Introduction •Nintendo is one of the biggest gaming firms. •The resources of the firm are of high quality. •The internal environment of the firm is also good. •In this PPT, there will be representation of the current situation, challenges that firm is facing along with the strategies they are using now and the strategies they can utilise in their future.
General Environment •Bargaining power of suppliers is on the lower side. •Bargaining power of consumers is on the higher side. •Threat of competition is higher. •Threat of new entrants is higher. •Threat of substitution is higher.
Competition Nintendo’s major competitors are: •Sony: Their product PS4 is one of the most successful products in the market •Microsoft: Xbox one is also highly successful. Most of their competitors are switching towards online gaming and digital technologies.
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Value chain analysis Primary activities •Inbound and outbound logistics are maintained effectively with the help of skilled labour force. •Operations are managed in an appropriate manner. •Marketing and sales is effective. •They also provide after-sales services. Secondary activities •HRM: This company has highly skilled workforce. •Technology development: This company has technology that are of high quality and are highly innovative. •Procurement: This firm has higher numbers of quality suppliers that has improved its procurement process.
Resources Intangible resources •R&D Team •Labour force •Excellent supplier’s group •Manufacturing and inventory system Tangible resources •Strong cash flow •Equipment
SWOT Analysis Strength Strong brand name. Innovative and Unique product. Efficient pricing Weakness Console failure Lack of diversification Opportunities New Segments like online gaming. In the developing markets. Threats Higher competition Decrease in profits
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Conclusion •Nintendo is a successful gaming developer firm. •They have developed many successful games in the past. •Recent performance in the market has not been so good. •They need to change their product range and should move onto the online gaming development so as to remain successful and competitive in the market.
References •Pasch, M., Bianchi-Berthouze, N., van Dijk, B. and Nijholt, A., 2009. Movement-based sports video games: Investigating motivation and gaming experience.Entertainment Computing,1(2), pp.49-61. •Djaouti, D., Alvarez, J., Jessel, J.P. and Rampnoux, O., 2011. Origins of serious games. InSerious games and edutainment applications(pp. 25-43). Springer, London.