13456796a ng john breinard

Page 1

13456796A 2014 - 2015

FINAL YEAR PROJECT

ADVERTISING DESIGN

NG, John Breinard

Nintendo is a global brand that created uncountable games.This book will study about Nintendo, include reseach, process and outcome.


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Nintendo

Background History Products


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Native name 任天堂株式会社

Formerly called Nintendo Koppai Nintendo Playing Card Co.

Industry Video games Interactive entertainment Consumer electronics Founded Kyoto, Japan (September 23, 1889)

Founder Fusajiro Yamauchi Headquarters Kyoto, Japan


Nintendo Co., Ltd. 任天堂株式会社 Nintendō Kabushiki gaisha

America USA and Canada (English) Canada (French) Mexico and Brazil Asia-Pacific Japan, Taiwan, Korea, Hong Kong, Australia, New Zealand Europe Austria België belong (Netherlands) Belgium (French) Czech Republic Denmark Germany Spain Finland France Greece Hungary Italy Netherlands Norway Poland Portugal Russia South Africa Sweden Switzerland (German) Switzerland (French) Svizzera Hotel (Italy) Turkey Britain and Ireland


Fusajiro Yamauchi

(Yamauchi, FusajirĹ?, November 22, 1859 – January 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo Company Limited. Yamauchi lived in Kyoto, Japan and had a daughter, Tei Yamauchi (who later married future Nintendo p re s i d e n t a n d Fu s a j i ro Yamauchi's successor, Sekiryo Kaneda).


Nintendo Co., Ltd.

is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world's largest video game company by revenue. Founded on September 23, 1889 by Fusajiro Yamauchi( Yamauchi, FusajirĹ?, November 22, 1859 – January 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo Company Limited. Yamauchi lived in Kyoto, Japan and had a daughter, Tei Yamauchi


Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and Japan's third most valuable listed company with a market value of over US$85 billion. Nintendo of America is also the majority owner of the Seattle Mariners Major League Baseball team. The word "Nintendo" can be roughly translated from Japanese to English as "leave luck to heaven." As of March 31, 2014, Nintendo reports historically cumulative sales of over 670.43 million hardware units and 4.23 billion software units.


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1889–1956

As a card company Former headquarters plate, from when N i n t e n d o w a s s o l e l y a p l a y i n g c a rd company Nintendo was founded as a card company in late 1889, later (1951) named Nintendo Koppai (Nintendo Playing Card Co. Ltd.). Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. The handmade cards soon became popular, and Yamauchi hired assistants to mass-produce cards to satisfy demand. Nintendo now continues to manufacture playing cards in Japan and organizes its own contract bridge tournament called the "Nintendo Cup"


1956–1974

New ventures T h e L o v e Te s t e r, o n e o f N i n t e n d o ' s experimental toys. In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the U.S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found that the world's biggest company in his business was only using a small office. This was a turning point when Yamauchi realized the limitations of the playing card business. He then gained access to Disney's In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co., Ltd. The company then began to experiment in other areas of business using newly injected capital. During this period of time between 1963 and 1968, Nintendo set up a taxi company, a love hotel chain, a TV network, a food company (selling instant rice) and several other ventures. All of these ventures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo's STOCK price plummeted to ÂĽ60.


In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" d e p a r t m e n t a s a p ro d u c t d e v e l o p e r. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and

In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Following some success, Nintendo developed several more light gun machines (such as the light gun shooter game Wild Gunman) for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new MARKET.


Early electronic era 1974–1978 Nintendo's first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game (for example, Color TV Game 6 featured six versions of Light Tennis). A student product developer named Shigeru Miyamoto was hired by Nintendo at this time. He worked for Yokoi, and one of his first tasks was to design the casing for several of the Color TV Game consoles. Miyamoto went on to create, direct and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry.


In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda, and several more titles followed. Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the Atari 2600, Intellivision and ColecoVision) gave Nintendo a huge boost in profit and in addition, the game also introduced an early iteration of Mario, known then as Jumpman, the eventual mascot of the company.


1979–2003 Success with video games

In 1979, Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch. In 1980, Nintendo launched Game & Wa t c h — a h a n d h e l d v i d e o game series developed by Yokoi. These systems do not contain interchangeable cartridges and thus the hardware was tied to the game. The first Game & Watch game released, titled Ball, was distributed worldwide. The modern "cross" D-pad design was developed in 1982 by Yokoi f o r a D o n ke y Ko n g v e r s i o n . Proven to be popular, the design was patented by Nintendo. It In 1983, Nintendo launched the Family Computer (colloquialized as "Famicom") home video game console in Japan, alongside ports of its most popular arcade titles. In 1985, a cosmetically reworked version of the system known outside of Japan as the Nintendo Entertainment System or NES, launched in North America. The practice of bundling the system along with select games helped to make Super Mario Bros. one of the best-selling video games in history.


Aiming to produce an affordable virtual reality console, Nintendo released the Virtual Boy in 1995, designed by Gunpei Yokoi. The c o n s o l e c o n s i s t s o f a h ea d mounted semi-portable system with one red-colored screen for each of the user's eyes, featuring stereoscopic graphics. Games are viewed through a binocular eyepiece and controlled using an affixed gamepad. Critics were generally disappointed with the quality of the games and the redcolored graphics, and complained of gameplay-induced headaches. The system sold poorly and was quietly discontinued. Amid the system's failure, Yokoi retired from Nintendo. During the same year, Nintendo launched the Satellaview in Japan, a peripheral for the Super Famicom. The accessory allowed users to play video games via broadcast for a set period of time. Various games were made exclusively for the platform, as well as various remakes.


In 1988, Gunpei Yokoi and his team at Nintendo R&D1 conceived the new Game Boy handheld system, with the purpose of merging the two very successful ideas of the Game & Watch's portability along with the NES's cartridge interchangeability. Nintendo released the Game Boy in Japan on April 21, 1989, and in North America on July 31, 1989. Nintendo of America president Minoru Arakawa managed a deal to bundle the popular third party game Tetris along with the Game Boy, and the pair launched as an instant success.


In 1989, Nintendo announced plans to release the successor to the Famicom, the Super Famicom. Based on a 16-bit processor, Nintendo boasted significantly superior hardware specifications of graphics, sound, and game speed over the original 8-bit Famicom. The system was also said to have backwards compatibility with Famicom games, though this feature was ultimately cut upon release. The Super Famicom was finally released relatively late to the MARKET in Japan on November 21, 1990, and released as the Super Nintendo Entertainment System (abbreviated to SNES or Super Nintendo) in North America on August 23, 1991 and in Europe in 1992. Its main rival was the 16-bit Sega Mega Drive, known in North America as Sega Genesis, which had been advertised aggressively against the nascent 8-bit NES. A console war between Sega and Nintendo ensued during the early 1990s. From 1990 to 1992, Nintendo opened World of Nintendo shops in the United States where consumers could test and buy Nintendo products.


In August 1993, Nintendo announced the SNES's successor, code-named Project Reality. Featuring 64-bit graphics, the new system was developed as a joint venture between Nintendo and NorthAmerican-based technology company S i l i c o n G r a p h i c s . Th e s y s t e m w a s announced to be released by the end of 1995, but was subsequently delayed. Meanwhile, Nintendo continued the Nintendo Entertainment System family with the release of the NES-101, a smaller redesign of the original NES. Nintendo also announced a CD drive peripheral called the SNES-CD, which was codeveloped first by Sony with the name "Play Station" and then by Philips. Bearing prototypes and joint announcements at the Consumer Electronics Show, it was on track for a 1994 release, but was controversially cancelled.


In 1996, Nintendo released the Ultra 64 as the Nintendo 64 in Japan and North America. The console was later released in Europe and Australia in 1997. Despite the limitations set by using cartridges, the technical specifications of the Nintendo 64 surpassed its competitors. With its MARKET shares slipping to the Sega Saturn and partner-turned-rival Sony PlayStation, Nintendo revitalized its brand by launching a $185 million MARKETINGcampaign centered around the "Play it Loud" slogan. During the same year, Nintendo also released the Game Boy Pocket in Japan, a smaller version of the Game Boy that generated more sales for the platform. On October 4, 1996, famed Nintendo developer Gunpei Yokoi died in a car crash. In 1997, Nintendo released the SNS-101 (called Super Famicom Jr. in Japan), a smaller redesigned version of the Super Nintendo Entertainment System.



In 1998, the successor to the Game Boy, the Game Boy Color, was released. The system had improved technical specifications allowing it to run games made specifically for the system as well as games released for the Game Boy, albeit with added color. The Game Boy Camera and Printer were also released as accessories. In October 1998, Retro Studios was founded as an alliance between Nintendo and former Iguana Entertainment founder Jeff Spangenberg. Nintendo saw an opportunity for the new studio to create games for the upcoming GameCube targeting an older demographic, in the same vein as Iguana Entertainment's successful Turok series for the Nintendo 64.


2004-Present

A new direction in video games The Wii Remote, along with the Wii, was said to be revolutionary because of its motion detection capabilities. In 2004, Nintendo released the Nintendo DS, its fourth major handheld system. The DS is a dual screened handheld featuring touch screen capabilities, which respond to either a stylus or the touch of a finger. Former Nintendo president and now chairman Hiroshi Yamauchi was translated by GameScience as explaining, "If we can increase the scope of the industry, we can re-energise the global MARKET and lift Japan out of depression - that is Nintendo's mission.". Regarding lukewarm GameCube sales which had yielded the company's first reported operating loss in over 100 years, Yamauchi continued: "The DS represents a critical moment for Nintendo's success over the next two years. If it succeeds, we rise to the heavens, if it fails, we sink into hell." Thanks to titles such as Nintendogs and Mario Kart DS, the DS became a success. In 2005, Nintendo released the Game Boy Micro in North America, a redesign of the Game Boy Advance. The last system in the Game Boy line, it was also the smallest Game Boy, and the least successful. In the middle of 2005, Nintendo opened the Nintendo World Store in New York City, which would sell Nintendo games, present a museum of Nintendo history, and host public parties such as for product launches.


In the first half of 2006, Nintendo released the Nintendo DS Lite, a version of the original Nintendo DS with lighter weight, brighter screen, and better battery life. In addition to this streamlined design, its prolific subset of casual games appealed to the masses, such as the Brain Age series. Meanwhile, New Super Mario Bros. provided a substantial addition to the Mario series when it was launched to the top of sales charts. The s u c c e s s f u l d i re c t i o n o f t h e Nintendo DS had a big influence on Nintendo's next home console, which had been code named "Revolution" and was now renamed to "Wii".


In the latter half of 2006, Nintendo released the Wii as the backwards-compatible successor to the GameCube. Based upon intricate Wii Remote motion controls and a balance board, the Wii inspired several new game franchises, some targeted at entirely new MARKET segments of casual and fitness gaming. At over 100 million units, the Wii is the best selling console of the seventh generation, regaining the MARKET share lost during the tenures of the Nintendo 64 and the GameCube. During the holiday season of 2008, Nintendo followed up the success of the DS Lite with the release of the Nintendo DSi in Japan. The system features two cameras, one facing towards the player and one facing outwards, and had an online distribution store called DSiWare. The DSi was later released worldwide during 2009. In the latter half of 2009, Nintendo released the Nintendo DSi XL in Japan, a larger version of the DSi. This updated system was later released worldwide in 2010. On May 1, 2007, Nintendo acquired an 80% stake on video game development company Monolith Soft, previously owned by Bandai Namco. Monolith Soft is best known for developing role-playing games such as the Xenosaga and Baten Kaitos series.


On September 25, 2013, Nintendo announced it had purchased a 28% stake in a Panasonic spin-off company called PUX Corporation. The company specializes in face and voice recognition technology, with which Nintendo intends to improve the usability of future game systems. Nintendo has also worked with this company in the past to create character recognition software for a Nintendo DS touchscreen. After announcing a 30% dive in profits for the April to December 2013 period, President Satoru Iwata announced he would take a 50% pay-cut, with other executives seeing reductions by 20%-30%. During a May 7, 2014, INVESTORS' meeting, Nintendo confirmed that it had spent over $150 million on an acquisition of an unspecified, non-Japanese, non-gaming, technology company. In 2015, Nintendo announced its exit from the Brazilian MARKET after four years of distributing products in the country. Nintendo cited high import duties and lack of local manufacturing operation as reasons for leaving. Nintendo continues its partnership with Juegos de Video LatinoamĂŠrica to distribute products to rest of Latin America.


I n Fe b r u a r y 2 0 1 4 , N i n t e n d o acquired Mobiclip, a Francebased research and development company specialized in highly optimized software technologies s u c h a s v i d e o c o m p re s s i o n . The company's name was later changed to Nintendo European Research & Development. During the fourth quarter o f 2 0 1 2 , N i n t e n d o re l e a s e d the Wii U. It sold slower than expected, although being the first eighth generation console. By September 2013, however, sales had rebounded.[clarification needed] Intending to broaden t h e 3 D S M A R K E T, N i n t e n d o released 2013's cost-reduced Nintendo 2DS. The 2DS is completely compatible but lacks the 3DS's more expensive but cosmetic autostereoscopic 3D feature. Nintendo also released the Wii Mini, a cheaper and nonnetworked redesign of the Wii.



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Summary nintendo did a long of changed of the products, and at last they has been successful on producing video games. At 1979-1987, it’s the start of trying to make some video games and they focus the game on family. And at 1996 -2001 Nintendo 64 (N64) in Japan to launch, and brought great success, the first day has sold more than 500,000 Nintendo Game Boy volume ratio followed the introduction of even tiny Game Boy Pocket. "PokÊmon" too big to launch and tremendous support in Japan. "Pokemon" in a short time to get the authority to make Nintendo again demonstrated its position on the gaming world. until now they are still one of the most successful company in the world


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Nintendo Entertainment System games that have sold or shipped at least two million copies Title Release year Super Mario Bros. 1985 Duck Hunt 1985 Super Mario Bros. 3 1990 Super Mario Bros. 2 1988 Tetris 1989

Copies sold 40.24 million 28 million 18 million 10 million 8 million

Super Nintendo Entertainment System Title Donkey Kong Country Donkey Kong Country 2: Diddy's Kong Quest Star Fox Street Fighter II Turbo Street Fighter II: The World Warrior

Copies sold 9 million 4.37 million 4 million 4.1 million 6.3 million

Nintendo 64 Title Super Mario 64 Mario Kart 64 GoldenEye 007 The Legend of Zelda: Ocarina of Time Super Smash Bros.

Copies sold 11.62 million 9.87 million 8 million 7.6 million 5 million


Nintendo GameCube Title The Legend of Zelda: The Wind Waker Super Smash Bros. Melee Super Mario Sunshine Metroid Prime Mario Party 4

Copies sold 3.07 million 7.09 million 5.9 million 2 million 2.00 million

Wii

Title Wii Sports Mario Kart Wii Wii Sports Resort Wii Play

Total copies sold 82.54 million 35.53 million 32.58 million 28.02 million

Wii U

Title Total copies sold Mario Kart 8 4.77 million Nintendo Land 4.44 million Super Mario 3D World 3.79 million Super Smash Bros. for Wii U 3.39 million


Game Boy and Game Boy Color Title Tetris 35 million Pokémon Red and Blue Pokémon Gold and Silver Super Mario Land Super Mario Land 2: 6 Golden Coins Pokémon Yellow

Copies sold 23.64 million 23 million; 18.06 million 11.09 million 8.86 million

Game Boy Advance

Title Pokémon Ruby and Sapphire Pokémon FireRed and LeafGreen Pokémon Emerald Mario Kart: Super Circuit Super Mario World: Super Mario Advance 2

Copies sold 16.22 million 11.82 million 6.32 million 5.91 million 4.179 million


Nintendo DS Title Super Mario 64 DS Pokémon Platinum Pokémon HeartGold and SoulSilver Pokémon Diamond and Pearl Pokémon Black and White

Total copies sold 11.03 million 7.06 million 12.72 million 17.63 million 15.58 million

Nintendo 3DS

Title Pokémon X and Y Pokémon Omega Ruby and Alpha Sapphire Super Mario 3D Land New Super Mario Bros. 2

Total copies sold 13.70 millionz 9.35 million 9.27 million 9.01 million



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Your gender is ? male 38 88% female 5 12%

When did you born ? 1880 to1899 年 0 1900 to1919 年 0 1920 to1939 年 0 1940 to1959 年 0 1960 to1979 年 3 1980 to1999 年 37 2000 to2015 年 3

0% 0% 0% 0% 7% 86% 7%

Which ages you play nintendo the most? 6 to 12 12 28% 13 to 18 24 56% 18 to 22 4 9% 22 or above 0 0% still playing 3 7% others 0 0%

Are you still playing nintendo games ? yes 16 37% no 27 63%

Playstation [1 is highest, 3 lowest] 1 26 60% 2 12 28% 3 5 12% Nintendo [1 is highest, 3 lowest] 1 20 47% 2 17 40% 3 6 14% Xbox [[1 is highest, 3 lowest] 1 0 0% 2 11 26%


Do you think the three most classic Nintendo game? Wii Sports series 7 Mario series 36 Pokemon series 30 10 炸彈人 series 16 俄羅斯方塊 series 3 星之卡比 series 6 洛克人 series 3 魔物獵人 series FC 坦克大戰 series 1 Duck Hunt series 0 SD 鋼彈 series 3 The Legend of Zelda series 1 Donkey Kong Country series 0 Dragon Quest 勇者鬥惡龍 series 3 Street Fighter series 8 Golf series 0 GoldenEye 007 series 0 Super Smash Bros. Melee series 0 Nintendo Land series 0

16% 84% 70% 23% 37% 7% 14% 7% 2% 0% 7% 2% 0% 7% 19% 0% 0% 0% 0%

f you have some free time, you will play with it? yes 39 91% no 4 9%

Which produtcs is you like the most ? FC(又名 NES、紅白機 ) 2 5% SFC(超任) 1 2% 64(N64) 1 2% Game Cube(NGC) 2 5% Wii 28 65% Wii U 2 5% Game Boy(GBC、GBL、GBP)29 67% GBA(GBASP 和 GBM) 32 74% DS 18 42% 3DS 8 19% Which game series do you like most ? Wii Sports series 14 33% Mario series 29 67% Pokemon series 28 65% 11 26% 炸彈人 series 11 26% 俄羅斯方塊 series 6 14% 星之卡比 series 8 19% 洛克人 series 10 23% 魔物獵人 series FC 坦克大戰 series 2 5% Duck Hunt series 0 0% SD 鋼彈 series 1 2% The Legend of Zelda series 0 0% Donkey Kong Country series 1 2% Dragon Quest 勇者鬥惡龍 series 1 2% Street Fighter series 8 19% Golf series 0 0% GoldenEye 007 series 0 0% Super Smash Bros. Melee series 0 0% Nintendo Land series 0 0% Why you didn't play Nintendo? waste time 3 7% no time to play 11 26% Passed 5 12% quality bad 7 16% Too monotonous game 1 2% others 3 7%


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Situation Nintendo is one of the world's largest video game company. It developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and Japan's third most valuable listed company with a market value of over US$85 billion. As of March 31, 2014, Nintendo reports historically cumulative sales of over 670.43 million hardware units and 4.23 billion software units.

Problem In summary, business performance in 2013, Nintendo discovered that he had dropped far in the third game console industry. Both next-generation consoles PlayStation 4 and Microsoft's Xbox One, have come out in the end. Compare 2013 global sales hosts three consoles, Wii U can be found only sold 1.95 million units, while the PS4 is Kuangmai the 4.2 million units. Sales slightly Johnson a chip PS4 Xbox One, also sold three million units, or more than 50% higher than Wii U. In the past nintendo was the best company.


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Aims Nintendo is defined as a corporate social responsibility "Everyone on both Nintendo put a smile touched the surface." Nintendo in the global gaming industry has always strongly opposed to violence and pornography, and to develop the best game of all ages to have any.


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Family Teenager kids

We c a n s e e t h e a i m s o f t h e company show that their target audience is family, and we can see that form the products they made, the item is for teenagers. we can see that on the Questionnaire. And the most of the target are 13 to 18 years old, the next coming is 6 to 12 years old. That mean the teenagers and kids are the traget audience. Also, we can find it out on the products they made. The products Wii is made and their are a lot of games for family, the most successful one is the Wii Sports, got 82.54 million total copies sold. And Wii Sports is a game that for fmaily members to play.


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Persona1

Robinson's family Quick Stats Age : 14, 36 , 34, 12 (From left to right) Locations: Hong Kong, Kwai Chung Status: Married About Robinson's family Robinson's family already have 2 kids, and when week end hoilday, their family we play wii to relax and have some fun.

"When you don't want to go out, but want to do some sports and play with your family, Wii is a good chooice for you. The sports game really can give the communication to you and your childrens. I like Wii!!"Mr. Robinson said that


Persona2

Ng Tai To, Jackson Quick Stats Age : 16 years old Occupation: student Locations: Hong Kong, Causeway Bay Status: Single

About Jackson Jackson is a high school students. When he have some time, he will play N3DS to kill the time. Because N3DS have a lot of games and it's 3D quality. And he started playing nintendo games when he was 6 years old.

"I like playing N3DS, there are a lot of nice games, such as the new games Monster Hunter 4G, it's so nice! When i started play the games, i often forget the time, i will play more than 4 hours a day, becuase it's really nice to play!"said Jasckson


Persona3

Wong Wai Chung, Timmy Quick Stats Age : 12 years old Occupation: student Locations: Hong Kong, Mong Kok

About Timmy Timmy is a primary school student, everyday when he comeback home, he's start his Gamesboy and play the games come from he's dady. Gamesboy is a old style game, but still can have some fun with it.

"Gameboys is a gift come from my dady, he played this game when he was young, and now is me! It's a really good games." said by Timmy.


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Highest Price

Longest History

Shortest History

Lowest Price


Best game quality

Control for the easiest

Control for the hardest

Worst game quality


Maximum Sales

Minimum Total sales

Maximum Total Sales

Minimum sales


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The game are good for a family Easy to play, good for kids or teenagers Cute main character design Simpale games but form more

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The games are more suitable for boy when there are no Wii. So that some of gril maybe not interest at nintendo games. The games quality is not that good. The gmaes is too simple, if you grow up you maybe will not play nintendo games.

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The target audience is teenagers or kids or family, although maybe will keep changing the target audience to different people, but the target audience is unlimited.

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Target audience are the kid, teenager or family. But when the kids or teenagers grow up, they will not play nintendo games any more, hard to hold the same target audience. People think that Nintendo games is for kids or teenagers.


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At the conclusion, we can see that Nintendo is one of the bigest compnany of the world, but nowaday Nintendo is getting worst. Fisrt of all, if we have a look at the position mapping, we can find out that nintendo have a cheap price but he the longest history. And the game style is simple and easy to play.Nintendo have a lot of adventages, such as the simple game and low quality become the style of nintendo, because there are a lot of graphic. But the sales total and this current years, Nintendo is not the best one. Also, the aims of Nintendo is strongly opposed to violence and pornography, and to develop the best game of all ages to have any. The target audience, we can find out that form the questionnaire , it's kid, teenagers and family. We can also find it on the products of Nintendo. After this questionnaire, i find out that most of the people play nindento is 13-18 years old, and the next one is 6-12 years old. And different peoople have different interest, Pokemon, Mario is the most of people like. And if they have free time, most of them we play again. Also the reason of stop playing nintendo game are different reason.


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