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Tuesday, 19 November 2013

Wii; case study

            I will be conducting a case study on the Nintendo Wii, we have carried out a SWOT analysis which will highlight its pros and cons. Nintendo released a Wii for the first time in 2006. It means that we have examined its potency weak points, opportunities, and threats for the Wii. 

Strengths:
The strengths of Wii are the its unique feature, no similar product can be found until its release. Development of movement sensing controls is the first time production. It is a game that appeals to people of all age groups.  It has a prestige of Nintendo i.e. brand loyalty.  It has lowest price compared to other console. Its biggest strength is that within a year it has outsold play station 3 to 1.  It has a very high demand all over the world. It is a social activity as many players can take part in it. It includes physical activity of a person which is a plus point as every one is becoming lazy in this era. This is the most valuable device to the people. As today most of the people lack of exercise and they choose to stay at home so this is the best thing as a  person can enjoy his spear time and on the other side his health will also be improved.(James)
Weaknesses:
The weaknesses of Nintendo Wii can be marked as its joystick accountability, It has a very inadequate choice of software, it trails in an online conflict. It has a weakest graphic card in the entire group, No HD is available. Its graphics of lower. It can alos be connected only to television. Most of the games which are available on Wii are of low quality. As per the standards of the childrens today, this device does not maintains the standard. It is of very low quality. People more choose other gadgets of other companies instead of this. Its weaknesses are normally came into view when compared to PS3 and Xbox. (Shea)
Opportunities:
There are many opportunities for the Nintendo Wii, it has a distinct third party support. It has an enhanced online system as compared to other consoles. The main opportunities lies in the arrival of many new large and small segments. Participants are getting older and the younger generation. Taking for example, the typical age of players in the U.S is  35 years old. As already revealed the Nintendo Wii gives the commerce and trade access to many generations of gamers, regardless of their class, cultures and revenues. The gaming trade now agitates far more money than the movie industry.
Gaming is now available online. Today 500 million people are able to access the internet facility. That makes 500 million players prepared to buy Nintendo products. So the products  which are Wi-Fi & Internet enabled are going to be trendy and popular. Nintendo is in this position has a competitively situated offering. (Rob, 2012)
Threats:
The Threats to Nintendo Wii can be summarized as, its price can be dropped down from  competition. The real danger to Nintendo and  Wii is not Sony, it is the  Microsoft and the  Kinect. Kinect is more easy to use than the Wii. It brings a person’s whole body into an electronic activity and leisure experience in a way that has never presented earlier than this. (Schiesel, 2010) 
Works Cited
1.      James, Brandon. Strenghts of the Wii. eHow. <http://www.ehow.com/list_7546237_strengths-wii.html>
2.      Lisa Shea. Nintendo Wii Graphic Quality. Bella Online. < http://www.bellaonline.com/articles/art38831.asp>
3.      Rob (27 Nov, 2012). Some bet on Wii U failure, others see golden opportunity. Wii U daily. < http://wiiudaily.com/2012/11/some-bet-on-wii-u-failure-others-see-golden-opportunity/>

4.      Schiesel, Seth (2 Dec, 2010). A Real Threat Now Faces the Nintendo Wii. The New York times<http://www.nytimes.com/2010/12/03/technology/personaltech/03KINECT.html?_r=0

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