Nintendo WII Marketing strategy Essay Sample
Nintendo WII Marketing strategy Essay Sample

Nintendo WII Marketing strategy Essay Sample

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  • Pages: 4 (920 words)
  • Published: August 28, 2018
  • Type: Research Paper
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Nintendo recognized the importance of targeting specific groups of consumers to achieve success in its business endeavors. As a result, the company devised plans to increase its promotional efforts aimed at high-earning individuals, particularly young adults with an interest in gaming, who would yield substantial profits.

Their clientele included golf enthusiasts who were primarily members of the armed forces, wine-loving instructors, and pet owners, as stated in 4b_ntendo 2006. These groups were categorized and their earnings were assessed, revealing that the three demographics likely had the highest spending power due to their relatively high income.

Other companies are also targeting these groups. For example, an athletics wear company may aim golf players to provide them with the latest sports apparel. This puts them in competition with Nintendo for a share of their spending (Derval 2008).

Teachers and citizens with a passio

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n for wine and pets, respectively, are likely to spend some of their income on these interests. As a result, wine companies and pet companies will compete with Nintendo to capture a portion of their spending. This high competition is expected due to the market pressure from Nintendo's marketing efforts on video games and the pet companies' efforts to sell their pets to the same audience.

The importance of cleavage is its capacity to facilitate Nintendo's strategic planning, leading to a larger market share. To attract future customers, it is essential for the company to comprehend the preferences of their target audience (Farhoomand 2008). While modifying people's interests may be challenging, product development can sway their choices. This concept is demonstrated by the positioning map found on WiiSource's website (http://cache.gizmodo.com/assets/resources/2007/07/xbox%20wii.html).

Nintendo needed to devise fresh techniques to secure

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portion of the market, in competition with other enterprises. They implemented a tactic that entailed devising straightforward and captivating games that would pique the interest of individuals from every age bracket, regardless of gender or social standing. Instead of relying on fictional-themed games, these novel alternatives were premised on realistic scenarios. The outcome was the widely acclaimed Wii game, which has been warmly received by both pupils and patients alike. (source: 4b_ntendo2006)

Medical professionals and educators alike have encouraged the use of games as a means of stimulating the brain and promoting alertness. One company even introduced a WI-FI connection device for their DS console, enabling players to connect with one another wirelessly. This successful tactic helped the company sell over 70 million units worldwide.

Nintendo earned a significant amount of profit through the success of games such as Nintendogs and Brainage. Nintendogs proved to be popular primarily among female players, who enjoyed interacting with the virtual dogs and mimicking real-life pet activities through button presses (Derval, 2008). On the other hand, Brainage consisted mainly of puzzles aimed at improving brain functionality. Nintendo's ultimate triumph came in 2000 with the release of their console game, Wii.

The company employed comparable strategies to attract new customers who were not avid gamers. The Wii, a small device that operated with a remote control-like apparatus, enabled players to control in-game movements using navigation keys, making it easy for users of all kinds to enjoy games such as boxing and tennis (Farhoomand, 2008). Its simplicity and realistic nature made it widely appealing.

Nintendo's innovative approach to video gaming attracted many customers who did not want to expend a lot of

energy trying to figure out complex games. This strategy successfully drew in new clients and engaged whole families with easily accessible games. Nintendo's disruptive marketing approach, which stood out in the industry, focused on introducing simpler games rather than complicated ones. As a result, the company should consider continuing to develop products that are straightforward and easy-to-play.

The company shifted its focus from solely targeting the wealthy in society and decided to include people of all positions. By targeting inexperienced clients, they were able to attract a larger audience compared to other companies that targeted those who were already experienced. This change in approach allowed the company to overcome the challenges they faced in winning over an already saturated market. (4b_ntendo 2006)

The concept of creating games that could be enjoyed by all groups of people was highly popular. The company's games dealt with real-life issues, allowing people to easily relate to them. No matter what an individual's interests were, the company provided an option to enjoy the same through a game.

The company should consider launching games that will educate people about immoralities in society. Nintendo, as a video game company, learned important lessons from its competitors Sony and Microsoft. Despite no longer being the preferred choice in the market, they did not give up and instead carried out extensive market research to find solutions. This allowed them to capture the attention of previously untapped groups, and regain their place in the market (Derval, 2008).

Although some measures may have initially appeared ineffective, the company ultimately achieved its objective by targeting a smaller percentage of high-income individuals within the population. In contrast, other industries were

using less effective strategies. Companies that are reaching their limits can adopt this approach, as there is always an intelligent strategy waiting to be fully utilized.

It is guaranteed to be profitable. The book "Nintendo’s Disruptive Strategy" by Farhoomand A. (2008) from the University of Hong Kong and the article "Market Customization" from Nintendo 2 (2006) in Massachusetts mention this idea.

London's derval research published Derval D.'s (2008) work on practical survey techniques in the Harvard Concern School Press.

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