Uploaded by Shreya Sinha

NINTENDO CASE

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NINTENDO CASE:
Ques.1 How did the home video games industry evolve (choose your own timelines that you feel are
most relevant for this analysis)?
A console, controllers, and cartridges were the three different sorts of parts that made up a home video
game system. A signal was sent to the console whenever a player pressed the buttons or joystick on top
of the controller. Cartridges contained chips encoding the instructions for a particular game. They were
designed to be inserted into the console.
1970s
In the early 1970s coin-operated game machines that played games such as pinball, shuffleboard and
football were popular. Atari which was founded in 1972 conceived the idea of a fixed-purpose gameplaying computer. They launched a computer-based arcade machine called Pong which brought in more
revenue than the best arcade games. To target the home market, they launched Home Pong which
attracted a lot of audiences. In 1976, Fairchild came up with the first video game system and Atari came
up with a similar system named 2600 VCS in late 1977. In the late 1970s, the home video game business
attracted a lot of companies but due to low sales only Atari and Coleco survived. Although the home
video game market quickly bounced back following the success of the arcade game Space Invaders.
Space Invaders was later licensed for the VCS by Atari. Following Atari’s success, Coleco and Mattel
came up with second-generation game systems with better graphics and also developed modules to
allow Atari games to be played on the machine.
1980s
17% of US homes had video game systems by 1982. By 1983, there were several players in the Japanese
home video game industry. It was this year that Nintendo launched Famicom which looked more like a
toy than a computer and with a low price was able to significantly cut the competition. Although in 1985
the video game market collapsed again blamed on the flood of low-quality software. During this time,
Nintendo approached Atari about licensing Famicom's non-Japanese rights. But the talks broke down as
Atari started to fall apart. The hardware divisions of Atari that Warner sold off were reorganized.
Meanwhile, Nintendo engineers were constantly making more complex games with powerful new chips.
Nintendo chose to license other firms to create games for its system because the demand for Famicom
games was greater than the available supply. By 1988 there were 50 licensees. Later, licensee contracts
were modified to limit the number of game titles that any one company could release in a year. In 1988,
Nintendo launched the Family Computer Communications Network System.
Meanwhile, in 1980, Nintendo established a U.S. subsidiary, Nintendo of America (“NOA”). In 1983, NOA
entered the U.S. consumer market with Game & Watch, brought over from Japan which was a failure. In
1985, Arakawa decided to try to launch the Famicom in America. He launched a direct sales campaign in
New York City to promote the $100 Nintendo Entertainment System (NES), the name given to the
redesigned video game console. The response from customers was positive, surprising the trade. In
1986, a countrywide roll-out came next. NOA launched a similar licensing program as Nintendo in Japan
but limited licensees to 5 NES titles a year. By 1991, there were 100 licensees of NES.
Ques.2 How did Nintendo create a monopoly position in the industry? Analyze its strategies
Ques 3: What do you expect would be the dynamics for future and how should they plan for it?
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