Video Game Industry Analysis
Video Game Industry Analysis

Video Game Industry Analysis

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  • Pages: 2 (784 words)
  • Published: October 21, 2017
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Oral Presentation Step 2 2.

a Nintendo’s mission statement: At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services.

We feel an equal commitment toward our employees.We want to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. Nintendo’s vision statement: Our vision is to produce an entirely new product like nothing that has come before it, aimed at greatly expanding the gaming population. Our idea is to expand the gaming audience through the release of the Wii.

There is a devotion to the entertainment business, reflected by the company’s attitude to staff collaboration. We believe in risk and encouraging employees to take creative decisions in order to challenge the perception of what a videogame can be. Oral Presentation Step 3 3. j FactorWeightRatingExtended Strengths Strong Brand40. 4 Robust Growth40. 4 Debt Free Status40.

4 Low development cost for Wii video games. 3 Wireless wand controller technology. 3 Strong internal resource strength of being innovative. 3 Completely sensitive human resource issues3Never too quick to judge or criticiz

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e others work3 Weaknesses Inventory Shortages20. 4 Not able to support HD (1080p)1 Inability to meet consumer demand1 Limited game titles on Wii1 Conflict1 Total1.

00 Ratings: 1=Minor; 4=Major Analyzing the IFE Matrix: The highest possible score for the IFE matrix is 4. 0 and the lowest possible score is 1. Nintendo scores a___ on the IFE matrix. This translated into the fact the company is very strong internally. Reasoning for Weights and Rating: •Strengths: 1.

Low development cost for Wii video games. 2. Wireless wand controller technology. . Strong internal resource strength of being innovative. One of the biggest strengths for Nintendo is their completely sensitive human resource issues.

Recently Nintendo hired a company, Xylo, Inc. , “to provide Nintendo employees with a private online network of work/life products and services designed to help them balance the responsibilities of work and home” (Business Wire, 2000, PG). Nintendo recognizes that employees are a company’s most important assets, and like many Japanese companies it strives to make the employees as comfortable and loyal as possible.Because a company strives to seek the comfort and happiness of employees, this normally makes for a very loyal and hard-working employee. Another great strength at Nintendo when undertaking an analysis of the leadership personality, traits behaviors, attitudes and perceptions show that they are usually never too quick to judge nor are they very critical of others work.

Instead of seeking perfection from others as it is sought in that of the leaders, Nintendo’s management is normally less judgmental of others and they work on motivating

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them instead of criticizing.A good point that is found at Nintendo is that they are able to take control of a group easily, and are natural leaders. While they are sometimes critical and seek perfection, at the same time they are leaders who try to work with the entire group so that the dynamics flow together rather than individually. •Weaknesses: Not able to support HD(1080p), Inability to meet consumer demand. Limited game titles on Wii. Conflict has been described as the process which begins when one party perceives that the other has frustrated, or is about to frustrate, some concern of his or hers.

This could certainly be the case with Nintendo when it fights a head-to-head battle with Microsoft. The meanings of concerns in this case are the needs, wants and values of Nintendo. Therefore, conflict situations might arise when the needs, wants and values of two parties interfere with one another. Depending on how Nintendo and Microsoft react to conflict it may not be harmful. Indeed, it presents opportunities for situations to be driven forward effectively, particularly in business contexts.

However, according to some people it appears that all reactions to conflict stem from two general impulses: 1)The desire to satisfy personal concerns, which shows itself as assertive behavior, and (2)The desire to satisfy the concerns of others, which shows itself in non-assertive behavior. These represent two behavioral dimensions and provide the basis for conflict-handling modes. These behaviors are further incorporated into the concept built around the idea that people react in one of five basic ways when faced with interpersonal conflict situations; competing, collaborating, compromising, avoiding or accommodating (McKenna 1995).

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