strategy nintendo uebs
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TRANSCRIPT
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MBA 2013-2014 Strategic Management
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AGENDA
• Key business issues
• Company overview
• External analysis
• Internal analysis
• New strategy
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Key Business Issues
• A Blue Ocean was created by launching the Wii. - Target casual gamers (children, women, senior, families). - It changed the way people played.
• They tried to sustain their increased market share by creating Wii U. - Target both hardcore and casual gamers. - However, it hasn’t achieved sales expectation.
• Another challenge is that there is an increasing current trend in online and mobile gaming.
NOW WHAT?
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INTERNAL OVERVIEW
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Finance Overview
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Nintendo’s History & Background
1889
1970
1980
1990
2000
2010
Hanahuda (1889)
Color TV Game 15 (1977)
NES (1983)
Game Boy (1989)
SNES (1990)
Nintendo 64 (1996)
Game Cube (2001)
Nintendo DS (2004)
Wii (2006)
Nintendo 3DS (2011)
Wii U (2012)
• Historically the best known console manufacturer • Longest running company in the market • Long-time market leader of hand-held consoles
Fusajiro Yamauchi
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Mission, Vision, Values and Behaviour
Expansion of the gaming audience, taking risks and encouraging employees to make creative decisions to challenge the notion of what a video game is capable of being.
MISSION
VISION
VALUES & BEHAVIOUR
• Equal commitment toward all employees treating them the same way as customers.
• Create teamwork atmosphere
• High quality through commitment and enthusiasm.
“Providing customers with a ‘world of fun’, which is both innovative and entertaining with creative elements that have never
been experienced.”
Source: Nintendo corporation, 2013
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Business Model
COMPANY
• Strong R&D: Innovation • Strong game franchises • Strong Branding • Efficient manufacturing
CONTEXT
• Fast changing industry • Lifestyle change • Non-users emerging
CONSUMER
• High quality interactive games only available for Nintendo’s HW.
• Games and HW system at a much lower price than the competition
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Historic Strategy
Customer value: High quality certified software Key Resources in technology and brand
1980-1994:
Focus on technology: CPU performance and loading time Cassette/CD as media
1994-2006:
VALUE INNOVATION: blue ocean + low cost Target non-users (casual gamers) with Nintendo DS & Wii
2006-2010:
Entertainment system instead of just a gaming system Target both, hardcore and casual gamers
2011-2013:
Developing games
that can only be used with
NINTENDO HW
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EXTERNAL ANALYSIS
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• Total Market Value of $79 bn in 2012 • 4 Key Market Segments:
• Video Game Consoles
• Handheld Video Games
• Mobile Games
• PC Games
• Consoles segment dominates the market.
Industry characteristics
0.0
20.0
40.0
60.0
80.0
100.0
120.0
2012 2013 2014 2015
Video Game Revenue Forecast ($ billion)
Source: Gartner (Oct.13)
47.4%
22.6%
11.8%
18.3%
Market Structure (2012)
Source: Gartner (Oct.13)
• Mobile games: the fastest-growing segment
• 3 Major Players : Sony , Microsoft, Nintendo
• Short product life cycle
• Rapid rise in consumers’ demand
78.8 93.3 101.6
111.1
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Competition
49%
37%
27% 21%
32% 40%
31% 31% 33%
0%
10%
20%
30%
40%
50%
60%
2010 2011 2012
Market Shares
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Competitive 6 Forces
BUYERS • Retailer bargaining
power • Consumers’ demand
and high expectations
ENTRY BARRIERS
• High Barriers for new entrants in the hardware console market
COMPLEMENTS
• DVD & blu-ray • Online gaming
community • Online marketplace • Entertainment hub
(streaming, live action TV)
INDUSTRY RIVALRY
• PlayStation 4 • Xbox One
SUPPLIERS • Medium bargaining power • Game suppliers (in-house
mostly but powerful external third parties)
• Raw materials SUBSTITUTES
• PCs • Smartphones • Tablets
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INTERNAL ANALYSIS
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Competencies & Competitive Advantage
Innovation through
strong R&D Simplicity as disruptive innovation to target non-consumers by creating blue oceans.
Efficient manufacturing
and distribution
Developing exclusive and simple games
Economies of scale enables them to sell the base console at a higher profit than competitors and with a fast time-to-market.
Strong Unique Selling Proposition (USP) – Nintendo games can only be played with Nintendo’s consoles.
Core competencies Competitive Advantage
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SWOT ANALYSIS
OPPORTUNITIES • Increased market demand for
education and medical devices due to lifestyle change (concern for fitness & health)
• Online purchasing/e-marketing
THREATS • Increase of Smartphone and
tablet games • Increase in online gaming • Competitors also targeting
casual gamers
STRENGTHS • Innovative mindset • In-house talent • Strong brand name • Expertise in video games
development
• Refining their products to take advantage of lifestyle change(ex. medical and education products)
• Align new console launch with new blockbuster game launch
• Use in-house talent and strong brand name to develop online and mobile device applications
WEAKNESSES • Technological
disadvantage (power of console)
• Lack of new blockbusters • Third party relationships
• Build third party relationships to develop exclusive games for the Nintendo experience
• Enhance the console’s ability to purchase games online
• Create strong online gaming community
• Utilise open innovation to keep technological advantage and develop new innovations
• Improve relationships with third parties
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NEW STRATEGY?
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Strategic Options
1. Develop a console for online gaming and develop online gaming for target audience.
2. Build partnerships with third party developers
3. Develop new games for smartphones/tablets
SHORT TERM – address threats from competition
LONG TERM – develop differentiated products
4. Build on success of Wii fit and Brain Train to create innovative games for a new target audience – educators and medical professionals
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Value Chain Model
Develop new competence: Build third party relationships to develop exclusive games
Short Term: Develop a console that suits online gaming for target audience (children, women, seniors, families).
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Value Chain Model
Build on existing competence: Foster internal talent, recruit new talent
Short Term: Develop a console that suits online gaming for target audience (children, women, seniors, families).
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Value Chain Model
Develop new competence: Use open innovation to develop online gaming
Short Term: Develop a console that suits online gaming for target audience (children, women, seniors, families).
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Value Chain Model
Develop new competence: Create links with health and education professionals, and incorporate specialists into current product development structure
Long Term: diversify to interactive learning and health content
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Value Chain Model
Build on existing competence: Utilise strong R&D, internal talent and open innovation to adapt consoles and products
Long Term: diversify to interactive learning and health content
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Value Chain Model
Build on existing competence: Build on current distribution network to develop medical distribution network
Long Term: diversify to interactive learning and health content
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Value Chain Model
Build on existing competence: Refocus marketing campaign to educate new target group
Long Term: diversify to interactive learning and health content
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Our Recommendation
SHORT TERM – address threats from competition
• Develop a console that suits online gaming and develop online gaming for target audience (kids, families, women, seniors)
• Build partnerships with third party developers
LONG TERM – diversify to interactive learning and health content
• Build on success of Wii fit and Brain Train to create innovative games for a new use (physiotherapy , interactive learning)
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Performance Measures
DEVELOP A CONSOLE FOR ONLINE GAMING AND DEVELOP ONLINE GAMING FOR TARGET AUDIENCE
• Console designing team assembled within 1 month. • Console designed within 6 months. • Team assembled to build partnerships with third party
developers within 1 month. • Market share increased to 41% 1 year following product
release
DIVERSIFY TO INTERACTIVE LEARNING AND HEALTH CONTENT
• Team assembled to liaise with medical and education professionals within 3 months
• Developer team assembled to create new games within 6 months • New games developed in 3 years • Reach 30 million new users within 3 years following product release
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Conclusion
To recapture market leader position Nintendo should:
Build on its existing target audience and its core competences to create a
new blue ocean strategy to move gaming into
interactive learning and health content.
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THANK YOU