SWOT Analysis Nintendo
One of the business 's main power is the fact that it is truly global has a physical presence in most corners of the world. Manufacturing is still primarily undertaking in Japan, although supply networks exist worldwide. A global business means that the company is not overly needy on specific markets and therefore its business risk is condensed. The Nintendo brand and logo is embraced worldwide as a major electronic gaming brand. Just think how far the business has progressed from the Nintendo 64 to the GameCube to the Nintendo DS and finally to the Wii. They have worked themselves into new and interesting divisions. The Nintendo DS is perfect for travel as well as a handy device to keep children entertained. The Wii is a family entertainment device and also has functions for keeping fit and sports. At the end of the day, the devices have become eminent household names.
Such a large supplier and manufacturer is largely dependent on its own supply chain. If suppliers are overseas then it is more difficult to manage the supply chain, and the business is exposed to currency fluctuations and the economic climates in other parts of the world. The lack of a single key component for whatever reason would...
... middle of paper ...
...e release in 2006, some ratios experienced a sharp decrease from 2006 to 2007. Nintendo carries very little to no debt, making this company very liquid. While the numbers are very strong, a sliding trend is present and the company needs to investigate so they will be able to continue to pay off their burdens without selling their inventory over the next five years.
Nintendo has always been dedicated to its customers by providing high value amusement products. In 2006 and again in 2012, the company launched the Wii game consoles along with a popular marketing strategy which was very effective. Today, the company is experiencing decreased sales. This plan summarizes the background of the company, analyzes Nintendo’s current situation along with Sony and Microsoft and provides some recommendations for a new game console as well as a new marketing plan.
Need Writing Help?
Get feedback on grammar, clarity, concision and logic instantly.Check your paper »
- In 1984 the video game industry was reeling from a market saturation crash. During the 1970’s and the beginning of the 1980’s the main form for video game entertainment was to go to a local arcade with a roll of quarters and wait your turn. The home gaming console was still getting off the ground with a handful of proprietary systems. Atari and Intellivision controlled 80% of the market, an estimated 2 billion dollar market(1). These home systems where building up market share but had a problem because the demand was not big enough for the supply.... [tags: Nintendo, Video game console]
1284 words (3.7 pages)
- Nintendo’s Wii gaming console was launched to the public late 2006. As of today, the Wii has become the best-selling latest generation console system in the world (Nintendo, 2007). Although, the Nintendo Wii is a successful product, heavy competition and future gaming trends threaten Nintendo and Wii’s future success. Since the rise of Sony’s PlayStation and Microsoft’s Xbox, Nintendo has seen declining sales with their video game and consol systems almost resulting in Nintendo’s demise. By using the BIRAC method, recommendations will be made to continue the Wii’s success benefiting Nintendo.... [tags: Nintendo Wii Strategic Analysis Business]
1697 words (4.8 pages)
- The Effects of Video Games With the rise in popularity, video games have become a common electronic in most households. According to Chris Morris and Ken Polsson, “Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014…” With the astounding surge in electronic entertainment, people are curious to know what effects video games might have on our societies. “An estimated four out of five US households with a male child own a video game system and worldwide sales of video games are predicted to reach $102.9 billion in 2017.” These numbers come from newzoo.com, a leader in global market intelligence in games.... [tags: Video game, Entertainment Software Rating Board]
1033 words (3 pages)
- With the rise in popularity, video games have become a common electronic in most U.S. households. According to Chris Morris and Ken Polsson, “Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014…” The large boom in the video game industry has publishers producing large amounts of new game titles annually. “An estimated four out of five US households with a male child own a video game system and worldwide sales of video games are predicted to reach $102.9 billion in 2017.” These numbers come from newzoo.com, a leader in global market intelligence on games.... [tags: Video game, Entertainment Software Rating Board]
1014 words (2.9 pages)
- External Analysis In external analysis we use four different theories which are PESTEL, Porter’s 5 forces, SWOT and Task environment. But according to me if we use only Porters 5 forces to analyse the Nintendo Wii situation we will get better results because Porter’s 5 forces help to provide the clear picture of where power lies in Nintendo wii business situation. In our 1 and 2 assessment we didn’t give much importance to porters five forces. But because of the reasons given below tell us that competitive rivalry, bargaining power of customers and threat of new entrants is the important areas for Nintendo wii.... [tags: Video game console, Nintendo, Wii]
1000 words (2.9 pages)
- Jordan Sizemore 12/11/2014 Final Exam Nintendo was a company that originally made playing card games but decided in the 1970’s to branch out into video games. Their first few video game systems did not have much to them and were overlooked. They finally got a leg up in the industry in 1985 when they introduced the Nintendo Entertainment System or NES to the market. While it was very successful because of its superior graphics when it became coupled with a certain plumber named Mario it became the superstar console of the gaming industry.... [tags: Video game console, Wii, Nintendo]
1699 words (4.9 pages)
- Nintendo the Survivor "Work hard, but in the end it's in heaven's hands." This is a quote from Game Over about the meaning of the word "Nintendo." In the video-gaming market, though, it was really in consumers' hands. Nintendo has always needed to adapt to survive in the market. Nintendo always needed to be on top; it was a company that needed to be ahead of the rest. Nintendo had to set new standards, or improve on an existing product or idea. The Dutch and Portuguese first brought their card games over to Japan 355 years ago.... [tags: Video Games Nintendo Essays]
2406 words (6.9 pages)
- Producing Your Own Play Recently, two friends and I structured a piece of theatre involving three characters and their journey through life. Throughout the play themes such, alcohol abuse, child abuse, drug addiction and many other themes showing the mental ability as the characters come across hard dissions during their journey through life. The play is about three characters who are faced with many temptations in which all resulting in some sort of addiction and later resulting in the character ending up in a mental hospital.... [tags: Theatre Drama Personal Narratives Acting Essays]
1769 words (5.1 pages)
- While the Nintendo name is most closely associated with a video game platform (the NES), the company's real focus has always been the games rather than the platform. Herein lies the true distinction between Nintendo and its two larger rivals. Nintendo seeks to make good games. Microsoft and Sony seek to control a distribution channel. Nintendo is the only company among the three console makers that began life as an entertainment company - and it shows. Microsoft is known for software; Sony is known for hardware; and Nintendo is known for games.... [tags: Video Games Entertainment Business Analysis]
1712 words (4.9 pages)
- Nintendo SEGA’s Strategy SEGA’s strategy is to become a world leader in video entertainment. Their strategic intent is to build an entertainment empire. To achieve this, SEGA has adopted a technology oriented strategic plan that focuses on acquiring and maintaining competitive advantages in fields such as multimedia, computer graphics, virtual reality, and high tech amusement theme parks. The research and development spending has been boosted to capture the market before the competitors. SEGA’s strategy is characterized as “first at all cost” since the burn they took from Nintendo on the release of the 8-bit system.... [tags: Papers]
1793 words (5.1 pages)