of either sex;Depict random, gratuitous or excessive violence, such as blood or body dismemberment;Depict graphic illustration of death;Depict excessive force in a sport;Reflect ethnic, racial, religious, nationalistic or sexual stereotypes;Use profanity or obscenity in any form orincorporate language or gestures that could be offensive;Incorporate or encourage the use of illegal drugs, smoking
ofthe reasons by analyzing game industry andNintendo’s key success factors.
A. Reason for choice
Nintendo had ups and downs within 5 to 10 years and made some critical choices to bring a tremendous success tothe company. As a student majoring business, I thought there are plenty of things that we can learn from the case ofNintendo.
B. Financial status
In 2002, Nintendo mad
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, Nintendocan provide a demo version that people can play Nintendo’s new product briefly. In that sense, if Nintendo starts releasing the social g
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3D or 4D media contents let users see and feel everything.
More Genres are expected to be screened with 3D or 4D
Enhancement of telepresence
Among other things, 3D movies are anticipated to popularity expecially such as SF or Action Genre
Nintendo Wii and Sony are developing 3D game
Through maximization ofthe senses can enhance the e
are focused on simplicity so that people easily get bored ofthem. Because of all ages targeting and lack of diversity, they failed to create manias and opinion leaders. To benefit from their targeting strategy and forming communities of opinion leaders as well, they should have produced both masculine and feminine game titles. Also, since on-line system is the most popular trend in game