the main competition faced by Nintendo in the home console market is with Microsoft with their Xbox 360, and long time competitors Sony and their Playstation 3.

Nintendo’s current marketing strategy for the Wii

Target segment and marketing strategy

Nintendo has taken a completely different marketing approach as compared to its major industry competitors. Both Microsoft and Sony have adopted a technologically superior product focus, with a greater emphasis on high-definition audio/visuals, feature-rich functionality and cutting edge technology. Most importantly, these products continue to be focused towards the traditional video-gaming market. Wii was never intended to the best-of-breed videogame console, and has attempted to reach this casual market, specifically females and older-generation players. “Nintendo is trying to bring non core gamers back to gaming with the Wii. Wii won’t equal video game but Wii aims at meaning fun. Nintendo focuses on the consumer’s feeling rather than its product.” (Fain 2007, cited by Osterwalder 2007). Nintendo aims at broadening its appeal beyond the regular young male gamer by targeting an entirely different customer segment: the lapsed gamer (Berkley, 2009).

Value Proposition

The key element around which Wii’s value proposition is built is fun. Nintendo aims at delivering an affordable video game entertainment that simultaneously generates a greater value for the customer. "More casual players aren't as likely to be attracted by hardware features, so it's all about delivering a fun, easy-to-use and addicting game experience" (Frazier,2008, cited in Schoenberger, 2008).

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The Marketing Mix

Product

Nintendo has taken a radically different perspective than Sony and Microsoft with the new console. The Wii is cheap, with no hard disk and DVD player, minimal connectivity and relatively low processor speed (Osterwalder, 2007). The main competitive advantage for Wii lies in its innovative motion-sensitive wireless controller, the Wii Remote. This unique technology recognizes basic tilts and motion and integrates the player’s movements directly in the video game, thus delivering a matchless gaming experience. With this feature Nintendo opens up the console world to a completely new public of inexperienced gamers (Ostelwalder, 2007). Moreover, the ...

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