brand audit nintendo

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Nintendo [Brand Audit] [This is a comprehensive brand audit of Nintendo, one of the most recognizable brands in the corporate World today. It contains company’s historical background, the brand itself and the associated products. The audit sums up with the analysis of the brand and then some suggestions for the future. 2011 Daniyal Raza, Yegor Bryukhanov, Oskari Elojärvi, Linda Nummelin, Hao Chen Aalto University 1/19/2011

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Our group project in the framework of the course in Brand Management at Aalto University School of Economics (former Helsinki School of Economics)

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Page 1: Brand Audit Nintendo

 

 

Nintendo  [Brand  Audit]    [This  is  a  comprehensive  brand  audit  of  Nintendo,  one  of  the  most  recognizable  brands  in  the  corporate  World  today.  It  contains  company’s  historical  background,  the  brand  itself  and  the  associated  products.  The  audit  sums  up  with  the  analysis  of  the  brand  and  then  some  suggestions  for  the  future.    

2011  

Daniyal  Raza,  Yegor  Bryukhanov,  Oskari  Elojärvi,  Linda  Nummelin,  Hao  Chen  Aalto  University  

1/19/2011  

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BRAND  AUDIT  

Nintendo    

CONTENTS  

Introduction.......................................................................................................................................... 2  

Brand  History  and  Ownership............................................................................................................... 2  

Brand  Inventory .................................................................................................................................... 3  

Industry  Description ......................................................................................................................... 4  

Brand  Portfolio ................................................................................................................................. 5  

Integrated  Marketing  Communications  (IMC).................................................................................. 9  

Brand  Exploratory............................................................................................................................... 10  

Sources  of  Brand  Equity ................................................................................................................. 10  

Threats  to  Equity ............................................................................................................................ 13  

Recommendations  and  Conclusions................................................................................................... 15  

Bibliography........................................................................................................................................ 18  

Appendix............................................................................................................................................. 19  

 

 

 

 

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Introduction:  

Nintendo   is  one  of   the  biggest  brands   today.  The  success   story   of   the   company   is   a   long   one   yet  where   many   lessons   can   be   learnt.   Interbrand  listed  Nintendo  as  one  of  the  “Best  Global  Brands”  

in   2010,   in   a   list   where   top   100   brands   were  assembled.1   The   planning,   execution   and  implementation   of   Nintendo’s   business   strategy   is   fascinating.   It   is   astounding   to   see   how  Nintendo  was   able   to   build   such   a   unique,   strong   and   powerful   brand.   The   company   has   an  impressive   line   of  well-­‐known   brands   and   clearly   Nintendo   is   the   brand   story   of   the   decade  from  Japan.  So  let’s  get  to  know  how  Nintendo  accomplished  this  feat.    

Brand  History  and  Ownership:  

Nintendo’s   history   spans  more   than   a   120   years,  which   is   very   impressive.   It   all   began  when  Nintendo  was  formed  in  1889  by  Fusajiro  Yamauchi  as  a  card  manufacturer;  it  used  to  produce  handmade  hanafuda  playing  cards.  The  name  Nintendo,  literally  translated,  means  “leave  luck  to  heaven”.    The  cards  became  really  popular  and  Nintendo’s  business  grew  steadily.  In  1951,  the  name  of   the   company  was   changed   to  Nintendo  Playing  Card  Co.,   Ltd,   and   the   following  year  they  built  their  headquarters  in  Kyoto,  Japan.  Meanwhile,  the  Nintendo  also  entered  many  different  markets;   the   aim  was   to   find   other   segments   also   than   just  manufacturing   playing  cards,  such  as  cab  company  and  love  hotels.  2  Later  on,  Nintendo  left  these  fields  and  decided  to   adopt   a  more   strategic   plan   and   focus   on   video   games   and   entertainment.   In   1953,   they  became  the  first  company  to  succeed  in  mass  production  of  plastic  playing  cards  in  Japan  and  later   in   1959;   they   entered   into   partnership   with   Walt   Disney   and   started   manufacturing  children’s   playing   cards.   This  was   a   successful   strategy   because   these   children's   cards,  which  featured  Disney’s  characters  on  them,  sold  over  600,000  packs  that  same  year.  3  

The  company  was  listed  on  the  stock  exchange  in  1962  and  the  name  was  changed  to  Nintendo  Co.,  Ltd.  This  was  done  to  reflect  the  new  scope  of  the  activities  of  Nintendo  as  the  old  name  was   restricting   its   image  to   just  a  playing  card  company.  The  business  still   sold  playing  cards,  but  they  had  started  selling  games  and  toys  also.  During  the  early  part  of  1970’s,  the  growth  of  the   business   continued   smoothly,   and   the   business   came   up   with   major   innovations   after                                                                                                                            1  http://www.interbrand.com/en/best-­‐global-­‐brands/best-­‐global-­‐brands-­‐2008/best-­‐global-­‐brands-­‐2010.aspx  2  http://www.n-­‐sider.com/contentview.php?contentid=34  3  http://www.n-­‐sider.com/contentview.php?contentid=34  

Figure  1:  Nintendo  Brand  Logo  

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 another.  1977  Nintendo  developed  their  first  home  video  game  machines,  TV  Game  15  and  TV  Game  6.  By  1982,  they  had  established  Nintendo  of  America  Inc.  in  Seattle,  Washington.  Then,  the   following  year  Nintendo  was   listed  on  the   first  section  of  Tokyo  Stock  exchange  and  they  released   the   home   video   game   console:   Family   Computer   System  which   had   a   CPU   (Central  Processing  Unit).  This  was  sold  as  the  Nintendo  Entertainment  System  (NES)  in  the  US,  where  it  was   introduced   1985   with   Super  Mario   Bros.   The   expansion   continued   when   NES   was   soon  introduced  into  Europe  as  well   in  1986.  The  company  continued  its  run  during  the  end  of  the  80’s  and  the  beginning  of  90’s  spawned  new  milestones  for  Nintendo.  

Nintendo  introduced  the  famous  Gameboy,  which  is  a  hand-­‐held  game  system,  entered  the  16-­‐bit   game   console   market   with   Super   Famicom   in   Japan,  established  Nintendo  Europe  GmbH  in  Frankfurt,  and  then  went   on   to   release   the   Super   Nintendo   Entertainment  System   (SNES),   all   in   a   span   of   4   years   from   1989.   The  following  year  Nintendo  opened  subsidiaries  in  France,  UK,  and   Netherlands   etc.   and   then   released   Super   Gameboy.  Nintendo   64   was   launched   in   1996   and   the   famous  Pokémon   TV   started   in   19974.   The   turn   of   the   new  millennium  proved  to  be  good  for  the  business.  The  rest  is  history:  Nintendo  went  on  to  launch  several  innovative  and  distinctive   products,   Gameboy   Color   and   Advance,  Nintendo  GameCube,  Nintendo  DS  and  lastly  Nintendo  Wii.  These   innovations   of   Nintendo   started   a   new   era   in   the  company.   It   is   very   impressive   for  a   company   that   started  as  a  mere  playing  card  manufacturer  to  become  one  of  the  world’s  leading  video  games  and  entertainment  business.    

Now,   we   will   look   at   some   of   the   factors   that   took  Nintendo  right  to  the  top  and  made  it  what  it  is  today.  

Brand   Inventory:   This   part   includes   a   comprehensive   analysis   of   brands   related   factors  

internal  to  Nintendo.  

Industry  Description:    

Nintendo  primarily  operates  in  the  industry  of  video  gaming.  Video  gaming  industry  consists  of  producing  and   selling   game  consoles,   games   for   them,   various   attributes   for   them  as  well   as  

                                                                                                                         4  http://www.nintendo.co.jp/ir/pdf/2010/annual1003e.pdf  

Figure  2:  Brand  Japan’s  annual  survey  of  result  for  Nintendo’s  rankings    

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 games   for   PCs.   The   competition   in   the   industry   is   steadily   heavy   and   there   are   three   main  players  on  the  market:    

• Sony  (Playstation  3)  

• Nintendo  Co.Ltd.  (Nintendo  Wii)    

• Microsoft  (Xbox  360)    

Production  and  development  of  consoles  and  games  is  affiliated  with  technological  innovations,  

so  companies  have  to  invest  very  much  in  Research  and  Development,  and  the  product  life  

cycles  are  relatively  short  and  vary  from  2-­‐3  years.  Consoles  that  support  high  quality  graphics  

and  superior  games  usually  dominate  the  market.  The  industry  is  characterized  by  high  

switching  costs,  because  manufacturers  design  games  to  be  played  only  on  their  consoles,  

which,  given  an  average  price  of  500$  for  a  console,  makes  it  difficult  for  the  customer  to  switch  

from  a  particular  brand  of  console.  That  is  why  every  console  guarantees  sales  of  the  games.  In  

our  view  the  key  factors  for  success  in  this  industry  are:    

• Ability  to  establish  strong  brand  name  

• Ability  to  quickly  adopt  new  technology  

• Ability  to  take  advantage  on  economies  of  scale  

• Anticipate  competitors’  moves    

Therefore,  we  conclude  that  it  is  essential  for  players  on  the  market  to  attract  new  customers  

and  retain  them  or  search  for  new  untargeted  market  segments  in  which  their  competitors  are  

not  yet  involved.      

Brand  Portfolio:  At  the  moment,  Nintendo  has  two  major  products5:  Wii  and  Nintendo  DS.  

Nintendo  also  develops  and  releases  new  games  for  their  consoles  from  time  to  time.  Let’s  

have  a  look  at  Nintendo’s  product  line,  one  by  one:  

                                                                                                                         5  http://www.nintendo.com/  

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Wii      

Launched  in  2006,  Wii  is  one  of  Nintendo’s  prime  products.  The  product   was   a   huge   success   and   gained   unprecedented  popularity.  The  success  of  Wii  not  only  depended  upon  a  great  product,  but  Wii  had  several  distinguishing  features  which  made  it   better   than  many   of   its   competitors.   The  wireless   controller  can  be  used  as  handheld  pointing  device  and  thus   it  can  detect  movements   in   three  dimensions.   The  name,  Wii,   conveyed   the  product’s   image   but   it   went   on   to   be   symbolic:  Wii   was   for  everyone,   not   only   for   professional   gamers,   and   it   created   an  association   with   Unity,   exclusively   targeting   a   broader   market  especially  families.    

The  main   competitors  of  Wii  are  Microsoft  Xbox  360  and  Sony  PlayStation  3.  Both  of   them  were  already  established  in  the  market  and  Nintendo  couldn't  compete  against  them  because  it  didn't  have  good  enough  products.  When  Nintendo  was  launching  Wii,  it  realized  that  Sony  and  Microsoft  have  equipment  that  has  better  technology—higher  performance,  higher  resolution  and  higher  quality  that  appeals  to  heavy  users  such  as  younger  segments,  especially  teens,  and  professional  and  traditional  gamers.    

So,  Nintendo  spotted  the  marketing  opportunity.  Thus  firstly,   instead   of   going   head-­‐to-­‐head   with   Xbox   and  PS3,   Nintendo  moved   away   from   competing   on   high-­‐tech   innovation.   It   decided   to   focus   on   quality   with  lower   technology   console,   which   could   priced  significantly   lower   than   their   main   competitors'  consoles,   plus   it   would   not   have   more   complex  programs   to   write   for6.   Secondly,   and   brilliantly,  Nintendo   targeted   a   different,   broader   market.   This  increased   the   scope   of   the   sales   of   the   product  because  Nintendo  moved  their  target  from  young,  game-­‐loving  males  to  a  larger  segment.  They  wanted  to  create  a  console  aimed  also  at  the  older  and    younger   audience   and   provide   a   complete   family   entertainment  which   could   also   serve   as   a  social   tool.   The   idea   was   to   enhance   social   experience   with   friends   and   family   instead   of  

                                                                                                                         6  http://www.marketingpower.com/ResourceLibrary/Publications/MarketingNews/2010/10_30_10/Aaker%20on%20branding.pdf  

Figure  3:  Nintendo  Wii      

Figure  4:  Console  Sales  for  first  six  month  totals.  

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 isolating   the  gamer.   For   this  purpose  Nintendo  created   social   games  which  would  be  easy   to  play.    

It  might  also  be   interesting  to  add  here  that  Nintendo  also  targeted  Wii  generally  to  females,  especially   to   mothers.   As   the   traditional   game   market   is   generally   assumed   to   consist   of  “hardcore  male   gamers”,   this   created   a   point   of   difference   for   their   product.   As  mentioned  above,  games  that  are  easy  to  play,  low  price,  complete  family  experience  and  all  these  other  positive  attributes  created  points  of  differences.  Points  of  parity  with  competitors  were  that  Wii  was  a  console  that  was  popular,  reliable,  and  enjoyable  and  of  a  good  quality.  

Lastly,  Nintendo  developed  a  new  trend,  and  applied  it  specifically  to  Wii.  Nintendo  launched  a  new  category  of  games  called  "casual  games".  These  games  required  less  skill  and  experience  of   video   games,   and   were   aimed   to   appeal   to   a   wide   range   of   family  members.   Nintendo’s  creative  design  group  created  amazing  games  to  enforce  this  strategy.  The  new  casual  games  category  went   from  1%  of   the  market   to  more   than  20%  by  2005,  as  published   in  a   study  of  popular  gaming  magazine  Enterbrain   Inc.  That’s  why,  Wii   sales   shot  up  quickly  and  exceeded  the  sales  of  other  consoles  until  that  point.  See  Figure  4.    

Nintendo  DS    

Nintendo  DS  is  a  hand-­‐held  gaming  console,  an  essential   part   of   Nintendo’s   brand   inventory  and  is  considered  to  be  successor  of  Game  Boy.  Game  Boy  was  the  first  console  to  ever  create  a  market   for   hand-­‐held   gaming   devices   in   1989.  When   Game   Boy’s   product   life   cycle   was  coming   to   an   end,   Nintendo   released   DS   in  January  2004.  Console  targets  gamers  in  the  age  group  from  five  to  seventeen  years  old,  by  offering  high  degree  of  involvement;  touch  screen  stereo  support  and  ability  of  multiplayer.  According  to  Simmons(need  a  reference),  among  households  with  children,  those  with  children  age   of   12−17   account   for   38%   of   users   of   Nintendo   DS,   and   those   with   children   6−11   for  another   33%.   Conversely,   households   of   1   or   2   persons   (generally   meaning   those   without  children)   strongly   resist   ownership.   The   primary   competition   rises   from   the   introduction   of  PSP   console   (Portable   Sony  PlayStation)     by   Sony   in   2005.  However,   PSP  was   targeting  older  audiences  and  heavily  relayed  on  advanced  technology,  therefore,  the  price  for  PSP  was  higher  than  for  Nintendo  DS.  

Figure  5:  Target  Market  of  Nintendo  DS.

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 Nintendo  was  able  to  beat  its  competitor  with  lower  prices.  In  the  targeted  age  group  parents  are  buying  consoles  and  games  for  their  children,  and  they  tend  to  be  more  aware  of  the  price  rather   than   technology.     Therefore,  Nintendo  DS   is   a   current  market   leader   in   its   category.  Nintendo  added  several  extensions   to   its  product   range,   for  example  Nintendo  DS   lite,  which  was   thinner   version   of   DS   and   Nintendo   DSi   that   added   two   digital   cameras   and   enabled  Internet   connection   with   Nintendo   online   store.   These   features   were   designed   to   enhance  personalization  and  encourage  every  family  member  to  buy  a  console,  at  the  same  time  leaving  the   primary   target  market   at   its   initial   level.   In   addition,   Nintendo   is   planning   to   launch   the  newest  version,  Nintendo  3DS  in  February  2011,  which  will  support  3D  format  without  a  need  to  use  special  3D  glasses  and  will  make  web  surfing  more  convenient.    

Nintendo  Games  

Nintendo  has   a   history   of   producing   high-­‐quality   and  unique   games   for   consoles.   The  world-­‐famous   ones   include   super  Mario   series,   sonic   series   and   Donkey   Kong,   etc.   Now   Nintendo  focuses  on  product  games  for  Wii  and  Nintendo  DS.  

In   comparison   with   its   competitors,   like   most  computer   games   and   PS3   or   XBOX   games,  Nintendo’s   games   have   their   unique   features:  they   tend   to   be  more   fun   and   cartoon-­‐like.   They  attract   people   by   the   pure   fun   from   game  experience   rather   than   by   best   graphic  performance   along   with   stimulating   realistic  features.  Moreover,  the  game  experience  is  totally  different   compared   to   traditional   games.   The  games   in   Wii   are   more   physical,   requiring   body  movements,   and   the   games   in  Nintendo  DS  use   a  

touch  style  and  enable  more  people  to  play  at  the  same  time.  The  target  markets  of  Nintendo’s  games   vary   from   kids   aged   5   to   the   fun-­‐loving   gamers   including   teenagers   and   adults,   who  would  like  to  play  for  entertainment.  

Another  different  feature  is  that  the  games  are  specially  designed  only  for  its  own  consoles.    It  means   that   Nintendo   could   perfectly   combine   the   game   characteristics   with   the   console’s  feature.   Sony  and  Microsoft,   their   games  are  produced  by   the   third  party.  Usually,   the  game  producers   will   launch   their   games   on   PC,   Xbox   and   PS3   at   the   same   time   and   therefore,  customers   have   wider   choice.   On   the   contrary,   Sony   and  Microsoft   will   compete   with   each  other  because  their  games  are  supplied  by  the  same  producers.  

Figure  6:  Super  Mario  Bros  for  DS  

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 The   biggest   threat   is   that   other   games   have   better   graphic   performance   and   are   more  exciting.  This  encourages  only  professional  gamers,  teens  and  hardcore  heavy  user  to  play.  On  the  other  hand,  Nintendo’s  games  are  designed  such  that  they  appeals  to  a  wider  audience,  and  one  of  the  aims  is  to  attract  the  non-­‐gamers  to  start  playing  games  and  have  fun.  

Nintendo’s  marketing  strategy  

Nintendo’s  branding  strategy  relies  heavily  on  traditional  channels.  They  have  mostly  used  TV  commercials,   promotion   events   and   nowadays   also   web   advertisements.   A   big   part   of  Nintendo’s  strategy  is  to  create  great  brand  awareness   through   word-­‐of-­‐mouth  marketing.   Because   the   parent   company  owns   many   games   and   the   characters,   it  has   made   those   characters   the  ambassadors   for   the   whole   brand.  Therefore  Nintendo  commercials  often  use  Super   Mario,   Donkey   Kong   or   Pokémon  when   advertising   the   game   consoles.  Nintendo   has   been   a   big   part   of   people  who   have   been   born   in   80s   and   90s,   and  these   people   have   grown  up  with  NES   and  SNES.   Now   Nintendo   is   able   to   create  nostalgic  and  warm  feelings  for  them  and  at  the  same  time  attract  new  generations  to  the  joy  of  playing  with  Nintendo.    

Nintendo   has   achieved   a   role   of   being   suspicious   and   not   revealing   too  much   about  what   is  happening   inside  the  company.  Nintendo’s  ability  to  keep  secrets  can  be  almost  compared  to  that  of  Apple’s,  for  example  introduction  of  Nintendo  3DS  managed  to  surprise  fans,  analytics  and   journalists   totally   in  the  spring  2010.   It  has  benefited  from  this  distant   image  by  creating  lots   of   buzz   and   rumors   about   future,   and   it   helps   the   brand   to   create   and  maintain   brand  resonance.  Sometimes  Nintendo  has  faced  difficulties,  too,  for  example  in  pre-­‐Christmas  season  2006   when   they   had   to   replace  Wii   ads   with   Nintendo   DS   ads   due   to   low   stock   of   the  Wii  consoles.  Nintendo  hasn’t  jumped  into  the  social  media  yet,  which  is  very  surprising.  There  are  neither   official   Nintendo   nor   Wii   pages   on   Facebook,   and   even   though   Nintendo   America  tweets   regularly,   there   are   only   around   48,000   followers.   Wii   has   an   unofficial   page   on  Facebook  with  more   than   1.   1  million   fans,   but   the   page   has   no   content.   Also   Super  Mario  (443,000  fans)  and  Mariokart  (1,004,000  fans)  have  popular  unofficial  pages  on  Facebook.  

Figure  7:  Nintendo  Marketing

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Integrated  Marketing  Communication  (IMC)  analysis  

We  decided  to  use   the   Integrated  Marketing  Communication   (IMC)  program  to  analyze  some  marketing   tools   which   Nintendo   uses   for   its   consoles   and   games.   IMC   program   has   been  developed  to  build  brand  equity  with  “mixing  and  matching”  different  communication  options.  Examples   that   we   chose   for   the   analysis   are   TV   advertising,   event   marketing   and   word-­‐of-­‐

mouth   marketing.   After   analyzing   Nintendo’s  current  methods,  we  provide  our  own  proposal  on  how   to   build   even  more   brand   equity   by   adding  some  elements.  

Nintendo  has  used  TV  advertisements  to  introduce  new  consoles,  games  and  to  create  awareness.  Its  TV   advertisements   are   often   creative   and   they  concentrate   on   showing   people   enjoying   their  time   instead   of   showing   the   actual   gameplay.  Nintendo  uses  the  famous  characters  often  in  the  advertisements   to   enhance   brand   awareness.   TV  

advertisements   cover   the   target   market   well,   especially   for   Nintendo   Wii,   because   the  consumers   will   need   a   television   in   order   to   play   Wii   and   they   are   likely   to   either   own   or  purchase  it.  However,  TV  advertising  is  extremely  expensive  and  it  has  low  versatility,  meaning  that  it  can  be  effective  only  for  very  specific  target  groups.  

Advertising   in  different  events  provides  an  opportunity  for  consumers  to  see  actual  gameplay  or   try   it   themselves.   It   allows   educating   consumers   how   to   use   the   consoles   and   it   also  introduces  them  to  games  which  they  have  not  tried  yet,  and  organizes  creative  competitions.  For   example   Nintendo  Wii   Fit   has   been   promoted   together   with   Adidas   running   shoes,   and  Nintendo   has   organized   online   competition  where   the   consumers   had   to   animate   their   own  Super  Mario  movie  using  the  original  music  and  imagery  of  Nintendo.  Promotional  events  and  competitions  can  be  really  effective  in  covering  the  target  markets  and  attracting  them,  and  it  complements  very  well  with  other  marketing  channels.  However,   it   is  very  expensive  and  the  events  should  be  chosen  carefully  so  they  are  in  harmony  with  the  Nintendo  brand.    

Word  of  mouth  –marketing   is   really  not  an   independent  tool  but  more  a  result  of  marketing.  Nintendo   has   been   able   to   raise   great   awareness   and   create   positive   experiences,   and  therefore   many   consumers   have   become   “ambassadors”   of   the   brand.   As   long   as   the  

Figure  8

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 consumers  are  telling  positive  things  about  the  brand,  it  is  very  effective  and  believable,  but  on  the  other  hand  it  is  impossible  to  control.    

In   general,   Nintendo   covers   its   target   markets   well.   For   example,   when   it   launched   Wii,   it  advertised  successfully  the  console  for  family  mothers.  This  was  very  smart,  as  Wii  became  the  first   console   for   the   whole   family,   connecting   different   generations   and   bringing   family  together.   The   advertisements   are   consistent   with   the   brand   and   games,   consoles   and  characters  all  participate   in  building  brand  equity   for  each  other.  However,   there   is   a  danger  that  Nintendo  leans  on  their  old  characters  and  forgets  to  educate  possible  new  consumers.  A  problem   for  Nintendo   is   also   the   lack   of   big   communities.  Nintendo  has   an   official  Nintendo  Club,   but   it   mostly   provides   only   technical   support   and   information   on   the   products.   What  Nintendo   is  missing   is   clearly   an  official  online   society  of  Nintendo   lovers,   sharing  and   caring  about  the  brand,  participating  and  living  the  brand.  What  Nintendo  should  add  to  its  marketing  mix  is  discussed  in  the  final  part  of  the  brand  audit  report.  

Brand  Exploratory:  This  explores  the  sources  of  equity  of  the  product  from  the  consumer’s  

point  of  view.  

Sources  of  Brand  Equity  

In   our   opinion   the   main   sources   that   determine  current  strength  of  Nintendo’s  brand  equity  are:  

• Nintendo  Generation  • Its   iconic  game  characters  (Mario  Brothers,  

Zelda,  Megaman,  Donkey  Kong,  etc.)  • Nintendo  Wii  

Now,   we   are   going   to   discuss   each   one   of   the  attributes   in   more   detail   including   certain  associations  and  perceptions  that  consumers  have  developed  towards  each  of  the  categories.    

Nintendo   Generation:   The   launch   of   Nintendo  Entertainment  System  (NES)  in  1986  turned  the  whole  industry  around.  Sales  of  over  61  million  units   before   1995,   helped   the   company   to   create   brand   awareness   and   strong   brand  associations   with   the   product.   Being   the   first   console   of   its   kind   Nintendo   Entertainment  System   was   able   to   attract   vast   number   of   customers   that   nowadays   are   referred   to   as  Nintendo   generation,   the   pioneer   gamers   that   had   a   chance   to   try   out   the   first   Nintendo  

Figure  9:  Brand  Ingredients

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 consoles.   According   to  Michael   Critz,   an   Emmy  winning   designer:   “The   Nintendo   Generation  constitutes  the  same  group  of  people  who  are  old  enough  to  remember  the  Soviet  Union  yet  young  enough  to  master  the  Internet:  roughly,  people  who  are  now  between  the  ages  of  25  and  37.”    

For  these  people  Nintendo  is  an  iconic  and  lifestyle  brand  that  resembles   their   nostalgic   feelings   about   their   childhood   and  fun   they   used   to   have   playing   their   first   NES   or   SNES   (Super  Nintendo   Entertainment   System).   These   positive   associations  of  already  established  group  of   loyal  customers  help  Nintendo  in   building   its   brand   equity   at   the   level   of   personal   affiliation  and   resonance.   Slogans,   being   chosen   for   the   promotion   of  NES:  “Have  you  had  your  fun  today?”  and  “Now  you  are  playing  with   the   power”,   clearly   illustrate   the   core   values   communicated   by   the   brand.   The   primary  message   sent   by   the   brand  was   designed   to   leverage   concepts   of   fun,   entertainment   and   to  highlight   the   product   as   a   pioneer   and   powerful   one   in   contrast   to   those   of   its   competitors.  Also,  Nintendo  was   able   to   sustain   its   image   of   vintage   and   nostalgia  when   introducing   new  products,  even  though  the  company  might  not  have  wanted  it.    

The  concept  of  Nintendo  Generation  was  described  in  the  literature  by  David  Sheff,  who  wrote  the   book   titled   “Game  Over:  How  Nintendo  Conquered   The  World”.   The   book   described   the  history  of  the  company  as  well  as  the  tools  company  used  to  establish  strong  brand  resonance  among   customers.   Although   the   book   was   written   in   1994,   when   Nintendo’s   brand   was  exceptionally   strong,   the   fact   that   the   book   was   written   shows   that   the   brand   was   able   to  create   resonance   and   was   highly   recognizable   around   the   world.     So,   in   our   opinion,   the  concept   of   Nintendo   Generation   and   a   status   of   a   pioneer   brand   in   the   industry   contribute  strongly  to  the  brand  equity  of  the  company  in  the  positive  way.  Along  with  the  launch  of  NES,  the  company  created  several  game  characters   for   the  console  and  was  able   to   leverage   their  image  in  the  future.    

Characters:   On   a   par   with   the   introduction   of   NES,   Nintendo   introduced   several   game  characters  that  along  with  the  brand  growth  escalated  into  indivisible  parts  of  Nintendo  brand  identity  and  are  major  contributors  to  the  brand’s  equity  today.  Zelda,  Super  Mario  Brothers,  Donkey  Kong  and  Link  were  essentially  developed  for  the  NES  and  after  console’s  tremendous  success  became  associated  with  it.  It  was  the  NES  that  made  Super  Mario  Brothers,  Zelda,  and  Megaman  kitchen-­‐table  names.  Needless  to  say  that  those  iconic  characters  are  a  huge  source  of   Nintendo’s   brand   equity,   due   to   their   visibility   and   Nintendo’s   strategy   of   continuous  leveraging  of  their  images.  “Super  Mario  Brothers”  is  known  worldwide  and  even  included  into  

Figure  10:  Nintendo  Generation  

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 the  Guinness  Book  of  Records  as  the  most  sold  video  game  in  the  history.  Mario  is  considered  to  be  one  of  the  most  recognizable  artificial  characters  ever  created7.  

Nintendo  leverages  the  image  of  Mario  Brothers  in  almost  every  advertising  campaign,  even  in  case   of   Wii,   which   is   going   to   be   discussed   further;   Mario’s   image   appears   even   though  

Nintendo   is   struggling  not   to  associate  Wii  with   its  own   image.    Moreover,   customers  tend   to   associate   themselves   with   their  favorite   characters,   because   of   the   strong  commitment   to   the   heroes.   Undoubtedly,  there   is   a   resonance   towards   Nintendo  game  personages,  which  can  be  compared  to  the  resonance  of  Disney  cartoon  heroes.  Combined   with   heritage   associations   of  “nostalgic   brand   identity,   Nintendo’s  

characters   are   probably   the   strongest  

indicators  of  company’s  strong  brand  equity.    

While  Nintendo's  main  brand  and  industry  competitors  do  not  have  such  famous  and  branded  characters   in   their   games,   they   have   established   other   points   of   difference   that   will   be  discussed  further.  Considering  the  fact  that  in  gaming  industry  sold  consoles  almost  guarantee  the  sale  of  games,  it  is  a  huge  competitive  advantage  of  Nintendo  in  having  customers  that  are  loyal   not   only   to   technological   innovations   but   also   to   the   game   characters   and   their   image.  Game  characters  support  customers’  associations  that  arise  from  the  Nintendo’s  image  of  fun,  entertainment   and   nostalgia.   However,   being   constantly   updated   and   enriched   characters’  image   reflects   fashionable   and   trendy   appearance   at   the   same   time.   Moreover,   Nintendo  actively  franchises  brand  identity  of  its  characters  to  other  companies  in  various  industries.  This  move  by  Nintendo  only  supports  the  widespread  knowledge  and  awareness  of  its  game  heroes,  contributing   to   the   brand   equity.   On   the   Internet   we   can   see   a   huge   number   of   forums  dedicated  to  the  discussion  of  Nintendo  brand  and  its  characters.  It  is  common  to  see  a  forum  or  an  article   titled:  “Which  of  Nintendo  characters  are  you?”  What  else   is   that   if  not  a  brand  resonance?  Finally,  Mario  Brothers,  Donkey  Kong  and  Zelda  appear   in  renovated  image  in  the  games  designed  for  new  revolutionary  console  that  was  launched  in  2006  in  order  to  fight  back  Nintendo’s  leading  positions  in  the  industry.    

                                                                                                                         7  http://web.archive.org/web/20060317005503/http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=52404  

Figure  11  

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 Wii:  Pronounced  like  “We”,  supported  by  the  slogan:  “Wii  would  like  to  play”  and  symbolizing  community   spirit   and   group   entertainment,   and   involvement,   Nintendo   Wii   is   one   of   the  greatest  sources  of  equity  for  the  brand  of  Nintendo  nowadays.    

The  product  was  able  to  combine  the  abovementioned  sources  of  Nintendo’s  brand  equity  in  it  in  a  very  successful  manner.  Now,  Mario  Brothers,  Zelda  and  Donkey  Kong  were  able  to  move  according  with  the  player’s  body  motion  due  to  the  technologically  innovative  attributes  called  “sensor  bar”.  By  targeting  very  wide  range  of  customers  in  completely  different  age  categories  “Wii”   added   associations   of   sport,   motion   and   represented   new   activity   of   socially   and  physically   interactive   entertainment   for   any   age.   From   now   on,   Nintendo   was   no   more   an  outdated  and  obsolete  brand,  which  it  was  perceived  after  the  failure  of  GameCube,  now  it  was  brand-­‐new,  family-­‐oriented  and  trendy  brand  that  combined  almost  incompatible  associations.  Nostalgic,   but   modern;   family-­‐oriented,   but   trendy;   cheap,   but   high   performing   –   all   these  associations  were  new  to  Nintendo  and  the  industry  on  the  whole.  The  name  “Wii”  was  easily  pronounceable   in   all   languages,   contrary   to   Xbox   that   was   often   mispronounced   in,   for  example,   Japan.   Also,   the   white   color,   used   for   the   console   symbolized   peaceful   sense   and  family  environment,  unlike  Sony,  that  looked  like  high-­‐tech  beast  for  hardcore  gamers  with  its  black  color.    

Target   market   that   “Wii”   chose   was   absolutely   untraditional   for   the   industry;   therefore,   a  number   of   new   perceptions   and   associations  were   formed.   “Wii”  with   all   its   advertisements  and  promotional  campaign  encouraged  people  to  move  and  be  active,   treats  that  have  never  been   leveraged   before,   because   gaming   has   always   been   considered   rather   static   form   of  entertainment.   Strategic   launch   of   the   product,   during   the   holiday   session,   created   agiotage  about  the  brand.    

Nintendo’s   cooperation  with  major   retailers   and   specialty   electronic   stores   around   the   globe  made  the  product  visible  and  available  for  the  potential  customers.  Combined  with  affordable  price  and  visibility  of  the  brand  Wii’s  launch  turned  out  to  be  a  boom  in  the  market.  Numerous  promotional   campaigns   contributed   to   the  brand  equity  of   the  product   very  much.  Nintendo  Wii  was  able  to  combine  vintage  associations  of  the  brand  that  arouse  from  the  phenomenon  of   “Nintendo   Generation”   with   renovated,   but   easily   recognizable   characters   that   were   still  included   into   the   games   designed   for   Wii.   Wise   combination   of   all   possible   images   and  associations  enabled  Nintendo  to  boost  its  equity  and  relive  the  brand  for  the  customers.    

Threats  to  Brand  Equity  

Greenpeace   Ratings:   The   Greenpeace   ratings   received   by   Nintendo  have   in   the   past   hovered   around   zero   out   of   a   maximum   score   of  

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 hundred.  This  is  a  serious  threat  to  the  brand  equity  of  Nintendo  as  contemporary  consumers  are  more  aware  how  environmentally  friendly  they  want  their  purchases  to  be.  The  loss  of  the  environmentally   conscious   gamers   could   cause   serious   damage   to   the   brand   equity   as   the  demographic   is  getting   larger  over  time.  Overall,  getting  a  zero  for  environmental  friendliness  from  a  prominent  environmental  protection  organization  is  a  bad  press  and,  hence,  is  a  serious  threat  to  the  brand  image  of  Nintendo  unless  Nintendo  begins  proactively   improving  the  eco-­‐friendliness  of  their  products.    

Failure  to  Utilize  Well  Established  Sub-­‐brands:  In  the  modern  gaming  market  gamers  are  being  exposed   to   lot   of   new   characters   that   take   their   minds   off   of   previously   existing   ones.   This  means  that  Nintendo  will  need  to  place  extra  efforts  on  keeping  the  gamers  interested  in  their  games  through  marketing  sub-­‐brands,  such  as:  Super  Mario.  If  a  population  of  gamers  begins  to  forget  what  Nintendo  is  because  they  are  not  marketing  themselves  enough  by  using  all  their  sub-­‐brands  and  the  umbrella  brand  itself,  then  the  value  of  the  brand  will  depreciate  and  result  in  lower  brand  equity.    

Failure  to  Supply  Customers:  Nintendo’s  previous  failures  to  supply  their  customers  with  their  products  due   to  demand  spikes  has   left   consumers  bitter  as   they  have  had   to  purchase   their  Nintendo  products  online  for  two  to  three  times  of  the  retail  price.  This  results  in  bad  publicity  as   consumers  are  paying   sky  high  prices   for   their  products  due   to   the  demand.  Bad  publicity  always   results   in   a   decrease   in   brand   equity   and   hence   this   can   be   considered   a   threat   to  Nintendo.   This   has   previously   occurred   due   to   dependency   on   secondary   manufacturers   of  components  not  being  able  to  supply  Nintendo  on  time.      

Failure  to  Meet  Quality  Standards:  This  has  not  previously  occurred  to  Nintendo,  but  if  it  does  it   will   scare   the   consumers.   Nintendo   has   never   had   a   promise   of   quality   standard   for  customers.   They   have   only   used   a   Nintendo   Seal   of   Quality   that   does   not   give   any   real  guarantee  of  product  quality,  but  rather  indicates  that  the  product  is  from  Nintendo  and  hence  quality  should  be  expected.  This  is  a  problem  as  customers  are  becoming  more  and  more  aware  of   quality   products   and   expect   a   guarantee   of   quality,   not   just   an   assumption.   If   Nintendo  happens  to  face  a  quality  problem  and  the  consumers  do  not   feel  as  they  are  appreciated  by  Nintendo  (due  to  them  not  guaranteeing  their  products),  then  Nintendo  will  face  a  loss  in  brand  equity  because  of  a  damaged  brand  image.    

Deviation  from  Brand  Identity:  Nintendo  should  not  begin  to  deviate  from  what  it  has  always  done:  provide  games  and  consoles  to  the  consumers.  Nintendo  should  not  start  extending  the  brand   to   non-­‐related   areas   as   they   have   previously   done.   An   example   of   this   is   when  Nintendo’s   sub-­‐brand   Super  Mario  was   used   to   extend   the   brand   into   children’s   books.   This  brand  extension  proved  to  be  damaging  to  the  brand  equity  as  the  company’s  brand  identity  is  

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 not   about   children’s   books   and   learning   processes.   If   Nintendo   does   the   same   mistake   as  mentioned   previously,   then   Nintendo’s   target   segment   will   begin   to   change   gradually   along  with  the  brand  identity.  This  results  in  the  loss  of  customers  and  a  change  in  brand  equity.    

Recommendations  and  Conclusions:  

After   having   researched   the   brand   of   Nintendo   and   having   identified  main   sources   of   brand  equity  and  threats  to  the  brand,  we  recognized  several  recommendations  for  the  company   in  order  to  struggle  existing  challenges  and  anticipate  the  upcoming  ones.  

1.  Develop  the  market  for  elderly  customers.  

Nintendo  Wii  positions  itself  as  a  family  oriented  brand  that  brings  a  sense  of  community  into  the   gaming   process.   Newly   coined   Nintendo’s   target   market   not   only   values   physical  involvement   promoted   by   Wii,   but   also   wants   to   challenge   itself   with   brainwork.   Elderly  audience  may  enjoy  playing  Mario  Brothers  with   their   grandchildren  using  all   the  benefits  of  Wii’s  motion   sensor  bar,  but  at   the   same   time,  when  grandchildren  went   to  bed,   they  might  want   to   do   some   crossroad   puzzles   or   Sudoku,   or   play   some   strategic   games   that   involve  thinking.  

Therefore,   our   recommendation   number   one   is   to   develop   stronger   presence   among   older  group  of  customers  by  evaluating  their  needs  and  come  up  with  games  that  will  be  good  fit  for  them.  Nintendo  might  be   interesting   in  developing  games   that  would  be  aimed  at   relaxation  and   leisure.   Elderly   people   tend   to   spend   a   lot   of   time   at   home,   our   view   this   is   a   great  opportunity  for  Nintendo  to  leverage  their  elderly  audience  by  providing  games  for  them.  

2.  Be  aware  of  emerging  sources  of  competition  

Nintendo  should  clearly  identify  its  competition  on  all  the  levels.  Although  in  this  paper  we  have  examined   only   direct   competitors,   we   should   not   forget   that   Nintendo   operates   in   the  entertainment  industry,  where  the  competition  is  much  wider.  

Essentially   Nintendo   competes   with   anything   that   may   fill   their   customers’   spare   time.   This  could   be   books,   news,   cartoons,  magazines,   computer   games,   Facebook,   Twitter,   etc.   In   our  view,  Nintendo  should  keep  track  of  the  competition  on  every  level,  undoubtedly  paying  special  attention  to  their  brand  competitors.  The  company  should  find  a  way  to  communicate  its  brand  as   the   only   possible   entertainment   option,   in   order   to   differentiate   itself   from   all   levels   of  competition.  However,  at  the  same  time,  Nintendo  probably  will  have  to  add  some  extensions  to  its  brand  portfolio  in  order  to  support  the  image  of  overwhelming  lifestyle  brand.    

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 We   view   Apple   Inc.   as   a   competitor   of   the   future.   Nowadays,   with   the   development   of  smartphone   industry,   its   main   players,   particularly   Iphone   offers   a   number   of   attractive  applications  to  its  customers  to  choose  from.  Although  Iphone  does  not  offer  the  same  degree  of  involvement  as  Nintendo,  but  Iphone’s  application  may  be  a  great  threat  in  the  future,  due  to  constant  technological   innovations.   If   they  become  more  sophisticated,  then  Nintendo  and  the   console   industry  may   experience   severe   problems.  Moreover,  with   the   launch   of   Ipad,   a  new   threat   for  Nintendo  emerges.  Although   Ipad  does   not   support   Flash,   there  have  been   a  number  of  applications  developed  specifically  for  it.  Higher  resolution  and  the  size  of  the  screen  in  Ipad  enable  players  to  be  involved  in  a  full  manner.  

In   our   view   Nintendo   should   find   ways   to   anticipate   possible   threats   from   competing  companies   on   all   the   levels   by   constant   screening   and   strategic   planning   of   the   market.  Benchmarking  of  its  competitors  is  especially  essential.  In  our  view  one  of  the  main  competitors  is   Apple   Inc.   and   Nintendo   should   be   aware   of   it,   because   it   may   revolutionize   the   whole  industry.  

3.  Anti-­‐piracy  issues.  

Piracy   problem   is   very   serious   in   developing   countries   such   as   China,   Vietnam   and   it   caused  huge  profit  losses  for  Nintendo  (citaton  needed,  seems  like  off  the  head).  

Even  through  the  piracy  is  not  only  for  Nintendo’s  games,  it  extends  to  PC  software  and  harms  some  of  its  competitors  like  PSP,  Nintendo  still  should  take  some  action  to  protect  its  brand.  For  example,  Nintendo   could   use  more   advanced   secret   codes   to   develop   its   software   so   that   it  can’t  be  easily  broken   into  and   illegally   copied.   Successful  brand   should  be   legally  protected;  therefore  Nintendo  should  treat  this  issue  very  carefully.  

Nintendo   could   also   build   in   some   chips   to   make   its   game   consoles   support   only   official  software’s  and  encourage  legal  downloading  of  its  games  from  the  Internet.  Besides,  Nintendo  could  operate  with  international  or  local  NGOS  to  put  pressure  on  government  for  piracy.  

4.  Building  brand  equity  with  marketing  

Nintendo  should  definitely  start  to  use  social  media.  The  fact  that  they  have  already  millions  of  fans   on   Facebook   without   doing   anything   shows   that   there   is   a   huge   potential.   As   other  companies  have  proved,   social  media   is   a   great   channel   in   attaching   customers   to   the  brand  tighter  than  ever  before,  and  that  is  exactly  what  Nintendo  wants  to  do.  Even  though  Nintendo  has   already   achieved   the   goal   of   bringing   families   together,   it   can   also   bring   larger   groups  together.   The   company   might   be   worried   about   revealing   secrets   and   being   open,   but   we  believe  that  it  is  possible  to  join  the  social  networks  without  giving  out  confidential  information.  

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 Marketing  in  social  media  is  of  course  costly,  but  comparing  to  TV  advertising  it  is  really  cheap  and  effective.  People  who  join  the  pages  are  doing  it  voluntarily  and  they  want  to  participate.  

Establishing  a  Facebook  page  is  essential   in  our  opinion.  There  should  be  regular  updates  and  interesting  content,  and  Nintendo  should  take  part  in  discussions  that  rise  in  the  page.  A  good  way  to  add  more  value  for  consumers  and  create  a  community  would  be  to  arrange  events  and  competitions  on  the  web  page  and  asking  consumer’s  opinions  about  the  Nintendo  games  and  consoles.   A   Facebook   page   would   be   a   way   of   showing   how   the   company   cares   about   the  customers,  and  it  would  strengthen  the  brand  resonance.  

Nintendo  could  join  also  YouTube  and  use  it  as  a  channel  to  show  the  expensive  TV  ads  it  has  created,  as  well  as  including  some  interviews  from  CEO  Satoru  Iwata.  As  there  is  already  “Iwata  asks”   –category   on   the   official   website   which   is   really   hard   to   find,   this   could   bring   more  viewers  and  followers.  At  the  moment  there  are  some  Nintendo  videos  on  YouTube,  but  they  are  not  organized  in  any  way  and  they  all  have  one  common  feature:  low  watch  rates.  

5.  In-­‐game  advertising.  

Already  established  strong  brand  equity  of  Nintendo  opens  tremendous  opportunities   for   the  company   on   the   in-­‐game   advertising  market.   In-­‐game   advertising   refers   to  the   form   of   advertising   which   gamers  are   experiencing  while   playing   certain  games   on   computers   or   consoles  Nintendo’s   games   are   bestsellers   and  its   characters   are   iconic.   To  our  mind,  Nintendo   should   leverage   predicted  growth   of   the   in-­‐game   advertising  market  as  a  source  of   revenue   for   the  company.    

However,   an   ideal   balance   should   be  found   in   order   not   to   damage   the  brand   equity   with   too   much  advertising,   because,   otherwise  customers   may   be   unsatisfied   with  Nintendo’s  excessive  concentration  on  advertising  in  its  game.  Although  Nintendo  has  already  implemented  this  concept   into  some  of   its  games  such  as  Pikmin  2  or  Madden  NFL;  we  think  there  is  still  a  room  for  development  in  this  industry  for  Nintendo.  

Figure  12:  In  game  advertising  market  in  the  US  

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Bibliography  

• "Best  Global  Brands  Ranking  for  2010."  Interbrand.  N.p.,  2011.  <http://www.interbrand.com/en/best-­‐global-­‐brands/best-­‐global-­‐brands-­‐2008/best-­‐global-­‐brands-­‐    2010.aspx>.  Rpt.  in    

                           Interbrand.  N.p.:  n.p.,  n.d.  N.  pag.  Interbrand.  Web.  18  Jan.  2011.    

• Nintendo.  N.p.,  n.d.  Web.  18  Jan.  2011.  <http://www.nintendo.com/>.    

• "The  Lucky  Birth."  N-­‐sider.  N.p.,  2010.  Web.  18  Jan.  2011.      

• Nintendo.  Annual  Report  2010    (2010).  PDF  file.                http://www.nintendo.co.jp/ir/pdf/2010/annual1003e.pdf    

• "Nintendo:  Japan’s  Brand  Story  of  the  Decade."  viewpoint:  n.  pag.  PDF  file.                          http://www.marketingpower.com/ResourceLibrary/Publications/MarketingNews/2010/10_30_10/Aaker%20on%20branding.pdf  

• Simmons  Market  Research  Bureau.  (2002).  Simmons  national  consumer  survey.  New  York.  18.  Jan.2011.  

• "Best-­‐Selling  Video  Game."  Guinness  World  Records.  N.p.,  2005.  Web.  18  Jan.  2011.                                                                                      <http://web.archive.org/web/20060317005503/http://www.guinnessworldrecords.com/content_pages/    record.asp?recordid=52404>.    

• Who  Are  Nintendo’s  Competitors?.  CNBC.  13  Nov.  2009.  Siliconera.  Web.  Transcript.  18  Jan.  2011.              <http://www.siliconera.com/2009/11/13/who-­‐are-­‐nintendos-­‐competitors/>.    

• Hartley,  Matt.  "Why  Is  The  Nintendo  Wii  So  Successful?"  SMARTHOUSE.  N.p.,  12  Sept.  2007.  Web.  18              Jan.  2011.  <http://www.smarthouse.com.au/Gaming/Industry/F4U3N4C3>.    

• "Building  Brand  Association  through  In-­‐Game  Advertising."  Tata  Consultancy  Service  (2008):  n.  pag.    PDF  file.        

 

 

 

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Appendix  

Figure  1:  Mental  Map  

 

 

 

 

 

 

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Figure  2:  Customer-­‐Based  Brand  Equity  pyramid  of  Nintendo  

 

 

 

 

Salience  • Very  high  brand  recall  and  recognition  • Breadth  of  awareness  –  competes  with  all  free-­‐time  

services  and  products  and  does  well  

Performance  • Nintendo  has  been  able  to  fulfill  the  

consumers’  needs  and  go  beyond  the  expectations  

• Wii  has  proven  to  be  reliable,  durable  and  service  (Nintendo  Club)  is  available  as  well  

Imagery  • Strong  brand  • Consumers  perceive  playing  

games  favorable  and  enjoyable  • Nintendo  provides  unique  

experience  of  fun  time  with  family  and  friends  

               Judgments  • High  quality,  reliable  

and  durable  consoles  • Nintendo  is  seen  as  

expert  and  trustworthy  in  their  field  

Feelings  • Often  perceived  

as  fun,  entertaining,  exciting,  creative,  approved  

Resonance  • millions  of  Facebook  fans  • webpages  created  by  fans  • consumers  recommend  Nintendo  

products  to  their  family  and  friends      “ambassadors”