Nintendo's Marketing Strategy: Analysis of Switch's Success

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Added on  2022/08/20

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This report provides a comprehensive marketing analysis of Nintendo, focusing on its successful comeback with the Switch console. It begins by examining the external environment, including political, economic, social, technological, legal, and environmental factors impacting Nintendo's operations. The internal environment is then assessed, highlighting Nintendo's strengths and weaknesses, such as its innovative core competencies and collaboration with franchisees, as well as stakeholders not being cooperative and technological advancement. The report also analyzes the opportunities and threats facing Nintendo, including competition from mobile gaming and the rise of e-sports. A SWOT analysis is presented to synthesize these factors, providing insights into Nintendo's strategic positioning. The report concludes by highlighting the core competencies that drive Nintendo's innovation and customer demand, examining the company's evolution from card manufacturer to gaming industry leader.
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MARKETING INFORMATION
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Marketing Information :1
External environment
Political factors-
Nintendo has been facing political stability when operating in several markets in the world.
Changes in political regulations in varied nations on a timely basis that will pose a greater
menace in gaming industry.
Economic factors-
The organisation does lot of imports in varied nations. Moreover, increasing possibilities
where the organisation has been influenced by fluctuation in global exchange rate.
Social factors- Currently, due to increasing usage of smartphones for gaming in the domain, it
is seen that gaming console organisations such as Nintendo has been facing many issues in
relation to customer retention. Increasing disposable income in emerging technologies that
has been hampering drive in growing markets (Tarakci et al., 2016).
Technological factors-
Speed of invention in contemporary world is one of the foremost concern in gaming industry.
Nintendo has been offering from it. The company is at par with varied innovation with the
introduction of innovative tools in games and comforts (LaRocco, Hart, & Spear, 2018).
Legal factors-
Changes in the international and national laws where organisation can be effective where the
organisation abide to the laws by organisation.
Environmental factors
Fluctuations in periodic and climate change, which disturbs gaming organisation like
Nintendo. While increasing various emphasis on the sustainability business where it has
increased pressure on the Nintendo (Yang, & Wenxia, 2017).
Internal environment
Strengths Weaknesses
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Marketing Information :2
Nintendo once began card manufacturer
through which it became leading game in
gaming industry.
The organisation has recently collaborated
with core franchisees with consoles such as
GameCube and Wii (Franklin, 2018).
In 2018, Nintendo is back on global video
game industrial with estimated sales of 15
million devices and 63 million games.
Stakeholders are not cooperative as
investors wants to withdraw money when
exploring mobile platform.
Introduction to low priced system without
adding any game
It can not stand still while coping up with
trending technologies (LaRocco, Hart, &
Spear, 2018).
Threats Opportunities
Nintendo has been facing stiff competition
Efficient battery life Mobile phones have
been introduced.
Growth that is more mobile and other online
subscription service, which allow gamers
while competing against one another
(Tarakci et al., 2016).
Trends will affect current business if the
Nintendo will opt for technological
advancement (Yang, & Wenxia, 2017).
The organisation has been evaluating
options for the future growth.
Trending games include increased
popularity of e-sports where players
compete in events and other potential games
(Yang, & Wenxia, 2017).
Core competencies of Nintendo
The main strength of Company that provide it a core opportunity in innovation and
enhancement in technological development. It helps in achieving current market position and
demand of the customers (Yang, & Wenxia, 2017).
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Marketing Information :3
Genre has always remained gaming, which has changed to console games since last few
years. The generic focus when targeting substitute patrons rather than focusing on serious
gamers of creation (Franklin, 2018).
These opportunities will fortunately describe the potential profitability while setting the core
competencies.
Products that are being tested includes toy line consisting cardboard assembly planning
includes more games and other online mini pianos (Franklin, 2018).
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Marketing Information :4
References
Franklin, A. E. (2018). NINTENDO POWER: AN EXAMINATION OF CONSUMER
PURCHASING BEHAVIOR AND VIDEO GAMES.
LaRocco, D., Hart, S., & Spear, J. (2018). The Effect Video Games Have in Therapy to Treat
Ailments in Children and Adolescents.
Tarakci, D., Ersoz Huseyinsinoglu, B., Tarakci, E., & Razak Ozdincler, A. (2016). Effects of
Nintendo WiiFit® video games on balance in children with mild cerebral
palsy. Pediatrics international, 58(10), 1042-1050.
Yang, X., & Wenxia, M. (2017, April). Information management issues and business model
analysis of O2O games: A review of Pokémon Go. In 2017 3rd International
Conference on Information Management (ICIM) (pp. 132-135). IEEE.
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