nintendo and blue ocean strategy
DESCRIPTION
TRANSCRIPT
(Source: Founded by W. Chan Kim & Renee Mauborgne)
Definition Metaphor of Red Ocean Difference Superiority
Blue Ocean Strategy
Red Ocean vs. Blue Ocean
Red ocean strategy Blue ocean strategy
Source: (W. Chan Kim, 2010)
Head-to-head competition Creation of new markets
Compete in existing market space
Beat the competition
Exploit existing demand
Make the value-cost trade-off
Align the whole system of a firm’s activities with its strategic choice of differentiation OR low cost
Create uncontested market space
Make the competition irrelevant
Create and capture new demand
Break the value-cost trade-off
Align the whole system of a firm’s activities in pursuit of differentiation AND low cost
The market that’s
not being pursued!
Put into A Simple Way
NES GameBoy Cube N64 NDS Wii 3DS Wii
U
1985 1989 1996 2001 2004 2006 2011 2011
Nintendo’s History
DILEMMA in 2004Dropped sales
Competitors pressure
Technology threshold
Nintendo’s Bottleneck
Launched Nintendo Wii in 2006
Reposition/ Alternative market
Brand association
Sales growth
Industrial revolution
Implementation of BOS
Source: (Gruener, TG Daily, 2009)
“While some people put their money on the screen,
we decided to put ours into the game experience”, in an attempt to
“not just improve the market, but disrupt it.”
Nintendo CEO, Satoru Iwata
• Feeding the buzz
Cognitive stage
Affective stage
Behavioral stage
AIDA MODEL
Catch attention
Stimulate interests
Create desires
$200 million campaign• Brand partnerships• As seen on TV
• Hands-on sampling
Wii Commercial 2006
We, everyone Innovative, Interactive
Corporate Image
Branding
CONTACT POINT
Make your Mii and play it on Wii
Wii CompetitorsMain competitors
Wii Competitors
Source: (Gruener, TG Daily, 2009)
Wii Competitors
Source: (Gruener, TG Daily, 2009)
Why Wii successful?
Source: (W. Chan Kim, 2010)
Why Wii successful?
Source: (O’Gorman1, 2008)
Why Wii successful?
Source: (Layton, 2009)
Product Life Cycle2008
2011
2006
Wii in 2011
New Competitor
SWOTAnalysis
1. Innovative and simple game-play.2. Target Market = people ages 3-112 !!3. Affordable, Wii = $250 (PS3 = $599)
Nintendo 2011Strengths
1. Limitation of game on WiiViolence3 party companies = Unhappy90% of Wii games are developed by the 3rd party companies.
SWOTAnalysis
Nintendo 2011Weaknesses
2. Nintendo GameCube and Nintendo 64 were not successful.Hard to predict on Wii’s directionToo few Wii's
3. Wii VS PS3 Hardcore gamers complain on graphic. Cut cost is a double-edged sword.
1. PS3 = Sale decreases Wii = Sale increases
SWOTAnalysis
Nintendo 2011Opportunities
2. Wii VS PS3 - On the same shelves to compete- Same promotion period
SWOTAnalysis
Nintendo 2011Opportunities
3. Partnership
4. Higher rate cost of living
5. Health concern
Growth in Total Health Expenditure Per Capita, U.S. and Selected Countries, 1970-2008
Source: (Organisation for Economic Co-operation and Development , 2011)
1. Unbalance economy- Oil price rise = Higher Logistic cost
2. IT companiesApple - iPad iPhoneBB - PlaybookSamsung - Galaxy TabHTC - Window 7 (Xbox)
SWOTAnalysis
Nintendo 2011Threats
Source: (Nintendo Co., Ltd., 2011)
RecommendationsPartnership with other IT companiesImprove in Customer Relationship Management
(CRM) - NinClub60+- Free Wii to almshouse/nursing home
Think as a Don’t play no game that I can’t win
Gabor George Burt
Conclusion
Marketer
• Bold, B. (2011, June 8). Marketing Magazine. Retrieved from http://www.marketingmagazine.co.uk/news/1073885/Nintendo-deploy-Wii-U-fight-gaming-share/
• Davies, C. (2010, March 24). Slash Gear. Retrieved from http://www.slashgear.com/iphone-os-grabs-us-game-market-share-from-psp-ds-2478947/
• Gruener, W. (2009, July 17). TG Daily. Retrieved from http://www.tgdaily.com/trendwatch-features/43289-nintendo-wii-surrenders-market-share-in-weak-game-console-market
• Gruener, W. (2009, July 17). TG Daily. Retrieved from http://www.tgdaily.com/trendwatch-features/43289-nintendo-wii-surrenders-market-share-in-weak-game-console-market
• Layton, D. S. (2009, July 6). /blueoceanstrategicplanning. Retrieved from http://blueoceanstrategicplanning.blogspot.com/2009/07/after-you-define-three-tiers-of-non.html
References
• Moats, B. (2008). Nintendo Wii. Marketing Plan for Marketing Management, 4-12.
• Nintendo Co., Ltd. (2006). Annual Report 2006. Tokyo: Nintendo Co., Ltd.
• Nintendo Co., Ltd. (2011). Annual Report 2011. Tokyo: Nintendo Co., Ltd.
• O’Gorman1, P. (2008). Parmelo Business Review 2008. Wii: Creating a Blue Ocean, The Nintendo Way, 97-107.
• Organisation for Economic Co-operation and Development. (April 2011). Growth in Total Health Expenditure Per Capita, U.S. and Selected Countries, Kaiser Family Foundation: http://facts.kff.org/chart.aspx?ch=1964
• Pethkar, M. (2011, April 13). Strategy Development. Retrieved from http://strategyatheinz.blogspot.com/2011/04/nintendos-wii-swimming-in-blue-ocean.html
• W. Chan Kim, R. M. (2010). Blue Ocean Strategy. Retrieved from http://www.blueoceanstrategy.com/abo/4_action.html
References