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Nicholas H Bennett MKT 542 Final Project Nintendo – Third ... · MKT 542 Final Project Nintendo...

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Nicholas H Bennett MKT 542 Final Project Nintendo – Third in Sales, but First in Hearts Abstract Nintendo has been a fixture of the video game community since the debut of its original entertainment system (NES) in 1985. For over 30 years, the company has seen great success thanks in part to their characters evolving into iconic brands, including Mario, Zelda, Donkey Kong and more. However, in the last decade plus, Nintendo’s popularity has been challenged by Sony and Microsoft, who seem to have tailored their latest home console offerings to more “serious” gamers with Nintendo focused on appealing to the casual gamer. Its previous console, the Wii U, sold only 13.5 million units in its four-year lifespan, the lowest selling in the company’s history (APPENDIX A). While their home console offerings have not been able to match its success within the handheld console market (Game Boy, DS, 3DS), it still has not deterred Nintendo’s fan base’s anticipation for the release of the company’s newest console, the Nintendo Switch. Given the very lukewarm success the Wii U had, I wanted to take a look at one of Nintendo’s fan communities and understand why they remain so adamant about the brand. I analyze what makes them such a close group of gamers where they don’t seem to care as much about the company’s standing alongside Sony and Microsoft, so long as the company remains authentic to its gaming legacy. Background I begin by learning more about the new Switch console and some of the prominent features that Nintendo is actively promoting to the public. The Switch appears to take the most popular features of the Wii, the Wii U and handheld console models to create a gaming experience like no other (APPENDIX B). Impressively, as Nintendo describes on their website, the accompanying portable tablet is powerful enough for players to take it anywhere they want and continue their games with no interruptions. This technology allows games to experience a home-console, HD quality game from a handheld environment, something the marketplace has been clamoring for in recent years. Once on the go, the Switch’s controller can detach from the tablet to allow multiple players from wherever users want to play. The “Joy-Con” controllers each have the same buttons for equal play between both players, utilizing the motion controls and HD-rumble that the company successfully incorporated from the original Wii console. Each controller can also be used by one player in each hand using motion or combined with a peripheral into a more traditional gaming controller. It appears that Nintendo is trying to incorporate what has made them successful in the industry, i.e. the motion controls from the original Wii, portable gaming through technology that allows users to play home-console quality games without a TV and providing HD gaming to a fan base that did experience this with the Wii U. The Nintendo Switch is the result of the company listening to fans and incorporating what has made it special in this last decade.
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Page 1: Nicholas H Bennett MKT 542 Final Project Nintendo – Third ... · MKT 542 Final Project Nintendo – Third in Sales, but First in Hearts Abstract Nintendo has been a fixture of the

NicholasHBennettMKT542FinalProject

Nintendo–ThirdinSales,butFirstinHearts

AbstractNintendohasbeenafixtureofthevideogamecommunitysincethedebutofitsoriginalentertainmentsystem(NES)in1985.Forover30years,thecompanyhasseengreatsuccessthanksinparttotheircharactersevolvingintoiconicbrands,includingMario,Zelda,DonkeyKongandmore.However,inthelastdecadeplus,Nintendo’spopularityhasbeenchallengedbySonyandMicrosoft,whoseemtohavetailoredtheirlatesthomeconsoleofferingstomore“serious”gamerswithNintendofocusedonappealingtothecasualgamer.Itspreviousconsole,theWiiU,soldonly13.5millionunitsinitsfour-yearlifespan,thelowestsellinginthecompany’shistory(APPENDIXA).Whiletheirhomeconsoleofferingshavenotbeenabletomatchitssuccesswithinthehandheldconsolemarket(GameBoy,DS,3DS),itstillhasnotdeterredNintendo’sfanbase’santicipationforthereleaseofthecompany’snewestconsole,theNintendoSwitch.GiventheverylukewarmsuccesstheWiiUhad,IwantedtotakealookatoneofNintendo’sfancommunitiesandunderstandwhytheyremainsoadamantaboutthebrand.Ianalyzewhatmakesthemsuchaclosegroupofgamerswheretheydon’tseemtocareasmuchaboutthecompany’sstandingalongsideSonyandMicrosoft,solongasthecompanyremainsauthentictoitsgaminglegacy.BackgroundIbeginbylearningmoreaboutthenewSwitchconsoleandsomeoftheprominentfeaturesthatNintendoisactivelypromotingtothepublic.TheSwitchappearstotakethemostpopularfeaturesoftheWii,theWiiUandhandheldconsolemodelstocreateagamingexperiencelikenoother(APPENDIXB).Impressively,asNintendodescribesontheirwebsite,theaccompanyingportabletabletispowerfulenoughforplayerstotakeitanywheretheywantandcontinuetheirgameswithnointerruptions.Thistechnologyallowsgamestoexperienceahome-console,HDqualitygamefromahandheldenvironment,somethingthemarketplacehasbeenclamoringforinrecentyears.Onceonthego,theSwitch’scontrollercandetachfromthetablettoallowmultipleplayersfromwhereveruserswanttoplay.The“Joy-Con”controllerseachhavethesamebuttonsforequalplaybetweenbothplayers,utilizingthemotioncontrolsandHD-rumblethatthecompanysuccessfullyincorporatedfromtheoriginalWiiconsole.Eachcontrollercanalsobeusedbyoneplayerineachhandusingmotionorcombinedwithaperipheralintoamoretraditionalgamingcontroller.ItappearsthatNintendoistryingtoincorporatewhathasmadethemsuccessfulintheindustry,i.e.themotioncontrolsfromtheoriginalWii,portablegamingthroughtechnologythatallowsuserstoplayhome-consolequalitygameswithoutaTVandprovidingHDgamingtoafanbasethatdidexperiencethiswiththeWiiU.TheNintendoSwitchistheresultofthecompanylisteningtofansandincorporatingwhathasmadeitspecialinthislastdecade.

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Nintendofansareknowntobesomeofthemostpassionatewithinthevideogameindustry.Competingfanbaseshavereferredtothemas“sheep”becauseoftheircult-likebelieveanduseofNintendoproducts.Thecompanyhasunderstoodtheimportanceoftheirfansfromitsbeginning,reachingouttothemthroughtheNintendoPowermagazine,anin-housepublicationthatwassenttoNintendoFunClubmembers.Themagazine’scontentevolvedovertimetoincludefeaturesongamestrategy,reviews/previews,tips,cheats,assessingrumorsandotherfanservicestopromotetheirappreciationofusers.AtthebeginningoftheInternetage,thecompanythenintroducedtheNSiderForumswebsiteasanonlinebranchtoNintendoPowersubscribers.Thisisanexampleofacompanycreatinganopenforum,withplentifulsectionsdevotedtospecificgamesandbrands,andthenpassingcontroltotheirpassionatefans.However,theforumwasdiscontinuedin2007,replacedbyasoleITforumsite.Withthecancellation,Nintendodecidedtoencouragefanstocreatetheirownforumsandpages,toensureitsmanyfanswouldstillhaveaplacetogoandinteractwithfellowNintendogamers.FindingaForumAccordingtoNintendo’sWikiawebsite,thereare34active,listedNintendowebsites/forumsforfanstointeract(APPENDIXC).AsIbegantofolloweachofthesesitesandreadingtheforumtopicsbeingdiscussed,itbecameapparentthatNintendoLifewastheperfectexampleofthrivingbrandcommunity.NotonlyisthewebsitefilledwithathrivingForumsection,butiscomplimentedwithfeaturearticles,newsstories,gamereviews/videos,alongwith“TalkingPoint”opinionpiecesthataredesignedtostartaconversationinthecommentssection.Inaddition,theforumfeaturesanareaforNintendouserswhowereexperiencingproblemswithproducts,includingtheSwitchatlaunch,andpostedtheirissueslookingforadvicefromotherusers.NintendoLife’sonlinecommunityisexactlywhatthebrandintendeditsfanstocreatewhenitmovedawayfromtheNSiderforums.Letustakealookatwhy…Analysis–IsitaBrandCommunity?First,IlookedtoconfirmwhetherNintendoLifecouldbeconsideredabrandcommunity.ThewebsiteappearstobespecializedsolelyfortheNintendobrand,witheverypieceofmediatiedtoacompanyoffering.Hierarchiesofforumusersarenotedthroughusers’profilepages,whichfeaturethenumberofNintendogamesowned,individualreviewsofthegames,theamountofforumdiscussionsandcommentstheyhavepostedon,andsocialmediacontactinformationandmore.Aswithmanybrandcommunities,NintendoLifefunctionsthroughtheInternet-onlyandseemstohavenomajorinterestforin-personmeetings.However,thewebsitedoesnotviewitselfonlyasacentral“meetingplace”forNintendofanstosharetheirthoughtsonthebrand.Thereisadeepersenseofcamaraderieamongthesite’susers,whoappeartounderstandthattheyareviewedastheminorityofvideogamers.Theusersappearencouragedtosharetheirthoughtsandfeelingsaboutthecompany,inasettingthatfocusesonanoptimistictone.ManyusersareproudtohavechosenNintendoastheirgamingbrandofchoice,whilealsounderstandingthecompany’scurrentpositionbehindSonyandMicrosoft.

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Thevarietyofforumtopicsisveryimpressive(APPENDIXD),includingusersdiscussingwaystobuildNintendobackupintheoverallmarketplaceandhowthecompanycouldgainsomemarketshareagainstthetoptwobrandsrespectively.IndividualcommentersusetheforumasawaytoinquireaboutproblemstheyarehavingwiththeirNintendosystemwithouthavingtogotoarepairstore,evensomesospecificthatuserswillnamethetypeoftelevisionmodeltheuserishavinganissuewith,i.e.“WeirdIssueWithSamsungKS8000TV”.ForumvisitorsalsouseNintendoLifeforadvice,suchaswhetheraparticulargameisworthpurchasingorevenwhether“theWiiU[is]stillworthitin2017”.Afterreviewingnumerousposts,whatsurfacesisafeelingthatthesefanshavesuchastrongbondthattheywanttohelpotherNintendousers,almostcompelledthroughaneedto“sticktogether”astheybelievethebrandcanrisetothetopoftheindustryonceagain.Butcamaraderiealonedoesnotmakeabrandcommunity.AccordingtotheprinciplesoutlinedbyauthorsO’GuinnandMuniz,therearethreeprimarymarkersofabrandcommunity-ConsciousnessofKind;RitualsandTraditions;MoralObligation.Themoralobligationportionisdiscussedintheparagraphabove,asthisisoneoftheprimaryreasonswhyNintendoLifestoodoutfromtherestofthebrand’sforumsacrosstheweb.Usersofthiswebsitehaveabetterunderstandingthatinorderforuserstocontinueinteractingwiththesite,theyneedtoactas“brandambassadors”andassistnewNintendoconsumers,i.e.purchasersoftheSwitch,inusingtheproductandwelcomingthemtotheNintendocommunity.ConsciousnessofkindisalittlemoredifficulttodescribewithinNintendoLifeusers,butyoudonothavetolookfartogetasenseoftheconnectiontheseNintendofanshavewiththebrand.JustthroughtakingalookatthetopcommenteddiscussionsontheNintendoLifeforumandyouseewhattheyhaveincommon…Thetopbrand/gamenamesundertheNintendoUmbrella.SmashBros,LegendofZelda,Mario,MarioKart,Starfox,DonkeyKong,Pikmin,FireEmblem(APPENDIXE).ThesearejustsomeofthefranchisesthatbroughtNintendotothetopoftheindustry,withsomehavingmadeanimpactinAmericancultureasawhole.Manygamers’tasteschangeovertime,goingfrombrandtobrand,hometoportablesystems,etc.lookingtoappeasetheirever-evolvinggamingdesires.However,thesearethedevotedfansthathavebeenwiththecompanyfromtheearlydaysoftheNESand64consoles.ThesefansarenotconcernedwithNintendo’scompetitors,evenshruggingofftheideaoftheso-called“ConsoleWar”.Manythreadscenteredonthistopicdonotreceivemanycommentsasusersquicklyposthowstupidthediscussionisandthatitdoesnotmattertothem.ForumusersdonotseemasconcernedwithNintendosellingthemostconsoles,butdevelopinganexperienceconsistentwithofferingsfromthe80s-90sthatmadethecompanyiconic.Tothem,the“war”isagainstthosewhodonotunderstandthatNintendoisnottryingtodirectlycompetewithSonyandMicrosoft.Thelastofthethreemarkers,RitualsandTraditions,isveryimportantwhenwediscussNintendo’smarkonAmericanculture.ItsNESconsolerevitalizedtheindustryafterthe“NorthAmericanvideogamecrashof1983”.Itreleasedthefirsteverportableconsolein1989withtheGameBoy.TheNintendo64brought3Dgameplaytolevelsnoplayerhadconsideredwerepossiblefortheperiod.TheWiiwasthefirstofitskindtoutilizemotion-sensitivegameplayasthestandardforagamingconsole.Inshort,somethingeachofthe

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NintendoLifeusershasincommonisthattheyshareanexperiencewithoneoftheseinnovationsthatbroughtthemintotheNintendofold.Thewebsiteoffersusersawaytoreminisceabouttheirhistorieswiththebrandthroughits“Retro”discussionboard,whichincludesawidevarietyoftopicsfrom“YourFavorite[Games]thatNoOneElsePlayed”tousersaskingforproblem-solvingadvicewhenusingtheiroldconsoles,“N64suddenlyshutsoffandrestarts…”Notonlyareusersopenlysharingsomeoftheirfavoritegamingmemoriesfromthisera,butarestillknowledgeableenoughtohelpthosethathavenotupdatedtheirgaminghabitsorwerenotsatisfiedwithjustreminiscinginchatrooms.Long-standingLoyaltyThispoint,alongwiththeothersabove,confirmthatNintendofansareextremelylong-term,inthattheyhavebeenusersofthebrandformultipleconsolelife-cycles.NintendomanagersseemedtounderstandthatasfarbackastheWii’slifecycle.Beginningin2007,thecompanyannouncedtheVirtualConsole(VC)feature,wheregamesfrompreviousNintendoconsoleswouldbemadeavailabletoWiiownersafterhavingbeenconvertedtobeplayablethroughWii’shardware.Thefeaturehasbeenviewedasagreatsuccessforthecompany,allowingthecompanytoearnmorerevenueonagamenolongerbeingproduced,butalsoasawayforNintendofanstoteachanewgenerationofplayersaboutthegamesthatmadethemfallinlovewiththebrandinthefirstplace.TheVirtualConsolecontinuestoformitsownlegacy,havingbeenexpandedthroughtheWiiUandbeingdevelopedfortheSwitchlaterthisyear,butalsothroughNintendo’sportablegaminghistorywithaVCforitsNintendo3DS.SuchatacticbringstomindtheBarillacasestudyandwhathappenswhenacompanyopensaplatformtoallowitsconsumerstosubmittheirideastothemanagementteam.ThefirstideasimplementedfromBarilla’s“InTheMillIWishFor”initiativewerebringingbackpreviousproductofferingsbecausemanyfansofthebrandassociatetheseformerproductswiththeirchildhood.FansofNintendohavesimilarsentimenttowardstheirfavoritegamesastheyweregrowingupandthecompanyseemedtorecognizethisbyintroducingtheVCfeature.Companymanagersdidagreatjobofunderstandingtheirfans’desiretocontinueplayinggamesfrompreviousconsoles,sincethiswasnotpossiblebecauseNintendohadusedgamecartridgesoverdiscsuntilits2001-02Gamecubeconsole.Asaresult,fansviewedsuchafeatureasNintendoremainingtrueandauthentictotheircompanystatement,bynotonlyprovidingthehighestqualitygamingproducts,“buttotreateverycustomerwithattention,considerationandrespect”.Thisisagreatexampleofacompanybeingopentotheideasfromtheirconsumers,whilenotcompromisingonthepotentialforinnovationwithintheindustry.AnotherobservationwasthatthissenseofcommunitybetweentheNintendoLifeusersistheiralternativetothecompetingonlinecommunitiesofPlayStationPlusandXBOXLive.Bothservicesweredevelopedtoallowuserstoplaywiththeirfriendswithinthesamegame,alongwiththeoptiontoplaywithand/oragainsteachother.ThislevelofconnectivityandabilitytochooseplayersyouwantedtoplaywithwasaserviceNintendowasmissingthroughitsWiiandWiiU’slifecycles.ThisisalsoaprimaryreasonforthecompanyfallingbehindSonyandXBOX.Nintendowasthefirstvideogamecompanytointroducesuchconnectivitybetweenmultipleusers,throughtheirGameBoysystems.

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However,thecompanydidnotadaptthisinthesamewaythatSonyandMicrosoftdid,continuingtorelyononlylocalconnectivityandaddingthenumberofcontrollersthatcanbeconnectedtoasingleconsole.Thiswillchangeinthefallof2017,whentheNintendoSwitchintroducesanonlineservicesimilartoXBOXLiveandPlayStationPlus,featuringtheabilityto“invitefriendstoplayonline,setplayappointments,andchatwithfriendsduringonlinematches”throughasmartphoneapp.However,IobservethatNintendoLife’sforumswereawayforNintendofanstoconnect,chatandcompetewithoneanother.Forumtopicsfoundincludetheexchangeoffavoritecharacters,comparingrecordssettotopotherusersandevenshortvideosofgameplaysouserscanseewhohasthebesttechniquesforcompletingagame.SuchfeaturesareastapletoSonyandMicrosoft’sonlineservices,sotheseforumsareanexampleoffanscreatingaplacetoutilizethesefeaturesontheirownwithouthavingtoupdatetheirgamingloyalty.ClosingDiscussionThegamingindustryisbeginningatimeoftransitionandinnovation,withmotioncontrolsbecomingacommonoccurrence;realismandstoriesarelaudedwithpraiseovergameplay;andvirtualrealityaddinganinnovativewrinkleforgamedevelopers.Nintendo’sanswertothisinnovationwastoproduceaconsolethatincorporatedmanyofthefeaturesthatmadeitsuccessfulinpreviousofferings,whilealsonotforgettingitsbelovedfanbase,likeNintendoLifeusers.ThatisclearfromthereviewsofTheLegendofZelda:BreathofWind,theNintendo-developedgamesoldalongsidethelaunchoftheNintendoSwitch,whichhasreceivedmasterfulscoresfromallkindsofnewssources(APPENDIXF).Nintendo’spracticesconfirmthatevenwithouthostinganonlinecommunityasplentifulastheirSonyandMicrosoftcompetitors,itrealizedthattheirtruefanswouldcometogetherthroughcreatingwebsitesandforumslikeNintendoLife.ObservingthisforumgavemeasenseofhowcommittedNintendofansaretothebrandandtoeachother,bringingtheirownformauthenticitythatmany“hardcoregamers”donotexperiencewhentheygofromconsoletoconsole,lookingforgamingexperiences.Whilethebrandmaybeinthirdplacewithinthe“consolewar”landscape,itdoesnotappeartodeterthosefansfromsupportingNintendo.ThereleaseoftheSwitchconsoleappearsnodifferent.

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SourcesCitedLife,Nintendo."NintendoLife."NintendoLife.N.p.,n.d.Web.1Mar.2017.http://www.nintendolife.com/"Nintendo."Nintendo-CorporateInformation|CorporateMissionandPhilosophy.N.p.,n.d.Web.8Mar.2017.Hillier,Brenna."TheWiiUHasSoldthrough13.5MillionUnits,MakingItOfficiallyNintendo’sWorst-sellingConsole."VG247.com.N.p.,1Feb.2017.Web.4Mar.2017.https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/"NintendoPower."Wikipedia.WikimediaFoundation,Mar.2017.Web.9Mar.2017.https://en.wikipedia.org/wiki/Nintendo_Power"NintendoNSiderForums."Nintendo.N.p.,n.d.Web.9Mar.2017.http://nintendo.wikia.com/wiki/Nintendo_NSider_Forums"NintendoSwitchOnlineService–NintendoSwitch™OfficialSite–OnlineGaming,Multiplayer,VoiceChat."Nintendo-OfficialSite-VideoGameConsoles,Games.N.p.,n.d.Web.10Mar.2017.http://www.nintendo.com/switch/online-service/"ABriefHistoryofNintendoConsoles."ScienceFocus.N.p.,24Oct.2016.Web.11Mar.2017.http://www.sciencefocus.com/article/gadgets/brief-history-nintendo-consoles

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APPENDIXA

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APPENDIXB

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APPENDIXC

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APPENDIXD

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APPENDIXE

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APPENDIXF


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