nintendo ltd, strategic management of change, 2012
TRANSCRIPT
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Strategic Management of Change BUMGT5926
Scenario Planning
Syafiqa Anneisa Abdullah 30089404 Navaneeswary Ganesamoorthy 30089407 Rei Lynn Lim 30089392
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Presentation Overview (1/2)
•Introduction •Company Profile •Microenvironmental Analysis •PESTLE Analysis •SWOT Analysis •Porter’s 5 Forces Analysis •The Industry Life Cycle •Nintendo’s Key Success Factors
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Presentation Overview (1/2)
•Analysis of Key Uncertainties •Analysis of Future Trends •The Scenarios & Implications •Conclusion •References
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A Brief History of Video Games
Atari to Wii
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Introduction (1/2) • Video games have been around since
the 1940s.
• Over the decades, game machines continuously evolved to become powerful machines capable of stunning visuals and graphics.
• In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene.
• Casual games become the norm attracting previously non-gamers into the market.
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Introduction (cont 2/2)
• As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing
with threats from smartphones and other gaming platforms taking up its share of the market?
• Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios.
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Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by
Fusajiro Yamauchi.
• Manufacturer of Hanafuda “flower” cards
• Expanded in 1960s by Hiroshi Yamauchi.
• Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer.
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Company Profile (2/3) • 1970: Yokoi teamed up with Shigeru Miyamoto to
create games – The Father of Modern Video Gaming, creator of iconic franchises including Mario, Zelda and Pokemon.
• The rest is history.
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Evolution of Nintendo Gaming Consoles
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Industry Overview (1/2) • The video game industry is dominated by 3 gaming
giants
- Microsoft, Sony and Nintendo
• Currently at the 8th generation of console production
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Industry Overview (2/2)
• U.S. computer and video game software sales grew six percent in 2007 to $9.5 billion – more than tripling industry software sales since 1996.
• Halo 3, the best-selling title of 2007, took in more revenue in its first day of sales than the biggest opening weekend ever for a movie ("Spider-Man 3") and the final "Harry Potter" book's first day sales;
• On average, nine games were sold every second of every day of 2007
• The average game player is 35 years old and has been playing games for 13 years.
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Industry Analysis
• The Microenvironment –C3SPM
-Company
-Customers
-Competitors
-Suppliers
-Middlemen (Distributors)
• The Macroenvironment : PESTLE Analysis
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The Microenviroment (1/2)
Suppliers Nintendo’s suppliers comprised of both hardware manufactuers
and software developers.
Hardware companies supply the various parts, components and
provide the technology to manufacture Nintendo’s gaming devices.
Distributors Online and offline distributors.
The retailers: Includes specialised software boutiques, department
stores, electronic stores and hypermarkets.
Customers Diversified segment of consumers:
Students, employees, military troops; seniors and parents.
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The Microenviroment (2/2)
Competitors The main competitors in this industry are Sony, Nintendo and Microsoft,
Sony has about 70% share in the market and the latter commands the
rest of the market.
Nintendo faces competition from Apple Inc while in the casual gaming
market, Facebook is a likely upcoming competitor.
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The Macroenvironment PESTLE Analysis (1/2)
Political Factor Target of political activist concerning controversy about violence in
gamers.
Entertainment Software Rating Board (ESRB) that assigns ratings for
gaming content (ERSB, 2012)
Economic Factor Purchasing behaviour is influenced consumer purchasing power.
Console development cycle follows roughly the general computer
industry cycle
Consoles are not upgradeable, consumer has to buy complete new
system.
Social Factor Video games are played predominantly by young males.
The current social trend on the rise are non gamers who have no
prior experience or interest in video games.
The number of female gamers are also on the rise. Digital downloads
and in-game purchasing is gradually becoming the norm.
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The Macroenvironment PESTLE Analysis (2/2)
Technological Factor Technology has improved processor speed, visuals and memory capacity for
gaming consoles.
Disruptive innovation in the form of smartphones and tablets have
significantly altered consumer lifestyles.
Legal Factors The legal issues faced by the industry are trademarks, copyrights, licensing,
online ownership and demands of intellectual property.
Environmental Factors The video game industry uses a lot of plastic and metal resources for its
hardware.
In the current era majority people are environmentally aware.
Manufacturing game consoles creates non-biodegradable waste which is the
byproduct of this industry.
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SWOT Analysis (1/2)
STRENGTH
Nintendo has Shigeru Miyamoto, the creator
of Nintendo’s most successful game
franchises and intellectual property.
Low upfront costs
The Nintendo brand name is a world cultural
icon synonymous with video games.
Nintendo has past success with family
gaming model
Nintendo has had extensive experience in
the video game industry.
Uniqueness of hardware motion detection
when it comes to the Nintendo Wii
WEAKNESSES
Console power weaknesses
Limited selection of software for hardcore
gamers.
Brand name –Long perceived by the gaming
community as a kid’s toy or for casual
gamers.
Shigeru Miyamoto may eventually retire
from the gaming business.
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SWOT Analysis (2/2)
OPPORTUNITIES THREATS
The first to introduce motion technology in
video games.
The availability of technology
Variety of multiple gaming platforms.
Design games for novice and casual gamers
including seniors and adults
Sony and Microsoft are capable of mimicking and
improvising on Nintendo’s technology.
Disruptive innovation caused by Apple’s iPhone and
iPad successful ventures in the mobile and smartphone
market.
Third party software developers choose to develop
games for smartphones and Facebook due to lower
cost of production and higher potential returns.
Social media gaming on Facebook is gaining popularity
amongst casual gamers.
Loss of potential customer due to limited sophisticated
games selection for the hardcore gamers.
Slow to adopt an online model for downloadable
content and microtransactions on a wide scale for
games on its systems.
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Porter’s 5 Forces Analysis
COMPETITIVE
RIVALRY
WITHIN THE
INDUSTRY
(HIGH)
Threat of
Substitute Products
HIGH
Bargaining
Power of Buyers
HIGH
Threat of New Entrants
MEDIUM
Bargaining
Power of
suppliers
HIGH
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Image source: http://13plymouth.com/wp-content/uploads/2010/09/lifecycle.bmp
Video Games Industry (1985 – 2012)
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Nintendo’s Key Success Factors (1/2)
Key Success Factors
Definition: The combination of factors required
to accomplish organisational business goals
(Thebusinessdictionary, 2011)
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Nintendo’s Key Success Factors (2/2)
• Dominance over the casual gamers and portable gaming market
-In 2001 – 2006, Nintendo have a big share over the casual
and mobile gamers market with the Nintendo Wii and Nintendo DS.
• Pricing advantage -Nintendo’s consoles are more affordable than its competitors.
• Strong brand name. -Nintendo is well known for its games including Super Mario, Pokemon and Zelda.
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Analysis of Key Uncertainties
• Rapid advancement of tablet and smartphone technology
- Tablets and smartphone becoming more powerful
• Uncertainty to the market size and potential returns
• Other alternative forms of digital entertainment.
-Facebook, digital platforms, Google +, internet TV, Apple TV
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Analysis of Future Trends (1/5)
• Increase in social networking, mobile and digital markets
- Social networking platforms become more
popular.
-Availability of cheap or free games for
download on digital platforms, ie
iTunes and Facebook.
-Smartphones and other mobile devices
Will penetrate into Nintendo’s
market share
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Analysis of Future Trends (2/5) • Tablets as the next generation of console games
-The gaming industry will drive the evolution of technology for
tablets.
-Apple is already using games to promote and sell its iPads
-Developers viewing tablets as the ideal foundation for
developing games
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Analysis of Future Trends (3/5)
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Analysis of Future Trends (4/5) • Shift into games-as-a-service
model -Games are evolving to become a service.
-More social games and virtual
worlds are created to fill in market space.
-Subscription base models,in-game
Purchases and premium membership
Memberships, virtual goods and
microtransactions will become the revenue
streams for such games.
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In-game purchases (3/5)
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Analysis of Future Trends (4/5)
• Slowed growth of traditional game retailing and publishing
-Console game manufacturers will continue to decline in sales in both hardware and software
-Traditional retail game stores will gradually exit the market.
-Gaming giants will produce their final console (8th generation) before going completely digital.
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Analysis of Future Trends (5/5)
• Emergence of digital content and new publishing models
-Third-party software developers such
as Ubisoft and Electronic Arts will
concentrate on developing games for
the mass market and serious market.
-Business models for gaming will
change.
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Scenario Themes: Pokemon Evolution
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Scenario Themes and Implications (1/7)
Scenario Theme 1: Pokemon Evolution - The market for digital contents and games grow rapidly
- Increasing trend in casual gaming
- Smartphone and tablets become a popular
gaming platform
-Third party game developers (Ubisoft and
Electronic Arts choose to develop games for
Digital platforms, i.e. Apple iTunes)
- Perception of console games as being too costly
to develop for
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Scenario Themes and Implications (2/7)
Strategic Implications of scenario -Nintendo need to adapt and change its existing model to fit the
trends.
-Include a digital platform for casual gamers to access their vast
library of affordable or free games.
-Redesign existing popular franchises (i.e. Mario) to
suit the casual gamers market
-Create new games that appeal to the casual gamers
-Design a console that attracts both casual gamers
and existing gamers.
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Scenario Themes 2: Link
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Scenario Themes and Implications (3/7)
Scenario Theme 2: Link
-Trend for casual gamers growing but not as fast.
- Existing digital platforms (i.e. iTunes) are flooded with low-quality, no brainer games.
- Existing games on smartphones and social media lack the sophistication of console games.
- Many third-party game developers are
-Still uncertain of the new revenue model.
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Scenario Themes and Implications (4/7) Strategic Implication of Scenario
- Nintendo to protect its reputation for producing quality games.
- Leverage on its brand assets by making their games available across various platforms including social media, iPhone, iPad and smartphones.
- Spread brand awareness of its games to gradually win casual gamers over as Nintendo fans.
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Nintendo’s Popular Game Franchises (5/7)
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Scenario Themes and Implications(6/7)
Scenario Theme 3: Bob-omb - Video game console industry continues to decline and
traditional retail and online game shops dies off.
- Tablet technology catches up to the performance of game consoles.
- Popularity of casual games and gamers increase .
- The revenue generated attracts well-known third party game developers.
- More quality games are produced for the
smartphone, social media and other digital platforms
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Scenario Themes and Implications(7/7)
Implications of Scenario - In the worst case scenario, if Nintendo does
not keep up with the trends, competing social
and mobile devices will take over the casual
gamers market.
-Third party game developers will not want to
develop games for Nintendo due to it being too
costly.
-Nintendo will eventually pull out of the
hardware market to cut its losses
-Will focus on developing games for existing
Platforms instead.
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Conclusion • The console gaming industry matures and is entering the
decline phase.
• Console manfacturers are facing stiff competition from tablet, smartphone and social media technology.
• Casual and mobile gamers are on the rise.
• In order to compete and sustain in the long-term, Nintendo must evolve according to the technology and social trends.
• Its strength lies in its popular game franchises.
• To compete effectively, Nintendo needs to spread its brand awareness through its franchises and create games that appeal the casual gamers market.
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Q and A
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Thank You Very Much
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References Baker, Liana. (2012) RPT-Apple's new iPad making waves in video game market retrieved from
http://www.reuters.com/article/2012/03/12/apple-videogames-idUSL2E8EA08920120312 on the 13th of May 2012 Brightman, James (2009) Can GameStop Survive a Digital Future? Retrieved from http://www.industrygamers.com/news/can-gamestop-survive-a-digital-future/ on the 12th of May 2012 Brightman, James (2011) New Year's Resolutions for Sony, Microsoft and Nintendo Retrieved from
http://www.industrygamers.com/news/new-years-resolutions-for-sony-microsoft-and-nintendo/ on the 10th of May 2012 Brightman, James. (2010) Games as Packaged Media Is Dead. says Venture Capitalist Retrieved from
http://www.industrygamers.com/news/games-as-packaged-media-is-dead-says-venture-capitalist/ on the 10th of May 2012 Caoili, Eric. (2011) Ubisoft seeks to capitalize on 'social game benefits' of next-gen consoles
Retrieved from http://www.gamasutra.com/view/news/170397/Ubisoft_seeks_to_capitalize_on_social_game_benefits_of_nextgen_consoles.php on the 10th of May 2012
Grant, Robert. (2006) Contemporary Strategy Analysis. (5th Edition) Singapore. Blackwell Publishing Limited. Matthews, Matt. (2011) The US Video Game Industry Is Declining. Retrieved from http://www.gamasutra.com/view/news/126016/Analysis_Is_The_US_Video_Game_Industry_Really_Declining.php on the 10th of
May 2012 Minkly, Johnny (2012). Gaming’s White-Knuckle Transition. Retrieved from http://www.gamesindustry.biz/articles/2012-03-13-nobody-knows-anything-gamings-white-knuckle-transition on the
13th of May 2012 Meyer, De Wit. (2010) Strategy Synthesis. (3rd Edition) United Kingdom. Cengage Learning EMEA.
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References Brightman, James. (2011) Nintendo Needs to 'Change Strategy Drastically,' says Analyst. Retrieved from
http://www.industrygamers.com/news/nintendo-needs-to-change-strategy-drastically-says-analyst/ on the 10th of May 2012 Schoemaker, Paul (1991) Retrieved from
http://www.whartonmackcenter.com/files/0/5/517/Schoemaker,%20Paul%20J.H.%20When%20and%20How%20to%20Use%20Scenario%20Planning-A%20Heuristic%20Approach%20with%20Illustration.pdf on the 13th of May 2012.
Schilling, Chris. (2012) Wii U App Store: How Nintendo will take Apple on at their own game Schilling, Chris. (2012) It needs to be "intuitive, functional and simple" developers tell Nintendo Gamer Retrieved from http://www.computerandvideogames.com/338031/features/wii-u-app-store-how-nintendo-will-take-apple-on-at-their-own-game/ on the
14th of May 2012 No Author. n.d. Fun Facts about Nintendo. Retrieved from http://www.techeblog.com/index.php/tech-gadget/nintendo-facts on the 14th of May 2012. No Author. (2011) The Transformation of Video Games Industry. Retrieved from http://www.theesa.com/facts/index.asp on the 10th of May 2012 Scanlon, Jessie. (2007) Getting Serious About Gaming Everyone knows video gaming is a growth industry. What's less well known is how Web 2.0 and big business are contributing to that growth Retrieved from http://www.businessweek.com/innovate/content/aug2007/id20070813_756874.htm?chan=innovation_special+report+--
+the+power+of+gaming_the+power+of+gaming on the 13th of May 2012 N.a. n.d. Nintendo Company History Retrieved from http://www.nintendo.com/corp/history.jsp on the 10th of May 2012.