This case analysis examines the gaming industry, level of competition, and factors that contributed to the growth and fall of Nintendo. It discusses the dominance of Sony and Microsoft in the gaming console market and the impact of mobile gaming as a substitute. The analysis also includes a VRIO analysis of Nintendo's resources and capabilities.
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Gaming industry case study: Nintendo NAME OF STUDENT: NAME OF COLLEGE: AUTHORS NOTE: Running head: CASE ANALYSIS: NINTENDO
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CASE ANALYSIS: NINTENDO Contents Abstract............................................................................................................................................2 Analysis...........................................................................................................................................2 References........................................................................................................................................5 1
CASE ANALYSIS: NINTENDO Abstract Nintendo is a game developer company which specializes in gaming console. The company was market leader in gaming console industry during 1980s and 1990’s but with entry of Sony and Microsoft in gaming console sector, Nintendo lost its competitive advantage and market share due to lack of technological advancements in the products offered. The current report helps in analyzing gaming industry, level of competition in industry and factors that contributed to growth and fall of Nintendo. Analysis As stated byM2 Presswire(2018) gaming industry is one of the most booming businesses in the world which generated revenues of over $120 billion in 2017 and is expected to generate revenues of over $180 billion by 2021 in which every participant of the industry would have a fair share of market. The market has been dominated by investments made by video game publishers such as Tencent and Activision Blizzard as well as by hardware incumbents such as Sony, Microsoft and Nintendo. The introduction of new platforms have contributed to dramatic change in the landscape of global gaming industry. In gaming industry, PC’s and gaming consoles have traditionally led the market but rapid increase in number of mobile devices around the world have made prime acceleration in to growth of the gaming industry. Nintendo is a Japanese company which dominated gaming industry in 1980-1990’s. The company entered gaming console market in 1981 and since then it has went on to sell more than 639 million units of gaming console globally. As stated inGlobal gaming expo.(2016) Nintendo enjoyed a near monopoly position for over a decade due to lack of competition from other competitors as high entry barriers in market was high. But after the entry of Sony and Microsoft in gaming console market, Nintendo started to lose its market share. However after launch of Nintendo Wii, the company has been able to regain its market share. Currently gaming console industry is an oligopoly market which is dominated by players like Sony and Microsoft and is also ushered with small firms. As stated by Filipe, Santos & Alves (2016) the gaming industry in coming five years will be accompanied by new and exciting technology such as virtual reality and the success of major players will be dependent on their ability to utilize the power of 2
CASE ANALYSIS: NINTENDO disruptive innovation. Also gaming industry in coming five years will be dominated by mobile games. Sony and Microsoft are direct competitors of Nintendo and together they form an oligopoly in gaming console industry. Nintendo enjoyed a near monopoly in industry until entry of Sony in 1994. Sony gained significant amount of market share through their play station gaming consoles in a short time owing to unique gaming experiences offered to customers. Also due to tie-ups with game developers Sony slowly became market leader in gaming console industry by replacing Nintendo. Further, Microsoft entered gaming market in 2001 with Xbox and since its introduction, it has provided stiff competition to both Sony and Nintendo through its exclusive games, competitive pricing and high resolution. After entering market, Microsoft has taken second position in industry by overtaking Nintendo in overall sales and revenues. As opined by Carpenter, Daidj & Moreno (2014) though level of competition in gaming console industry is high because of stiff competition between Sony, Microsoft and Nintendo, but level of competition from substitutes is even more higher. Like mobile gaming has emerged as biggest substitute, which has capability of displacing gaming console industry due to rapid rate of technological advances and rapid increase in use of mobile devices for purpose of gaming. The VRIO analysis of Nintendo: ResourcesValuableRareImitableOrganizedCompetitive Advantage Advanced computer graphics NoNoYesNoCompetitive disadvantage Interactive games YesYesYesYesPotential sourceof competitive advantage JoysticksYesNoNoNoCompetitive parity MemorableYesYesNoYesSustained 3
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CASE ANALYSIS: NINTENDO characterscompetitive advantage Rich Character Intellectual property YesNoYesYesCompetitive Parity As stated by Chattopadhyay, Bhattacharya & Bhattacharya (2018) one of the main resources and capability which helped Nintendo in creating and maintaining competitive advantage in 1990s was its ability to incorporate knowledge and expertise from its alliances which was evident from partnership of Nintendo with Magnavox and Sharp. These helped in improving quality of their gaming consoles. Another resource and capability which helped Nintendo was use of technology and utilization of cost leadership strategy which helped them to gain competitive advantage. Due to these capabilities consoles of Nintendo were easy to use, powerful as well as were low priced than competitors. The other resource and capability which helped Nintendo was design of their products and their innovation focus which allowed them to implement blue ocean strategy to gain competitive advantage. As stated by Simon (2018) one of the main reasons which made Nintendo lose its competitive advantage to Sony and Microsoft was its inability to keep up with competition offered by Microsoft and Sony. Though Nintendo was an innovative company, they failed to recognize need for technological advancements in their gaming consoles which was evident from the fact that while Sony and Microsoft used conventional CD’s and DVD’s for enabling gamers to store more data, Nintendo still continued with their conventional console which offered lesser space. Moreover, quality of graphics offered by Nintendo was also considered to be much inferior to graphics quality offered by Sony and Microsoft, which led to increased demand of play stations and Xbox and this gradually resulted in Nintendo losing its competitive advantage in market. 4
CASE ANALYSIS: NINTENDO References Carpenter, M., Daidj, N., & Moreno, C. (2014). Game console manufacturers: The end of sustainable competitive advantage?Communications & Strategies,(94), 39-60,152-154. Retrieved fromhttps://search.proquest.com/docview/1545556990?accountid=30552 Chattopadhyay, S., Bhattacharya, S., & Bhattacharya, A. (2018). Rethinking the business strategyinthegamingindustry.FIIBBusinessReview,7(3),176-183. doi:http://dx.doi.org/10.1177/2319714518799423 Filipe, C. S., Santos, M., & Alves, J. (2016). Network-based innovation: The case for mobile gaminganddigitalmusic.EuropeanBusinessReview,28(2),155-175. doi:http://dx.doi.org/10.1108/EBR-07-2015-0072 Globalgamingexpo.(2016).NetwiseData:BocaRaton.BusinessPremiumCollection. Retrieved fromhttps://search.proquest.com/docview/2007726693?accountid=30552 M2Presswire(2018).Mobilegamingmarketandmobileanalyticsindustryshare2018: Globally research on industry insight, competitive situations, user demand, outlook & forecast2025.M2PresswireRetrievedfrom https://search.proquest.com/docview/2025655923?accountid=30552 Simon, J. P. (2018). Triggering emergence of digital ecosystems: The role of mobile and video games in emerging economies.Digital Policy, Regulation and Governance,20(5), 449- 478. doi:http://dx.doi.org/10.1108/DPRG-03-2018-0008 5