게임을 다운로드 해서 즐길 수 있음.
출시:
1.) 미국 – 2006년 11월 19일
2.) 일본 – 2006년 12월 2일
3.) 영국 – 2006년 12월 12일
4.) 한국 – 2008년 봄 ?
이름:
Wii = ‘We’ + ‘ii’ 합성어
- We : 가족 누구나 부담 없이 즐길 수 있는 컨셉트를 뜻함
- ii : ‘위’의 독창적인 컨트롤
technology. If the customer views their body in the webcam, AR replicates the image of the wanted image to fit the customer’s webcam image.This software promises a One Day Configuration, Markerless Technology, a new positioning tool, and a new shopper experience to customers. A fast configuration feature is given without any backend integration. A markerless technology promises to track the sh
game & entertainment service company but world’s pioneer online game & entertainment service company that makes people’s life joyful.
Goal of this study : to bring new over the 30’s customers from other companies, offering better casual games and entertainment sources
3. Theories & literature reviews.
4 P’s
http://www.netmba.com/marketing/mix/
Marketing
Nintendo’s History – Rise and Fall of the Company
Nintendo was founded in 1889 in Japan by Fujisaro Yamaguchi. The company explored into diverse products such as Japanese card games, table games, and even instant rice, until it finally set foot into electronic toys in 1970’s. Under the leadership of new CEO Hiroshi Yamaguchi, the grandson of Fujisaro Yamaguchi, Nintendo’s success s
using famous actors on prime time
Spent approximately 2,800,000,000Won for promotion in 2007
(including 1,480,000,000Won for TV advertising)
3,200,000,000Won in 2008
Famous actors laugh, cry, or scream, playing NDS like general citizens.
(build a sense of closeness to consumers)
Emphasize simplicity and educational purpose
Provides 3~4 commercials for each game title