MRKT 452 Lecture Notes - Lecture 5: Satoru Iwata, Shigeru Miyamoto, Wii U

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11 Jun 2018
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February 20, 2018
Nintendo Case
How could Nintendo sustain a competitive advantage over the past 100 years?
R&D looked for something new
o That's why they had two teams
Leadership encouraged to get as many ideas out as possible
o Very conversional
Complication 1: card industry no longer profitable, failed diversification into taxi, hotel, rice
product
Hiroshi Yamauchi (CEO)
o Innovative culture and skills in identifying and meeting customer expectations
Gunpei Yokei (electrician) created mechanical hand, then toys with electronic
components
Diversification into toys
Complication 2: 1980s overstock of arcade video machines in US subsidiary
o Creation of Donkey King, Peach, Mario for arcade machines (Shigeru Miyamoto)
Arcade games then adapted for Game & Watch
Strong autonomous R&D teams competing with each other
o One team used high-end technology to develop Family Computer (Famicom)
Explanatory R&D
o Another team used old technology to develop Game Boy
Exploited existing know-how
Unique character set (Zelda, Mario), creativity in hardware & games, integration of hardware and
games, games unique to Nintendo platform
Complication 3: strong competition from Sony and Microsoft
Leadership CEO Satoru Iwata after 2002
o Not enough to focus only on games for children and families
Created the Wii and DS
Lukewarm reception for GameCube led to operating losses in 2004
Complication 4: multi-year operating losses(2012-15)
o 3DS and Wii U (2011) had lower sales
Partly due to slow release of games for these machines
Poor communication on role of Wii U
Users did not understand what the tablet was for
Why were the Wii and DS unexpectedly so successful amid fierce competition from the PlayStation
and Xbox?
Nintendo lacked resources to compete head to head with Sony and Microsoft to fight for market
share in game console for typical gamers (male teens-35)
Followed the "blue ocean" or "entrepreneurial discovery" strategy
o Wanted to create new uncontested spaces at edges of video console market, with Wii and
DS
Who are the non-customers in existing space?
o New value proposition
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Not competing on high resolution graphics or creating a console that serves as centre
for home entertainment (no DVD player)
Lower processing power
Focus on games (software) rather than hardware: expand range of family-friendly
games
Wii for older population
Innovate on game controller by shifting from buttons to motion control
Involved players moving around
Wii Controller intuitively easy vs lots of buttons on other controllers
DS: 2 screen, one tactile
Strategy of Sony and Microsoft
o Quite similar offerings
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