Jake Cashion Jonathan Popa Tommy Than Michelle White Vision & Mission • • • • • • Attract new user segments Provide affordable entertainment Enhance customer value Maintain profit margins Utilize innovative technology Create an active , social gaming experience Gross Profit Margin • 20% Profit Margin – Revenue: $199 – COGS: $158.60 30% 20% • (40%) Profit Margin – Revenue: $599 – COGS: $840.35 10% 0% Wii -10% -20% -30% • (42%) Profit Margin – Revenue: $299 – COGS: $425 -40% -50% Playstation 3 Xbox 360 Five Year Summary $2,000,000.00 $1,500,000.00 $1,000,000.00 Net sales Net income $500,000.00 $0.00 2013 2012 2011 2010 2009 -$500,000.00 Net sales Net income 2013 2012 2011 2010 2009 $635,422.00 $647,652.00 $1,014,345.00 $1,434,365.00 $1,838,622.00 $7,099.00 -$43,204.00 $77,621.00 $228,635.00 $279,089.00 Japanese Yen in Millions ($1 Yen = $.97 USD) Porter’s Five Forces • Competitive Rivalry Within the Industry – High • Threat of Substitutes – High • Bargaining Power of Suppliers – High • Threat of New Entrants – Medium • Bargaining Power of Buyers – High Key Rivals Nintendo Wii • • • Microsoft’s Xbox 360 and Xbox One Sony’s Playstation 3 and Playstation 4 Apple and Android Devices Macro Environments • PESTLE Analysis – – – – – – Political Economic Social Technological Legal Environmental • Political: Mostly concerned with violence in video games • Economic: Industry life cycle tends to match with computer industry • Social: Most video game players are young males. Nintendo tried to open up the demographic by catering to the “causal gamer”. • Technological: Processor and graphics card improvements plays a major role in the market. Technology in Smart phones has created a new market for gaming. • Legal: Issues with copyright, trademark and intellectual property cases • Environmental: Consoles, games and accessories use a lot of metals and plastic VRIO Analysis The Question of Value • Nintendo’s high stocks and reputation allows them to grow in their product and technology development. The Question of Rare • Resources are built from based users which give the advantage to enhance in their unique wireless and motion experience compared to other consoles. The Question of Imitability • Nintendo games genre is easily imitated, but its reputation and style cannot. The Question of Organization • Nintendo Wii current resources and capabilities in its supply chain are sufficient enough to compete with the largest players in the industry. (Sony and Microsoft) SWOT Analysis Strength Opportunities • Low cost hardware/software • Unique use of free motion of Wii controller • Large selection of multiplayer games • Leading game console brand image • Leading of “all age” games attracts family and friends play • Attract many consumers because lower unit price sales compared to others Weakness • Limited selection of software • Trailing in online experience opportunities • Weak graphic compared to other consoles Threats • High competitor units in market • Software developers abandoning Wii software development due to low profit projections Porter’s Analysis of Three Generic Strategies Narrow Market Scope Segmentation Strategy •Focused on market segment of gamers not interested in expensive hardware •Focused also on non-gamers, brought on the development of the motion sensor controller system and interactive gaming •Competitors more focused on power user gamers, expensive hardware and HD graphics •Competitors also encouraged and funded development of more immersive and engaging games with intricate storylines and intense graphics Differentiation Strategy •Developed the first motion sensor controller system •Competitors quickly implemented improved controller systems including voice command Broad Market Scope Uniqueness Competency Cost Leadership •Lower cost of production due to less robust hardware •Able to provide lower price than Microsoft and Sony given their more built out, higher tech consoles Low Cost Competency Diversification Failed Attempts: • Started as playing card company in 1889, but was abandoned as a business venture by 1970s • Late 1960s saw attempts at a “Love Hotel”, TV network, a Taxi service, and also an instant rice food product. • Were able to make money with these ventures to get by, but unable to sustain growth until the creation of the video game industry • Ran Nintendo Power magazine from July 1988 until December 2012 Present: • Primarily focused on video game hardware and software manufacture and development globally • Majority owner of the Seattle Mariners of Major League Baseball in the US • Joint venture with Chinese firm to manufacture and sell similar game console • There is a push from investors to make new attempts at diversification, but there is little current activity in that arena Acquisitions, Joint Ventures & Divestitures Acquisitions: • A software developer like Square Enix, Ubisoft, or Gearbox Software – Could help provide insight into the development of competitors games, hardware, etc. • A mobile game developer like Rovio or Glu – Could help with marketing or further monetizing games in the handheld market Divestitures: • Discontinue Wii production – Focus on WiiU and 3DS Joint Ventures: • Large and ever growing list of development partners, most notably: Bandai Namco Games, Square Enix, and Game Freak • Several subsidiaries involved in the video game industry, most notably: Creatures, Inc., Nd Cube, and Retro Studios. • Recommend to continue to rely on these types of relationships for all future projects BCG Portfolio Matrix Industry Growth High Stars Nintendo 3DS ??? WiiU Dogs Cash Cows Seattle Mariners Wii Low High Market Share Low