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Carolyn Black's List: Nintendo Analysis

    • Console is the largest segment in the industry, but online, mobile and broadband are some of the fastest growing segments.
    • There are several strategy-shaping business and economic characteristics of the console segment. These include the intensity of competition, the relationship between console manufacturers

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    • This week, as the industry gathers in downtown Los Angeles for its annual E3 extravaganza, some experts are questioning how significant those boxes of electronics really are in a rapidly changing video game business.
    • After dominating the market for decades and making their way into 1 out of every 2 U.S. homes, consoles are beginning to face serious competition as teenagers and adults increasingly play games designed for smartphones, tablets and online social networks.

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    • Nintendo is the one of the key players among three big giant in the industry and Sony and Microsoft both fall in to the latter category. Thus, safe in a fairly differentiated position, Nintendo is in a dominant position in the marketplace paying off the Nintendo’s sales of the Wii far outpacing original expectations. Sony is no longer dominating the market, and compared to the previous distribution of demand for gaming consoles is losing significant ground.
    • In contrast, Sony and Microsoft court the hardcore gamer and expect console sales to trickle down to more casual gamers. Therefore, the fight in the console industry traditionally was based on the technology, features, graphics and games sophistication to attract the hardcore gamers. For example, Microsoft X-box which exceeds all the areas of Sony Play station before Sony introduced its PS3 and later Sony responded with an improved PS3 incorporating a Blu-ray drive within every S3. To win the competition, Nintendo introduced Wii targeting a new group of customers segment and carve out a niche for itself. In its new console system Nintendo designed a wireless controls which allows players to mimic life like actions for gaming control.

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    • LOS ANGELES (Hollywood Reporter) - The video game industry is expected to shoot from $41.9 billion in global sales last year to $68.3 billion in 2012, a compound annual growth rate of 10.3 percent and better than all other media sectors except for online advertising and access.
    • The data comes courtesy of the upcoming "Global Entertainment and Media Outlook: 2008-2012" from PricewaterhouseCoopers.

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    • Threat of Substitutes:
    • Threat of New Entrants:

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    • Mobiclip
      Merger/Acquisition
    • Nintendo Co. Ltd. (OSE: 7974) acquired Mobiclip on September 30, 2011. James Robinson of Herbert Smith LLP acted as legal advisor for Nintendo.

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    • Sony makes mobile gaming push with handheld Vita
    • Sony is intensifying its push in handheld gaming with a gadget aimed at hardcore players looking for something with a bit more punch than "Angry Birds," "Words With Friends" and other smartphone pastimes.

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    • Sony has posted a loss of $1.2 billion for the quarter ending December 31, 2011, citing floods in Thailand as a major contributing factor for the disappointing result.
    • Redmond, Wash. – Oct 28, 2010
      • During the quarter, Microsoft saw year-over-year growth across all business segments. Among the highlights are these:
         
      • Office 2010 is off to a fast start with revenue growing over 15% in its first full quarter in market.
      • Microsoft continues to see a healthy and sustaining business PC refresh cycle.
      • Xbox 360 consoles grew 38%, outselling every competing console in the U.S. for each of the past four months.
      • For yet another quarter, Bing continued to grow market share, while achieving major milestones in implementing Microsoft’s partnership with Yahoo.
  • Feb 28, 12

    Sony brought in $23,370 million in revenue, a 17.4% year-on-year decrease.

    • Sony brought in $23,370 million in revenue, a 17.4% year-on-year decrease.
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