For many years, modern societies, especially in more developed countries have become increasingly individualistic. Indeed, individuals have been acting alone and for their own interests, which may also point to the phenomenon of hedonism. This refers to the pursuit of pleasure becoming the primary aim of individuals.
Pleasure is a subjective concept, and it reinforces the idea of increasing individualism of contemporary societies. In addition to these societal changes, there have been significant innovations in technology and science. For example, we can cite the explosion of the sectors of IT and mobile telephony.
Therefore, in terms of market and trade, companies had to adapt to different expectations of the population and thus adapt new technologies in order to preserve their position in their market. They face competition increasingly mainly due to the globalization of markets, and the expansion of trade. Thus, in the video game market, the technology side is the key factor for successful product, there were simple games (in their design and content).
They were highly individualistic, and comprised one or more players but a single "hero". Then this segment of the entertainment market grew dramatically. Therefore, it would be interesting to know how one sector appears to target a specific share of the population and broadened the audience, and the number of players.
Also, how did the brand Nintendo face the competition and also the diverse needs of consumers in order to increase its market share and to be able to expand its target consumers? Initially, an overview of the sector can effectively delineate the scope of research and provide important elements to the answer of our problem.
Then, we will try to define the marketing mix predominantly present in the video game industry. Finally, we will see if Nintendo will focus our development on the Wii and DS ranges of the sign. It is necessary to clarify that in the video game industry, there are different media, different platforms on which consumers can play such as: computers, consoles, and handhelds.
Thus, although indirect competition is between these three segments, it remains largely increased because the major retailers all competing for market share in each of these segments.
We'll give you a brief history of this area by concentrating our development in the history of home consoles in order to highlight the particularities and various stakeholders specific to this area.
In the 1960s, a few video games were created, but considering that it was not until the 1970s that the popularity of these games is really born, especially with the success of the game "Pong" designed by Nolan Bushnell, Atari founder of the company, developing video games and computers public.
First in the form of arcade, this game had a game of table tennis and released later as a home console in 1975. But the first home console appeared in 1972 under the name "Magnavox Odyssey," a console that lets you connect directly to the TV: this is the beginning of the first generation of video game console.
But this period is very short (until 1975) and quickly gives way to the second generation of video game a little more powerful. Yet in 1983, speaking of the video game crash where all the companies and especially the United States suffers a downturn in industrial activity as competition games on personal computers is significant.
Tags: video games; Wii; Nintendo; history of video games
[...] Nintendo widened the gap with the presence of a gun of the very legendary Nintendo (1980s – 1990s). Since the accessories have evolved considerably, the brand found, for example, a remote control to play DVDs on the Microsoft, adapting high- quality DTT for the Sony console. There are also additional accessories like a guitar on the latest Sony, or a tactile board game called Wii Fit on the latest Nintendo Wii (which can capture body movements, and therefore, the player can do gymnastics, for example). [...]
[...] In this universe, Nintendo, which has been witnessing declining business since the late 90s (marked by the arrival of Sony and its Playstation) had failed so far to catch up. This has now changed with the shift brought about by the Japanese firm. Indeed, the shift began with the N64 controllers can be connected simultaneously) and Gamecube (better performance); this makes perfect sense now with the DS and Wii. Nintendo is interested in children, adolescents, young adults, adults and seniors by offering a new way to play with new features. [...]
[...] It used advanced technologies in new ways and Nintendo does know its audience quite well. Indeed, the Wii system is more complex than the Nintendo 64 and the first console to consume the minimum possible energy when left in standby mode. Conclusion The world of console gaming is a particularly active. Each year witnesses increasing number of players around the globe. The successive generations of consoles have even more followers. This growing sector meets consumer expectations. Technological advances is complemented by the evolving technological awareness of the consumers and this is reflected in practice. [...]
[...] For example, we can cite the explosion of the sectors of IT and mobile telephony. Therefore, in terms of market and trade, companies had to adapt to different expectations of the population and therefore also adapt to new technologies in order to preserve their position in their market faced with increasing competition mainly due to the globalization of markets, that is to say, the expansion of trade. In the video game market, the technological aspect is, in most cases, the key element to the success of the product, first there were simple games (in terms of their design and content) of individualistic nature, namely games of one or more players but only one "hero". [...]
[...] Indeed, we must make the brand appeal to all demographic groups: Wii looks like ‘we', ‘we' in English. The simplicity of the name illustrates the simplicity of playing with the Wii. The communication policy of Nintendo focuses on usability. Nintendo goes further than just gaming. This coexistence between members of the household is strengthened with the feature that allows users to leave messages for the other household members on the desktop based on the calendar of the console, for example. This feature is highlighted in advertisements. [...]
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