About Nintendo
가정용 레저(leisure) 기기의 제조 및 판매 회사
1889년 카드게임을 만드는 교토(京都)의 전통 기업으로 출발
1949년 장난감 개발로 사업을 전환
1997년 비디오 게임 출시
1983년 패미콤 출시로 사업 구조 탈바꿈
1985년 슈퍼마리오 출시
1990년 소니, MS와 함께 세계적인 게임 회사로 자리매김
3.2) Promotion & Feedback
Nintendo could use its social game to promote its hardware and software. It is more effective to play a game in person rather than just listening or watching advertisement. For example, as one way of promoting new product, Nintendo can provide a demo version that people can play Nintendo’s new product briefly. In that sense, if Nintendo starts releasing the social g
2. Crisis of Nintendo
1). First crisis : Crisis from enlarging their business
They enlarged their business to instant rice for one meal. Nowadays it is very normal product but, it was great idea at that time. However, that business failed because they could not control taste of the instant rice. Afterwards, they did motel business, copy machine business, taxi business but they failed in all
Nintendo DS and Wii
Introduction
Two men entered a conference room in a Gangnam office tower in Seoul city. It was a cold, wintry day in November. They greeted each other cordially but with noticeable restraint. The CEO of Nintendo Korea, Mineo Kouda, was already waiting in a conference room. Taking seats on opposite sides of a large conference table, they settled down to begin discussions
(3) Period 3
닌텐도의 휴대용 게임기 Nintendo DS의 성공으로 시장의 새로운 바람이 불기 시작한 기간이다.
소니는 Full HD를 탑재한 PS 3를 시장에 내놓았고, 더불어 휴대용 게임기 PSP를 출시했다. 또한
닌텐도는 가정용 게임기 Wii를 출시하였고, 이 때부터 닌텐도의 시장 점유율과 판매량을 급격히