nintendo ltd, strategic management of change, 2012

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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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Page 1: Nintendo Ltd, strategic management of change, 2012

Strategic Management of Change BUMGT5926

Scenario Planning

Syafiqa Anneisa Abdullah 30089404 Navaneeswary Ganesamoorthy 30089407 Rei Lynn Lim 30089392

Page 2: Nintendo Ltd, strategic management of change, 2012

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

Page 3: Nintendo Ltd, strategic management of change, 2012

Presentation Overview (1/2)

•Analysis of Key Uncertainties •Analysis of Future Trends •The Scenarios & Implications •Conclusion •References

Page 4: Nintendo Ltd, strategic management of change, 2012

A Brief History of Video Games

Atari to Wii

Page 5: Nintendo Ltd, strategic management of change, 2012

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.

Page 6: Nintendo Ltd, strategic management of change, 2012

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.

Page 7: Nintendo Ltd, strategic management of change, 2012

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.

Page 8: Nintendo Ltd, strategic management of change, 2012

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.

Page 9: Nintendo Ltd, strategic management of change, 2012

Evolution of Nintendo Gaming Consoles

Page 10: Nintendo Ltd, strategic management of change, 2012

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

Page 11: Nintendo Ltd, strategic management of change, 2012

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.

Page 12: Nintendo Ltd, strategic management of change, 2012

Industry Analysis

• The Microenvironment –C3SPM

-Company

-Customers

-Competitors

-Suppliers

-Middlemen (Distributors)

• The Macroenvironment : PESTLE Analysis

Page 13: Nintendo Ltd, strategic management of change, 2012

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.

Page 14: Nintendo Ltd, strategic management of change, 2012

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.

Page 15: Nintendo Ltd, strategic management of change, 2012

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.

Page 16: Nintendo Ltd, strategic management of change, 2012

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.

Page 17: Nintendo Ltd, strategic management of change, 2012

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.

Page 18: Nintendo Ltd, strategic management of change, 2012

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.

Page 19: Nintendo Ltd, strategic management of change, 2012

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

Page 20: Nintendo Ltd, strategic management of change, 2012

Image source: http://13plymouth.com/wp-content/uploads/2010/09/lifecycle.bmp

Video Games Industry (1985 – 2012)

Page 21: Nintendo Ltd, strategic management of change, 2012

Nintendo’s Key Success Factors (1/2)

Key Success Factors

Definition: The combination of factors required

to accomplish organisational business goals

(Thebusinessdictionary, 2011)

Page 22: Nintendo Ltd, strategic management of change, 2012

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.

Page 23: Nintendo Ltd, strategic management of change, 2012

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

Page 24: Nintendo Ltd, strategic management of change, 2012

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

Page 25: Nintendo Ltd, strategic management of change, 2012

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

Page 26: Nintendo Ltd, strategic management of change, 2012

Analysis of Future Trends (3/5)

Page 27: Nintendo Ltd, strategic management of change, 2012

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.

Page 28: Nintendo Ltd, strategic management of change, 2012

In-game purchases (3/5)

Page 29: Nintendo Ltd, strategic management of change, 2012

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.

Page 30: Nintendo Ltd, strategic management of change, 2012

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.

Page 31: Nintendo Ltd, strategic management of change, 2012

Scenario Themes: Pokemon Evolution

Page 32: Nintendo Ltd, strategic management of change, 2012

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

Page 33: Nintendo Ltd, strategic management of change, 2012

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.

Page 34: Nintendo Ltd, strategic management of change, 2012

Scenario Themes 2: Link

Page 35: Nintendo Ltd, strategic management of change, 2012

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.

Page 36: Nintendo Ltd, strategic management of change, 2012

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.

Page 37: Nintendo Ltd, strategic management of change, 2012

Nintendo’s Popular Game Franchises (5/7)

Page 38: Nintendo Ltd, strategic management of change, 2012

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

Page 39: Nintendo Ltd, strategic management of change, 2012

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.

Page 40: Nintendo Ltd, strategic management of change, 2012

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.

Page 41: Nintendo Ltd, strategic management of change, 2012

Q and A

Page 42: Nintendo Ltd, strategic management of change, 2012

Thank You Very Much

Page 43: Nintendo Ltd, strategic management of change, 2012

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.

Page 44: Nintendo Ltd, strategic management of change, 2012

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.