Loading presentation...

Present Remotely

Send the link below via email or IM

Copy

Present to your audience

Start remote presentation

  • Invited audience members will follow you as you navigate and present
  • People invited to a presentation do not need a Prezi account
  • This link expires 10 minutes after you close the presentation
  • A maximum of 30 users can follow your presentation
  • Learn more about this feature in our knowledge base article

Do you really want to delete this prezi?

Neither you, nor the coeditors you shared it with will be able to recover it again.

DeleteCancel

Make your likes visible on Facebook?

Connect your Facebook account to Prezi and let your likes appear on your timeline.
You can change this under Settings & Account at any time.

No, thanks

Nintendo presentation

No description
by

Fehd Benkheroubi

on 27 September 2014

Comments (0)

Please log in to add your comment.

Report abuse

Transcript of Nintendo presentation

Ahmed fehd Benkheroubi
Khadija Jouini
Sarah Siala
Mohamed Taher Herzi
Mohamed Friaa
SBU's of Nintendo

3DS
WII U
VIDEO GAMES
Let the show
begins !

BCG Matrix
Key partnerships
Production partners.

Development partners.

Sales partners.

Key activities
Research and development

Selling customize

Building community
Key resources
Shigeru Miyamoto.

Suppliers : hard & software
manufactures.

Outsourcing.
Value propositions
Unique and innovative

Gaming with more social
experiences

Costumer segment
Children

School and university students

Focus on family gaming
Channel
Retailers
Websites
Community
Online and offline
Cost structure
Minimize cost through outsourcing.

Providing highly innovative products
with a poor performances.
Revenues
Canvas Business Model
Asset sales :
Consoles
Games
Accessories

Royalties from games developers.

Selling innovatives consoles with more social experiences.

Community fees.

P
E
S
T
E
L
analysis



Target of political activists concerning controversy about violence in gamers.

Entertainment software rating board (ESRB)


Purchasing behavior is influenced consumer purchasing power.

Consoles development cycle follow roughly the general computer industry cycle.

Consoles are not upgradeable, customers had to buy complete new system


Video games are played by young males.

The current social trend on the rise are non gamers.

The number of females gamers are also on the rise.

Digital downloads and "in-game" purchasing is gradually becoming the norm.


Technology has improved processor speed, visual and memory capacity for gaming consoles.

Descriptive innovative of the smart phones and tablets have significantly altered consumer lifestyle.


The video game industry used a lot of plastic and metal resources for its hardware.

Manufacturing game consoles creates non-biodegradable waste.


Trademarks

Copyrights

Licensing

Intellectual property
What is it ?
it's the SWOT
analysis
Strength

Shigeru Miyamoto's franchises and intellectual property.
Low upfront costs.
The Nintendo brand name.
Past success family gaming model.
Uniqueness of hardware motion detection ( WII).

Weaknesses

Shigaru miyamoto may eventually retire.
The brand name could be perceived by the gaming community as a kid's toy.
limited selection of software of the pro-gamers.
Console power weaknesses.
Limited options in online gaming.

Opportunities
Home networking
Entertainment delivery technology
increase on video game technology (Graphism & CPU power)

Threats
Mimicking Nintendo's technology and innovation by Sony and Microsoft.
loss of potential costumers due to the XBOX and PS4 very high performances.
Disruptive innovation caused by tablets, smartphones and applications
Social media gaming.
The console market is approaching the saturation.
Bargaining power of buyers
Bargaining power of suppliers
HIGH
HIGH
Threat of substitutes products
HIGH
Threat of new entrants

LOW
Competitive Rivalry within the industry
HIGH
+
+
-
-


1 Create a new product that can feet the professional gamers as well as the amateurs.

2 Taking over the market of console game.

3 Gain more market share through new targets.


Develop a new console which will be a fusion between the DS and WII U.

Develop a new product which will include all the specific needs of each target of the segment at the same device.

Create Nintendo Store in the most important cities all over the world.

Launch a new console with high performance which will be a fusion between the two Nintendo's devices (Wii U & 3DS):

Product highly developed in terms of technology (graphics): satisfy pro gamers .

Try to keep approximately the same price: keep our target market (amateurs).

This new console will be like an everyday object with several features: TV/ health care/ Internet....
Implementation:


Avoid the precedent strategy which failed to promote the Wii U console.

Create a big event.

Promote the new product with highlighting the new features (revolutionary).

Simple and clean design including Nintendo's touch.

Price will not increase significantly .

Target both amateurs and pro gamers.

Provide new accessories for health care, sport, cooking...

Nintendo's challenges
Recommendations
Which strategy we recommend?
Implementations
Political factors
Economic factors
Social factors
Technological factors

Environmental factors
Legal factors
Porter's 5
Forces
Nintendo Wii FUSION
Blu-ray/ HD dvd
USB 3.0
Motion Detection
ON/OFF
Full HD resolution
New CPU with high performance
Wireless connection
New generation of remote
Full transcript