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Nintendo's Strategic Market Domination

Nintendo was able to build a near monopoly in the home video game business by launching the Family Computer (Famicom) at a much lower price than competitors, making it affordable for more families. The Famicom also had superior graphics and faster processing. Nintendo prevented piracy through a security chip and kept hardware costs low by offloading some processing to game cartridges. They focused on a few high-quality games per year rather than many minor titles. This strategy, along with licensing games to other developers, allowed Nintendo to dominate the home console market by 1990.

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Abhishek Singh
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0% found this document useful (0 votes)
61 views5 pages

Nintendo's Strategic Market Domination

Nintendo was able to build a near monopoly in the home video game business by launching the Family Computer (Famicom) at a much lower price than competitors, making it affordable for more families. The Famicom also had superior graphics and faster processing. Nintendo prevented piracy through a security chip and kept hardware costs low by offloading some processing to game cartridges. They focused on a few high-quality games per year rather than many minor titles. This strategy, along with licensing games to other developers, allowed Nintendo to dominate the home console market by 1990.

Uploaded by

Abhishek Singh
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Power Play (A): Nintendo Case Assignment

Models & Frameworks of Strategic Analysis

Submitted y: !
Name Abhishek Kumar Singh "oll No EPGP-04A-005

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Case Summary
The home video-game industry began in 19 ! "ith the #ounding o# Atari$ A#ter riding a dramati% boom and bust in the ear&y 19'0s( most )&ayers &e#t the business$ *intendo o# +a)an then rebui&t the industry( estab&ishing a %ommanding "or&d"ide )osition by the end o# the de%ade$ ,y 1990( *intendo game systems %ou&d be #ound in one out o# every three househo&ds( in both +a)an and the -nited States$ The %om)any.s sto%k market va&ue e/%eeded that o# Sony or *issan$ #ome $ideo %ame Systems 0ideo games "ere a #orm o# home entertainment "hose system %onsisted o# three ty)es o# %om)onent1 a %onso&e( %ontro&&ers( and %artridges$ The %onso&e( essentia&&y a mi%ro)ro%essor-based %om)uter( "as designed to re%eive in#ormation #rom the %ontro&&ers( )ro%ess it a%%ording to instru%tions %ontained in the game %artridge( and send signa&s to the T0 monitor$ 2ontro&&ers "ere hand-he&d devi%es used to dire%t the on-s%reen a%tion$ 3hen a )&ayer )ushed the buttons or 4oysti%k on the to) o# the %ontro&&er( a signa& "as transmitted to the %onso&e$ 2artridges %ontained %hi)s en%oding the instru%tions #or a )arti%u&ar game and "as designed to be inserted into the %onso&e$ Three te%hni%a& #a%tors determined the 5ua&ity o# a video game1 data "idth 6in bits7( %&o%k s)eed 6in 89:7( and the amount o# ;A8 6in bytes7$ Atari Atari( "hi%h means <2he%k= in the +a)anese game Go( "as #ounded in 19 ! by an entre)reneur( *o&an ,ushne&&$ &'e Arcade %ame usiness >n the ear&y 19 0s( %oin-o)erated game ma%hines "ere e&e%trome%hani%a& devi%es that )&ayed games su%h as )inba&&( shu##&eboard( and #ootba&&$ 8anu#a%turers so&d the ma%hine to distributors( "ho so&d or &eased them to o)erators "ho( in turn( )&a%ed the ma%hines in ar%ades( ma&&s( bo"&ing a&&eys( and other &o%ations$ At Atari( ,ushne&& and his team deve&o)ed a %om)uter-based ar%ade ma%hine %a&&ed Pong? in "hi%h t"o )&ayers batted a &ight beam ba%k and #orth bet"een on-s%reen )add&es$ At a time( "hen the best ar%ade game grossed @45 a "eek( Pong ma%hines brought in @!00 a "eek$ &'e #ome Market >n 19 5( ,ushne&& introdu%ed 9ome Pong( the Pong ma%hine that "as %om)ressed do"n to a #e" integrated %ir%uits and designed to be hooked u) to a T0$ A tota& o# 150$000 9ome Pong games "ere so&d in the #irst year$ Aue&ed by the runa"ay su%%ess o# the ar%ade game S)a%e >nvaders( the home video game market 5ui%k&y boun%ed ba%k #rom the 19 ' %rash$ 9o"ever( the -$S$ home video game market %o&&a)sed again in 19'5$ A #&ood o# &o"-5ua&ity so#t"are "as b&amed #or the bust$

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Nintendo in (a)an *intendo( based in Kyoto( +a)an( "as %ontro&&ed by the o&d( estab&ished Bamau%hi #ami&y$ >n the ear&y )art o# this %entury( the %om)any "as the &argest maker o# +a)anese )&aying-%ards( introdu%ing 3esternsty&e %ards and bui&ding a sa&es #or%e that %a&&ed on sho)s a&& over +a)an$ >n 19 '( *intendo started )utting out %oin-o) video games$ >n 19'0( *intendo )ut out Game C 3at%h( a handhe&d %ombination o# video game and digita& %&o%k$ >n 19'1( *intendo had its #irst smash hit "ith the %oin-o) video game Donkey Kong$ &'e Famicom ,y 19'E( there "ere severa& )&ayers in the +a)anese home video game industry( in%&uding Atari( 2ommodore #rom -S( 2asio and Shar)$ The game so&d out #or around @!00-E50$ >n the same year( *intendo &aun%hed Aami%om at a @100 )ri%e and signi#i%ant&y under%ut the %om)etition$ Fvertime( the *intendo engineers &earned to make more %om)&e/ game by using )o"er#u& ne" %hi)s in the %artridge to take over )ro%essing a%tivities #rom the %onso&e 6Su)er 8ario ,rothers and the Gegend o# He&da7$ As a resu&t( makers o# %om)eting home video game system "ithdre" #rom the market$ *icensing *intendo de%ided to &i%ense other %om)anies to deve&o) games #or its system$ ,y 19''( there "ere 50 &i%ensees$ *intendo %ontinued "ith its outsour%ing )o&i%y( "orking "ith some E0 sub%ontra%tors in%&uding many o# the &eading %hi)makers$ Gater( *intendo &aun%hed the Aami&y 2om)uter 2ommuni%ations *et"ork System e5ui))ed by a modem and a s)e%ia& %artridge enab&ed o# intera%ting "ith other termina&s or a %entra& %om)uter$ Nintendo in t'e +,S >n the -S( *intendo estab&ished a subsidiary named as *intendo o# Ameri%a 6*FA7 by 19'0$ At #irst( *FA had a shaky start im)orting *intendo %oin-o) game and attem)t to gain a #ootho&d in the -$S ar%ade game business$ 9o"ever( in 19'E( *FA entered the -$S %onsumer market "ith Game C 3at%h( brought over #rom +a)an$ The )rodu%t( aimed at the toy market( "as #ai&ure$ There#ore( in 19'5( *intendo tried to &aun%h the Aami%om in Ameri%a "ith the games "hi%h "ere redesigned to &ook more &ike a %om)uter and given a hi-te%h )a%kage$ The de%ision "as made to re)osition the video game system as a %onsumer e&e%troni%s )rodu%t rather than a toy$ At that time( *FA targeted e&e%troni%s retai&er and o##ered to sto%k stores #or #ree( "ith retai&er having to )ay #or on&y "hat they have manage to se&& a#ter 90 days$ To the sur)rise o# the trade( %onsumer rea%tion "as #avorab&e$ A nationa& ro&&-out #o&&o"ed in 19'I Marketing and -istribution *FA s)ent about !J o# sa&es budget #or advertising and a&so sought out )romotion )artner su%h as Pe)si( Pro%tor and Gamb&e( and 8%Dona&ds$ >n 19''( Araka"a started a maga:ine named *intendo Po"er #or *ES users "hi%h gave ti)s on e/isting games( announ%ed ne" re&ease( and rated games$ 0ery soon it be%ame the highest %ir%u&ated maga:ine targeted to %hi&dren in -SA$ *intendoKs )rodu%ts "ere so&d through toy stores( mass mer%handiser( de)artmenta& stores( e&e%troni% retai&ers and other out&ets$ *FA a&so set u) intera%tive dis)&ay nation"ide "hi%h a&&o"ed any one to sto) and try *ES$ *FA )ra%ti%ed 3 |Page

%are#u& inventory management in re&easing its ne" games$ >t su))&ied &ess than the retai&ers demand$ There "as a&&egation against *intendo #or abuse o# )o"er to %reate s%ar%ity o# games in market and threatening to %ut o## retai&ers i# they %arried %om)etitorKs )rodu%ts or dis%ounted *intendo ma%hines and Games$ Position in t'e late ./01s ,y 1990( *intendo had a greater than 90J share o# -$S home video game market and one *ES unit #or every three house ho&d in Ameri%a$ ,y 19'9 in %o&&aboration "ith ATCT it tried to bring a&& *ES users under net"orking but #ina&&y the )ro4e%t "as disso&ved$

%ame oy >n A)ri& 19'9( *intendo &aun%hed a handhe&d mono%hrome video game named game boy "hi%h be%ame one o# the best se&&ing games and through 199!( a tota& o# E! mi&&ion game boy "as so&d throughout the "or&d$ *egal Maneu2ers -S +usti%e De)artment investigated a&&egation against *intendo in #ive areas L anti-%om)etitive )ur)ose o# the *ES se%urity %hi)( so#t"are deve&o)er be%ame a&most entire&y de)endent on *intendo due to agreement( %reating arti#i%ia& shortage o# games during 2hristmas 19''( )ra%ti%e o# so#t"are "ith hard"are and e/er%ising market )o"er by threatening retai&ers "ith &imit on their su))&y$ At the same time( the Attorney genera& o# *e" Bork and 8ary&and began investigation #or en#or%ing retai&ers to kee) )ri%e o# game more than @99$95$ *FA signed a %onsent de%ree "ith #edera& Trade %ommission a&ong "ith the attorneys genera&s o# 8ary &and( *e" Bork and E9 other states agreeing to sto) a%tion "hi%h %ou&d be %onstrued as resa&e )ri%e maintenan%e$ A New %ame >n &ate 1991( Seatt&eKs ma4or &eague baseba&& team( the 8ariners "as )ut u) #or sa&e$ ,ut due to be a non *orth Ameri%an *intendo #ai&ed to buy Seatt&eKs ma4or &eague base ba&& team( the 8ariners$

Question
#ow was Nintendo able to build a near mono)oly business after recreating t'e 'ome 2ideo market following boom and bust of Atari!era3

Answer
Nintendos success in the home video game business was achieved by: 4 |Page

Making an innovative new game system which had some competitive advantages such as cheaper, superior image ua!ity, "aster hardware processing and a connector that can be used "or "uture addition o" a modem and keyboard# Preventing the possibi!ity o" product counter"eits by embedding into the system a security chip ensuring that on!y Nintendo$approved cartridges wou!d be ab!e to run on the system# %his is a very important measure because it cou!d !ead customers into negative perception about the company reputation "rom using !ow$ ua!ity pirate products# Moreover, the companys pro"it wou!d be decreased# &eeping the hardware cost down by inc!uding some code into each cartridge# %his code was needed "or conso!e operation to be read into the systems memory each time a game was !oaded# Proposing the po!icy o" insu!ating '() personne! "rom the marketing peop!e in order to improve the chances o" coming up with tru!y "resh game concepts# *ocusing resources on trying to come up with one or two hit games per year rather than with severa! minor successes# +icensing other companies to deve!op games "or its system# >n 19'E( *intendo &aun%hed the Aami%om at )ri%e o# on&y @100 "hi%h is signi#i%ant&y &o"er than the %om)etitors )ri%e( @!00 M @E50$ This a&&o"ed more #ami&ies "ith higher range o# in%ome &eve&s to en4oy the home video game$ >t eventua&&y redu%ed the %om)etition signi#i%ant&y$ The %onso&e( Aami%om( had su)erior gra)hi%s and #aster a%tion but sti&& "as so&d at &o"er )ri%e than the %om)etitors$ This )&an obvious&y %a)tured high attention #rom the market be%ause )eo)&e be&ieved that the %onso&eKs )ri%e "as at or be&o" %ost$

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