Nintendo WII Marketing strategy Essay Example
Nintendo WII Marketing strategy Essay Example

Nintendo WII Marketing strategy Essay Example

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  • Pages: 3 (734 words)
  • Published: March 21, 2018
  • Type: Case Study
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After dividing the thesaurus into segments, earnings emerged as a crucial aspect. The three groups with higher salaries are recognized as the biggest spenders, making them appealing targets for other companies too. Moving forward, the sports wear company may contemplate broadening its target audience to encompass golfers and improving their existing sports attire. Consequently, they will be vying against Nintendo for a share of the market. Furthermore, teachers, who have also been focused on, are expected to have a liking for wine and allocate some of their income towards it.

Wine companies will partner with Nintendo in their spending shares. Additionally, citizens who have a passion for pets will also be targeted by Nintendo's video games, while photocopy companies will be vying for their pet purchases. As a result, this will create intense competition. The significance of this segmentation is to help Nintendo

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understand how to best target and gain a significant market share. Understanding the interests of the targeted audience is crucial for a company that aims to attract these customers in the future (Farmhand 2008).

Although changing people's interests is difficult, the manufacturing of products can be done in a way that influences their decisions. Wiseacre's positioning map (http://cache.glommed.com/assets/resources/2007/07/OxbowPangintendo) faced tough competition from other similar companies, prompting them to seek new approaches for market share. They chose to focus on individuals uninterested in video games.

The strategies implemented aimed to entice people of all ages and backgrounds to begin playing games and possibly become customers. These games, unlike traditional fantasy ones, were created with real-life scenarios in mind, making them appealing to a wide range of individuals. WiW is a prime illustration

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of this approach, attracting a diverse audience including those with medical conditions and students. Doctors and teachers have even endorsed these games as tools for brain exercise among patients and students.

The successful sales of over seventy million units worldwide were attributed to the company's strategy of using wireless devices for playing brain-training games with other users. Nintendo, in particular, found great popularity and profitability from their brain-training games that enabled players to simulate interacting with pets like dogs and completing tasks by pressing a button (DeDermal2008).

The brain training game, on the other hand, primarily consisted of puzzles designed for brain training. Nintendo achieved its greatest success in 2000 with the release of a console game called Wii. To appeal to non-game players and attract customers, the company employed similar strategies. The Wii was a compact machine that utilized a remote control for control. Users could play their favorite games like boxing and tennis by manipulating keys using this straightforward method (Farmhand008).

The introduction of Nintendo's innovative and straightforward approach to the video games industry attracted many people who preferred a hassle-free and uncomplicated experience. This approach proved successful in attracting new customers to the market. The games offered an opportunity for individuals to readily engage with them. The reasons behind Nineteen's disruptive approach in the industry, as well as the products they should launch next, were unique and stood out for Nintendo as a company.

Nintendo diverged from other companies by prioritizing simple games that were accessible to everyone. Furthermore, they altered their marketing approach from targeting affluent individuals to appealing to a diverse range of people. By catering to inexperienced customers, Nintendo

successfully attracted a broader audience and gained a competitive advantage in an industry that primarily focused on experienced gamers.

The concept of creating universally appealing games proved to be highly successful. The company's games tackled real-life problems, fostering a strong connection with players. Irrespective of personal interests, the company offered a variety of game options tailored to individual's hobbies. Moving forward, it is crucial for the company to concentrate on releasing educational games that raise awareness about societal issues. Nintendo video game Company gained valuable insights from its competitors, Sony and Microsoft.

Despite discovering that the market segment was no longer favoring it, the company refused to succumb to defeat. Instead, it found a way to get back on track (DeDermal008). Surprisingly, the company successfully attracted the attention of an untapped majority group that other similar companies had overlooked. Although implementing such measures may have seemed absurd initially, the company ultimately achieved its goal. In comparison to roller-skating equipment used by other industries, the company targeted the niche population groups with higher potential.

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