Wii Essays

  • The Nintendo Wii

    883 Words  | 2 Pages

    Product Description The Nintendo Wii was launched in the United Sates on November 19, 2006. Its compact console is less than 2 inches thick, weighing a mere 2.65 pounds, and is approximately 8.5 inches long and 7 inches wide (Wii, 2010). It comes with a wireless, motion sensitive, ergonomic remote, with eternal connectors for the Nunchuk and the Classic Controller; and motion sensors that can be used from six to ten feet away (Wii Controllers, n.d.; Wii Console, n.d.). Nintendo also offers the MotionPlus

  • The Decline Of The Wii

    660 Words  | 2 Pages

    developing the Wii in 2000 with the concept being focused primarily on developing a console that even non-gamers could operate. The controller was developed without some main components that its competitors had deemed requirements. While the Xbox and Playstation were still focusing on video games being controlled only by the controller, the Wii innovated the way games were played by using the movement of the player to operate the game. This was one of the main features that set the Wii apart from the

  • Nintendo WII: Supply Chain Issues that Plagued Nintendo WII

    1821 Words  | 4 Pages

    “The Wii”. The Wii was envisioned to expand in to a different market segment of casual gamers and people of different age groups creating a new source of revenue for Nintendo. Nintendo has been known to be the breakthrough leader in the industry since 1980 when they first introduced “The Game & Watch” system. This paper will try to look into supply chain issues that plagued Nintendo Wii supply chain from 2006 until 2009, and briefly discussed the mistakes made during the launching of the Wii by Nintendo

  • Wii U: Personal Relevance, Value, And Behavior

    778 Words  | 2 Pages

    Wii U uses Personal relevance, value, and social need to motivate the consumer to buy their game. For the majority of gamers, Mario was introduced into their life since 1981. Therefore, Mario game is what most gamers are growing up with. Therefore, most gamers are likely to buy Wii U once they know that Wii U consists of Mario games. Because Mario reflected consumer’s childhood experience, which represents self-concept, the consumer is more likely to introduce Mario to their children too. If the

  • Comparing Hart Rate After Playing Tennis and After Playing Virtual Tennis Using the Wii Game

    740 Words  | 2 Pages

    Comparing Hart Rate After Playing Tennis and After Playing Virtual Tennis Using the Wii Game Abstract The purpose of my experiment is to compare the heart rate change results between playing a sport in real life and playing a video game based off of that sport. I will use a procedure that involves multiple people playing tennis in real life, taking and recording their heart rate pulse, then having them play a video game that is based off tennis with a motion-sensor controller that acts as if

  • Responding to the Wii

    1940 Words  | 4 Pages

    graphics and high technological advancements that PlayStation is known for. By taking advantage of the motion sensor technology, Sony will be adequately competitive against the current main players in the industry such as Nintendo’s Wii. generation console the Wii. Keeping to tradition, Nintendo chose to

  • Will we see the Downfall of Nintendo?

    1405 Words  | 3 Pages

    Let’s go back in time for a moment and recapture the epic crash to the video game industry in North America that took place in 1983. There was a flood of bad games that shrunk the games industry’s value from three billion dollars down to a few hundred million. The Atari 2600 system was pretty much the basic and most populated console in the states in the early 80s. Atari was mainly responsible for its lack of productions and marketing. Even the Commodore 64 and the ColecoVision had its share of failed

  • Nintendo Research Paper

    793 Words  | 2 Pages

    games. The Nintendo Wii was released at the end of 2006, coming with Wii Sports as a launch title, along with many others. The Wii focused less on hardcore gaming and much more on family friendly fun games, as well as exercise games such as Wii Fit and motion control dance games. The Wii was a pioneer of motion controls, and by shaking the controller you can control games. The Wii came out around the same time as the PS3 and Xbox 360, both of which having HD graphics, but the Wii proved you do not

  • Internal Analysis Of Nintendo In The Video Game Industry

    1366 Words  | 3 Pages

    company was responsible to manufacture the components of Wii; the last new video game of Nintendo. But after the firm noticed that the demand on its new video game continue to increase, the management of Nintendo decided to diversify its suppliers that manufacture their video games’ components such as; the chips, and for assembling the Wii system. This was related to the supply chain management. As a result of the increasing demand on Wii, Nintendo’s management decided to make W... ... middle

  • Nintendo Research Paper

    2054 Words  | 5 Pages

    every E3 unveiling. Shingeru Miyamoto, a once major gaming producer, had dominance over any other company, and ran competitors into the ground. Twelve years ago, Playstation stood no chance against the empire Nintendo built. Even when the Nintendo Wii entered market, Sony’s Playstation 3 and Microsoft’s Xbox360 initially lost profits while Nintendo raised millions (Kuchera). Nowadays, however, when comparing Nintendo to other gaming kings, the general public favors anything non-Nintendo. Some people

  • Nintendo: Pioneers in the Video Game Market

    991 Words  | 2 Pages

    earlier iterations of its systems, though perhaps to a lesser extent than its competitors. However, with this specific generation, namely against the release of the PlayStation 3 and the Xbox 360, both of which touted high definition capabilities, the Wii was unmistakably the sub performer in terms of graphics. Its competitors had no choice but to follow the dominant ideology, which... ... middle of paper ... ...ostalgia effects, to co-opt this hardcore gaming culture with a console that at best

  • Shigeru Miyamoto Research Paper

    996 Words  | 2 Pages

    Shigeru Miyamoto: Game Design Legend My parents tell me when I was born, I was holding a video game controller. As long as I can remember I have played video games. They allowed me to escape reality. I could take on the roles that young children only dream about. One day I could be a superhero and perform feats that are not humanly possible; the next I was fighting aliens in the far away galaxies. Games were like books to me, each a new adventure where mystery and challenge await. Some of the fondest

  • My Goals For My Future

    715 Words  | 2 Pages

    to play certain games. My first system was the Wii. When I got that I fell in love with

  • Video Games

    925 Words  | 2 Pages

    Video Games BANG! You fire another round into the horde of zombies’ lurching toward you, and reach for another clip. Then you realize that you’re out of ammo, and there’s still loads of rotting corpses walking right at you. You take out your handy combat knife and prepare for a fight. Of course, you’re not actually being attacked by zombies; you’re playing a video game. Video games are the world’s fastest growing industry, with a net worth of more than 30 billion dollars (“zdnet.com”). They

  • Nintendo

    1712 Words  | 4 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

  • Nintendo Essay

    747 Words  | 2 Pages

    pop... ... middle of paper ... ...entary School decided to have students play 5 minutes of “Just Dance” and as a result tardiness was lowered (Hellmich). At the same time, Libraries used videogames to get teens’ attention. They used the Nintendo Wii to get them to come to the library and as a result, kids come even if there wasn’t any videogames at all (Pham). That attracted attention but the DS taught students to learn English. Girls who attend Tokyo’s Joshi Gakuen all-girls junior high learned

  • Informative Essay On Bayonetta 2

    618 Words  | 2 Pages

    York City on a warm Sept. morning in 2012, we sat in attendance at a conference dedicated to the Nintendo Wii U to learn of its launch date, price, and software lineup. What awaited us was something no one expected. At this event, Nintendo announced that Platinum Games’ Bayonetta 2 would be a Wii U exclusive, and gamers worldwide were stunned. Now, after two years of waiting, Platinum Games’ Wii U masterpiece is ready to amaze and excite gamers with its lavish visuals and wonderful gameplay. Action

  • History of Nintendo Technology

    1946 Words  | 4 Pages

    Competitors should explore video game console applications to uncharted markets and industries. A final strategy could be to correlate sales of video games with hardware consoles as this has previously proved to be highly beneficial to Nintendo’s Wii. Works Cited Carmine Red (May 10, 2009). Nintendo's Fiscal 2009 Sales and Income Reach Record Levels. Retrieved from http://www.nintendoworldreport.com/news/18409

  • Swot Analysis Of Nintendo

    1050 Words  | 3 Pages

    Nintendo needs to find a new objective audience, new marketing communications and offer new services: • New Target Audience- Wii Education – Schools, parents, special services, alliance with the government • Wii for senior citizens – Retired people have a lot of time and money, develop health and exercises capabilities, advertise products and alliance with pharmacy companies • Wii woman – Shopping, beauty applications and advice, focused on social networks • Entertainment hub – online resources, family

  • The Future of Interactive Gaming

    959 Words  | 2 Pages

    console “Wii”. The game consisted in instead in having to use a regular controller, they changed so that you use it to interact with the game by putting sensors that when you move the controller to a different direction. Another feature was that when you point it at a sensor that you placed under or over the television, you could be able to move the cursor. The Wii was introduced the 19 of November, 2006. Competitors started to see that Nintendo had the right idea, since sales in the Wii increased