ID-number: 0945782
0923568
Term Paper
Handelshøyskolen BI
- Wii U Example -
Exam code and brand:
EXC 2112 – Buyer Behavior
Deadline:
11. 12. 2013
Place of study:
BI Oslo
Programme:
Bachelor in Business Supervision
Table of contents
Table of contents................................................................................................................. my spouse and i Summaryiii
1 . 0 Introduction1
1 . you Present situation1
2 . zero Swot analysis2
2 . 1 Strengths2
installment payments on your 1 . one particular Unique features2
2 . 1 . 2 Large brand awareness2
2 . 1 . 3 Foreign presence2
installment payments on your 1 . four Backwards compatibility3
2 . 1 . 5 Price3
2 . 1 ) 6 Special titles3
2 . 2 Weaknesses4
2 . 2 . 1 Weakened sales figure4
2 . 2 . 2 Reliance on suppliers4
installment payments on your 2 . three or more Child friendly image5
2 . 2 . four Loading time5
2 . several Opportunities5
installment payments on your 3. you Growing on the net gaming marketplace and interpersonal networking5
installment payments on your 3. a couple of Improved product sales due to value cuts and launch of high-profile titles5 2 . 3. 3 Improved cooperation with third party suppliers6
2 . 5 Threats6
installment payments on your 4. one particular Intense competition6
2 . 5. 2 Currency fluctuations7
installment payments on your 4. a few Short product lifecycle7
a few. 0 Consumer behavior7
a few. 1 Industry segmentation7
a few. 1 . 1 Nintendo previous segmentation strategies8
3. 1 . 2 Entering the ten generation of video game consoles8 3. 2 Motivation9
three or more. 3 Personality9
3. a few Consumer attitude9
3. 6 Changing company beliefs10
four. 0 Traditions and sociable influence11
some. 1 Electric power distance11
5. 2 Concern avoidance11
5. 3 Individualism vs Collectivism12
4. 5 Masculinity compared to Femininity12
4. 4 Long vs short-term-orientation12
5. zero The relationship between Wii U and Nintendo 3DS13
six. 0 Major issues root Wii U sales figures14
6. you Weak launch titles14
6th. 2 Deficiency of marketing14
7. 0 Promoting actions14
7. 1 Japan and European Europe15
7. 2 America and North Europe15
several. 3 East and The southern part of Europe15
Conclusion................................................................................................................... 4 Reference list............................................................................................................... versus Appendix................................................................................................................... viii
Summary
The subsequent study will focus on possible underlying factors of Nintendo wii console U´s unsatisfactory sales numbers and present an analysis of actions needed to be completed for revenue improvement. The analysis is arranged as follows. First of all, it will provide an SWOT-analysis, to indicate the company´s strength and weaknesses. Secondly, it will move on to discuss buyer behavior, coming from a general, social and sociable aspect, and what level Nintendo could make use of expertise within this area to improve sales. The study will highlight the partnership between Nintendo´s products, and aim to explain possible reasons for Wii U´s bad launching, and provide promoting actions that must be taken. Finally, a conclusion with the study will be provided, simply by discussing just how consumer habit can help all of us better figure out issues within just home computer game companies, such as integration among platforms and exclusive contracting.
Nintendo: Trailblazers in an Oligopoly
" The newly released is a place, where the greatest idea, not really the biggest spending budget will win" - Pieno Iwata, Director and CEO of Manufacturers Co. Limited
1 . 0 Introduction
When ever Nintendo Company., Ltd 1st saw the sunshine of trip to the end of the 19th century´s Japan, the business quickly turned out to be a major participant and head within the gambling industry. Today, over a century later, Nintendo is still doubtless one of the most crucial and relevant companies inside gaming and technology worldwide, and also detailed as one of Japan´s most valuable corporations.
The success began in 1889, when Nintendo-founder Fusajiro Yamauchi, commenced the production and distribution of hand crafted wooden game cards called " Hanafuda". This cut back the acceptance...