logo

Research Report on Nintendo

16 Pages4475 Words688 Views
   

Added on  2019-12-18

Research Report on Nintendo

   Added on 2019-12-18

ShareRelated Documents
Knowledge ManagementSystems and InformationSystems
Research Report on Nintendo_1
TABLE OF CONTENTSINTRODUCTION ..........................................................................................................................3PART 1- THE NINTENDO CASE STUDY ..................................................................................32.1.1 Rich Picture ........................................................................................................................32.1.2 Porter's five force analysis .................................................................................................52.1.3 Recommendation................................................................................................................7PART 2- COMPARATIVE ANALYSIS .......................................................................................82.2.1 Introduction ........................................................................................................................82.2.2 Comparative Analysis ........................................................................................................92.2.3 Conclusion .......................................................................................................................12PART 3- PRESENTATION .........................................................................................................12CONCLUSION .............................................................................................................................12REFERENCES..............................................................................................................................132
Research Report on Nintendo_2
INTRODUCTION The business environment is exposed to various changes and reforms that affectsstrategies and decisions of organisations. In this report, an exclusive research has been producedregarding Nintendo and the situations it is facing. Furthermore, a comparative analysis isperformed on various parameters between Nintendo and its key competitor Sony. Both theseorganisations have been dominantly ruling the gaming console industry. PART 1- THE NINTENDO CASE STUDY 2.1.1 Rich Picture The rich picture is an important part of the CATWOE framework which is used in SoftSystems Methodology. Nintendo being one of the largest producers of gaming consolesworldwide. Following details have been acquired when applying CATWOE framework in thecurrent situation of the company (Wang, Liu and Mingers, 2015).C:: ClientThe groups or individuals that are receiving products and services from the company areconsidered as clients (Green and Hardman, 2014). Nintendo is known for its high quality andunique producer of electronic devices and video games. The clients of company include videogame lovers, individuals trading in electronic devises like hardware and software. Furthermore,customers of organisation include young men, small kids and gaming artists majorly. Clients arehaving a problem of inappropriate design as compared to competitor's products. The new productwith a wireless rod that will help clients to mimic real life actions while playing the game.A:: ActorsThere are some individuals that need to implement the proposed changes in the companystrategically (Bergvall-Kåreborn, Mirijamdotter and Basden, 2004). For Nintendo, these actorsare the designers and marketers who would communicate the benefits of product to stakeholders.Considering the new game console design, the reaction would be out of the world. It is quiteastonishing to implement a completely alien technology which no one has ever imagined. T:: TransformationThe process of designing the video games or consoles is considered as transformationwhen considering Nintendo. Inputs are in the form of small electronic components and tools3
Research Report on Nintendo_3
while output is gaming console device. The designer has a significant contribution in assemblingdifferent components at one place. Fabrication, annealing, digital designing, etc. are some of thesteps that are involved in this transformation.W:: World View/ WeltanschauungThe new video game with a wireless gesture rod is something that no other company hasever produced. Company's past developments have produced a positive corporate image worldwide. The growing competition and use of advanced technology has resulted in decreasing salesand market share of the organisation. The solution proposed for fighting this situation is acompletely new product with a vision to decrease the impact of severe competition (Ghobadian,O'Regan and Viney, 2003).O:: OwnerFusajiro Yamauchi was the founder of Nintendo. Tatsumi Kimishima is the currentpresident of this organisation. The entire decisions and business functioning is based on theirapprovals and preferences. The uniqueness of design and great potential of product can influencethem to adapt to product development strategy.E:: EnvironmentThe production of commodities would be having some sort of impact over theenvironment and ecological balance (Checkland, 1989). Nintendo's manufacturing andproduction processes have not been reported of developing any negative impact over ecology.From the above analysis, Nintendo's current functioning and the major problems faced bythe company have been addressed. Severe competition and launching of better products in termsof quality and pricing is a threat which is experienced by the company.4
Research Report on Nintendo_4

End of preview

Want to access all the pages? Upload your documents or become a member.

Related Documents
Knowledge Management and Information Systems Doc
|25
|6009
|70

Knowledge Management Systems and Information Systems
|13
|499
|238

Brand analysis: Nintendo
|6
|1613
|108

HI 6008 Business Research | Social Network
|13
|2881
|30