Nintendo Case Study: Strategy, Value Chain, and Competitive Advantage
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This case study analyzes Nintendo's strategy, value chain, and competitive advantage in the video game console industry. It explores the external environment, primary and support activities in the value chain, tangible and intangible resources, and the firm's ability to sustain a competitive advantage.
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Running head: NINTENDO CASE STUDY NINTENDO CASE STUDY Name of the Student Name of the University Author Note
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1NINTENDO CASE STUDY Table of Contents 1.Summarize the case in 300 to max 400 words.........................................................................2 2.How the external environment might affect Nintendo’ strategy? Assess the political/legal, sociocultural/global, demographic, and technological forces..........................................................3 b) Which are the current forces in the industry environments that affect Nintendo’ ongoing strategy? Please apply Porter’s Five Forces of competition to the video game console industry.. .5 3.What are the primary and support activities in the value chain of Nintendo? How did Nintendo create value for the customer?.........................................................................................6 b.) What are the tangible resources, intangible resources, and organizational capabilities of Nintendo?.....................................................................................................................................8 c.) Are the internal resources valuable, rare, difficult to imitate, or difficult to substitute (VRIN) to help Nintendo sustain a competitive advantage?.......................................................................10 4.How did Nintendo compete? Could Nintendo sustain a competitive advantage?.................11 References......................................................................................................................................12
2NINTENDO CASE STUDY 1.Summarize the case in 300 to max 400 words The given case study relates to the overall scenario of Nintendo which was originally a card maker and video game company. The firm developed in the year 1979 and was one of the first firms in the market to develop, the LCD video game with a microprocessor in place. The original NES was largely successful in ensuring that, the graphics were largely superior and that, it was using a comprehensive platform design (Ansoff et al. 2018). The case study focuses on one such product of the firm which it came up with named the Nintendo WII U. The console game was designed to ensure that the firm would be able to undertake a competitive league in the market and be able to sustain the competition in the workplace. The case study further goes on to explain the manner in which over the years, how the firm has been able to gain success by coming up with the products which were new and the manner in which although enjoying considerable success, the firm often succumbs to competition which exists in the workplace. The case study reflects how the product of the firm Nintendo WII U had been performing very well initially and how over the past few years, the popularity of the product has gone down considerably. In the first few initial years, the firm enjoyed a monopoly in the market, with respect to the same, however, later on when Microsoft and Sony came up with their particular counterparts, the revenue of the firm decreased thereafter. The case study then provided the background of the firm whereby the information about the origin of the firm was provided (David 2011). This was then followed by an analysis of the manner in which over the past few years, the firm has been able to come up with offerings which will ensure that the firm and how over the years the firm has been able to come up with unique offeringsandhowthedifferentcompetitorsofthefirmwereabletoprovideadequate
3NINTENDO CASE STUDY competition in the long run. The origin of the term Wii, the making of the report, the Game pad controller and the Console and its features have been described successfully. Additionally, the demographics which the firm tends to cater to will also be provided. Although the games were initially targeted for the children, the adults have also been a considerate fan of the products which the firm has to offer (Freeman 2010). The latter half of the case study, tends to provide information on the overall competition which takes place in the business environment and in addition to this, details of competition with respect to the market share has also been provided. The case ends with the discussion on the future of the firm and describes the manner in which the company may perform in the future in order to see to it that, it is successfully able to cater to the overall needs of the parties as present and maintain a sustained positioning in the workplace. 2.HowtheexternalenvironmentmightaffectNintendo’strategy?Assessthe political/legal, sociocultural/global, demographic, and technological forces. External environmental relationship The external environment forms an efficient part of the firm and with respect to this, it is importanttogainanunderstandingofthedifferentfactorswhichexistinthebusiness environment and comprise of the capacity to impact the overall operations of the workplace. In line of this, it becomes crucial to understand that in the following section, the different factors of thebusinessenvironmentwillbeunderstoodnamelyPolitical,Economic,Socialand Technological. Political
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4NINTENDO CASE STUDY The political environment largely comprises of the laws, governmental agencies as well as pressure groups which go a long way in limiting the operations of a firm. For the video game industry, there exist various factors limiting the overall operations of the firm like the taxation policies, foreign trade regulations as well as social policies. In line of this, it needs to be largely understood that, is the one related to copyright (Hitt, Ireland and Hoskisson 2012). In the past, the firm has been successfully able to avoid a controversy relating to the patent infringement. However, in line of this, there needs to be taken several steps by the firm to ensure that it will successfully be able to meet with the needs of the business. Economic Although there exists a considerable economic downturn, the video game industry has been growing considerably. In line of this, it becomes considerably important to understand that, the video game market contributes considerably to the overall economy of the United States and the Japan. The exchange rate is considered to be an important aspect which matters to the firm with respect to the overall operations. In addition to this, the Japanese yen having been appreciated against the US. Dollar or the Euro would impact Nintendo negatively. Social The social factors which the firm would be required to consider can be stated to be the overall demographics of the firm, the income distribution, the social mobility, the level of education as well as the overall behaviour of the consumer (Nintendo.com 2019).The firm makes use of the World of Nintendo showroom in order to attract the different consumers effectively. Technological
5NINTENDO CASE STUDY Technology can be considered to be a very relevant aspect of the Nintendo and will be required to ensure that it provides Nintendo a higher competitive advantage than the video game console(Teece,PisanoandShuen1997).Thetechnologicalinnovationrateimpactsthe operations of the firm and hence, Nintendo needs to keep up with the environment to ensure that it is being able to meet with all its needs. b) Which are the current forces in the industry environments that affect Nintendo’ ongoing strategy? Please apply Porter’s Five Forces of competition to the video game console industry. In order to understand the overall business environment and industry atmosphere of Nintendo, the Porters five forces is being applied to the video game console industry. Porter five forces Power of Suppliers The power of suppliers can be stated to be very high in the industry as there exist a handful of companies present in the video game industry (Pearce, Robinson and Subramanian 2000). The different suppliers tend to develop their own game and in line of this, it can be mentioned that, there exist many products like the hard disk, electronic components, game writers, consoles as well as manuals. The threat of potential entrant Although the Sony and Microsoft are strong challenges to Nintendo, the industry rivalry, it needs to be understood by the firm that, Nintendo needs to ensure that, they are being able to
6NINTENDO CASE STUDY undertake considerable initiatives to achieve their overall goals as well as achieve success. As these big players are present, the new companies would not be able to find long term success. Bargaining power of Customers The power of the buyers in the industry can be understood to be very low because there are very successful companies who offer a small variety of video games available to the buyers (Mahoney and Pandian 1992). The video games comprise of an increasingly large and defying group and with respect to this, it is crucial to understand that, the power of the customers remain relatively small and as the power of the players increase, the market forces the video game being developed and bring the new and diverse audience into the scope of the firm. The threat of Substitute product There are various alternatives to the games available to the targeted audience and hence, the threat of substitutes can be understood to be relatively high. Competitive Rivalry The competitive rivalry in the firm can be understood to be relatively strong as Sony and Microsoft provide tough competition to the firm (Provenzo Jr 1991). 3.What are the primary and support activities in the value chain of Nintendo? How did Nintendo create value for the customer? The Nintendo can be largely understood to be a gaming firm which intends to provide the right products to the customers in order to fulfil their overall gaming needs. The main value which the firm aims to provide to the different customers can be stated to high quality as well as
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7NINTENDO CASE STUDY unique gaming software to the different customers which will enable them to achieve their overall goals as well as objectives (Covin and Slevin 1989). In addition to this, the firm also aimed to ensure that it provides the best after sales services to the firm which will ensure that the organization is able to find success in the long run. Primary value chain Inbound logistics Calling off to the different suppliers Materials handling Warehousing (Soloway 1991) Inventory control Operations Conversionof operations Assembly Packaging Maintenance Outbound logistics Warehousing Order processing Picking Shipment Delivery (Nintendo.com 2019) Marketingand sales Channelsto market Productpricing, aswellas advertisingand distribution Thecustomer value,costto customerand other convenienceas wellas communication. Service Installation Repair Training
8NINTENDO CASE STUDY The Sales force effectiveness Secondary value chain Procurement Purchasingraw material supplies Fixed assets Technological development Process design Product design Researchand development Human resources Recruiting, hiring,training and development alongwith compensation of personnel. Infrastructure General management Finance Accounting IT b.) What are the tangible resources, intangible resources, and organizational capabilities of Nintendo? Nintendo is a comparatively very large company which at a point of time had resources which could make the company last for a span of 50 years. The different resources in the hands of the company can be mentioned to be as follows: Intangible resources
9NINTENDO CASE STUDY Research and development team: The research and development team can be stated to be very important part of Nintendo with respect to which it needs to ensure that this team is respected and developed. Marketing team:The marketing team can be considered to be a relevant resource of the organization and with respect to this, it is important to understand that, in order to ensure success in the long run, marketing team has to be supported (Burgelman, Maidiqueand Wheelwright 1996). Supplier: The supplier team is also a considerable resource of the firm. Manufacturing procedure: The manner in which the different game designers tend to come up with the manufacturing process can also be considered to be a crucial for the firm. Tangible resources Strong cash flow: The Nintendo is understood to have a very strong cash flow which can be understood to have a huge influence on the overall operations Factory: The knowledge factory of the firm can be understood to be another key resource Capabilities The key capabilities of the firm can be stated to be as follows: The ability to predict the future of video gaming The brand name is very effective (Sheff 2011). To reach the economies of scale so that they can take initiatives
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10NINTENDO CASE STUDY c.) Are the internal resources valuable, rare, difficult to imitate, or difficult to substitute (VRIN) to help Nintendo sustain a competitive advantage? Resourceor Capability ValuableRareInimitable and non- substitutable Organizedto Exploit Impacton competitive advantage Researchand development team YesYesNoYesRealisedand sustained competitive advantage. Marketing team YesNoYesNoRealised comparatively SupplierYesNoYesNoRealised temporary competitive advantage Strongcash flow YesYesNoYesRealised comparatively FactoryNoYesYesYesRealised temporary competitive
11NINTENDO CASE STUDY advantage 4.How did Nintendo compete? Could Nintendo sustain a competitive advantage? Core competency of Nintendo: Creating a casual game Low cost in production Strong brand The console and in house game development department It can be understood that, Nintendo will be required to make use of its resources and apply the competitive advantage in case it wants to ensure success in the long run (Barney and Hesterly 2009). In addition to this, the firm will also be required to ensure that it is able to make use of its strong brand name and research and development capabilities to engage in successful business competitive and sustainable advantage.
12NINTENDO CASE STUDY References Ansoff, H.I., Kipley, D., Lewis, A.O., Helm-Stevens, R. and Ansoff, R., 2018.Implanting strategic management. Springer. Barney, J.B. and Hesterly, W.S., 2009.Strategic management and competitive advantage. Upper Saddle River, NJ: Pearson Education. Burgelman, R.A., Maidique, M.A. and Wheelwright, S.C., 1996.Strategic management of technology and innovation(Vol. 2). Chicago: Irwin. Covin, J.G. and Slevin, D.P., 1989. Strategic management of small firms in hostile and benign environments.Strategic management journal,10(1), pp.75-87. David, F.R., 2011.Strategic management: Concepts and cases. Peaeson/Prentice Hall. Freeman, R.E., 2010.Strategic management: A stakeholder approach. Cambridge university press. Hitt,M.A.,Ireland,R.D.andHoskisson,R.E.,2012.Strategicmanagementcases: competitiveness and globalization. Cengage Learning. Mahoney, J.T. and Pandian, J.R., 1992. The resource‐based view within the conversation of strategic management.Strategic management journal,13(5), pp.363-380. Nintendo.com2019.Videogamesandconsoles[online].Availableat: https://www.nintendo.com/(Retrieved on: 11 May 2019). Pearce, J.A., Robinson, R.B. and Subramanian, R., 2000.Strategic management: Formulation, implementation, and control. Columbus, OH: Irwin/McGraw-Hill.
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13NINTENDO CASE STUDY Provenzo Jr, E.F., 1991.Video kids: Making sense of Nintendo. Harvard University Press. Sheff, D., 2011.Game over: How Nintendo conquered the world. Vintage. Soloway, E., 1991. How the nintendo generation learns.Communications of the ACM,34(9), pp.23-ff. Teece,D.J.,Pisano,G.andShuen,A.,1997.Dynamiccapabilitiesandstrategic management.Strategic management journal,18(7), pp.509-533.