Nintendo Wii Blue Ocean Strategy PDF
Nintendo Wii Blue Ocean Strategy PDF
Nintendo Wii Blue Ocean Strategy PDF
The video gaming industry in this decade sees the introduction of the 8th generation gaming
console. The console manufacturers have continued to adopt the five-year console
development life cycle. Since the 6th generation gaming consoles i.e. around the early 2000s
three prominent players in the form of Sony, Microsoft and Nintendo have emerged.
As of January 2014 the Sony had the biggest chunk of the $9.9 Billion market with 62% of
the market share. Microsoft was second with 23%, followed by Nintendo with 15% market
share.
Microsoft
23%
Nintendo
14% Sony
63%
With the 8th generation console, the PlayStation 4(PS4), Sony has emerged to be the market
leader gaining the position after 4 years. Sony is followed by Microsoft with the XboxOne,
which has seen rapid decline in sales in the last quarter. Nintendo Wii U sold about 2 million
consoles after its launch in 2012 and similar sales for the PS4 and XboxOne are expected by
the end of 2014. The console industry as a whole has seen dive in sales because of increased
competition from the mobile and internet based gaming.
The expected sales for the 6th, 7th and 8th generation are as shown below:
Competitive strategy prior to Nintendo Wii
The gaming console industry has been a Red Ocean with the three main players competing
for market share for the last decade. The Strategy adopted by the console players prior to
launch Nintendo Wii (6th generation) was based on value creation rather than innovation.
They achieved this by focusing more on technology advancement by providing more inbuilt
storage, better graphics and improved processing capacity.
Bundle Deals: Console makers introduced bundle deals by offering additional controllers,
remote controls or games in order to tempt them away from competitors.
Pricing Strategy: One of the important tools used for gaining market share is the aggressive
pricing strategy. They have adopted a loss leader strategy where the products are prices
below the production cost and they expect that lower input cost over the years will make their
product profitable.
Captive deals: As price of games consoles fall, console manufacturer release much hyped
games that can only be played on their platform. Games console manufacturers usually make
most of their money on software sales. They get the console into the household by selling it
cheaply then they capture the customer on the premium price for new game releases. For
example if you wanted to play Halo, it could only be played on the Xbox 360
All these strategies are for value creation and thus created a Red Ocean. With Nintendo Wii,
Nintendo created a blue ocean to attract new customer base.
4000
3000
Wii Sale
2000
PS3 Sale
1000 Xbox 360 Sale
0
Mar-08 Apr-08 May-08 Jun-08
SWOT Analysis for Nintendo Wii
Strengths Weakness
• Important heritage in video game • Low focus on offering online user
development experience
• Strong global brand in video game • e.g. No unified user account system
market with Valuable IP’s Like Mario,
• Lack of innovative video games
Zelda
(partly due to poor tie ups with third
• Focus on Value Innovation (Pioneer - party developers)
Motion Sensing)
• Complete exclusion/ignorance of
• Simple User Interface and Greater DVD gaming market
Playability
• Unable to back up / Replicate the
• Family Friendly Values Huge success of “Wii” with new
product launches like “Wii U”
• Backward Compatibility
• Complete lack of focus on the
• Attracting traditional Non Gamers to
hardcore gamers needs and
the gaming world by offering them
expectations
unique entertainment value
• Focus on providing an immersive and
entertaining experience
Opportunities Threats
• New unifying Nintendo OS under • Sony PlayStation 4 which comes
development for coming release with Superior motion detectors and
HD graphics
• Tablet games can be ported to Wii U
without hassle • Games available on Smart phones
and Social Media
• Microsoft XBOX One seemingly
missing the mark with consumers • Third party developers are likely to
flock to other more successful
• Aging population in Developed
systems, if the Sales of new launch
markets
“Wii U” do not improve
• Growing consumer base in emerging
• The niche possessed by Wii in
markets
motion sensing being eroded away
• Improved online experience through with numerous new entrants like
improved OS and a unified account Oculus Rift, Valve Steam Box, Ouya
system etc.
• Wii U will no longer compete in
Blue Ocean
Nintendo & Blue Ocean Strategy
At the end of 2005, Nintendo was hardly sailing smooth. Its GameCube had failed and its
GameBoy withered after reaching an early peak. Its games were also not so well received and
hardly any competition to Sony's PlayStation2.
Nintendo came up with their path breaking product “Nintendo Wii” in Nov 2006, which
challenged the way a video game was played by creating a completely unique offering
through the introduction of motion sensors in a gaming experience.
When Nintendo introduced Wii, its President talked about Blue Ocean and disruptive
thinking, inspired by Kim Chan and Mauborgne's then-recent book "Blue Ocean Strategy".
Nintendo, he said, intended to not simply compete, but to expand the industry.
With the hyped release of Wii, it earned the scorn of gamers because Wii didn’t have any
high-definition graphics, its graphical output was a measly 480p in comparison to industry's
1080p ceiling. Wii had a miserable 512MB internal storage compared to the 20GB and 80GB
its competitors had at launch. It had no optical audio-out port nor did it have any external
storage option and also lacked a centralized online service.
In short, Wii could never compete with Xbox or PlayStation and that was the primary reason
of Wii's existence. Rather than fight for the same finite market and dollars, Wii wanted to
create its own market space and attract new audience altogether. Wii's target was beyond just
kids, it was the whole family.
The heart of Wii's strategy was that consoles do not necessarily require state-of-the-art
technology, power and performance. It shifted its focus to providing a new form of player
interaction to a wider audience
Wii simply proved that there are far more noncustomers than customers and that a better
solution to an existing problem is not good enough. Nintendo focused on the demand side and
redefined the problem itself. Nintendo looked into the gaming industry's noncustomers for
insights i.e.; older non-gamers, parents who wanted their kids to play active games, elderly
and the very young.
CREATING BLUE OCEAN
Value innovation
Value innovation is the cornerstone of blue strategy which simply defies the traditional
dilemma of value-cost trade-off. In value innovation, companies don’t just concentrate on
value creation or just on innovation. If you concentrate only on value creation, you cannot
stand out in the crowd as competition catches up with you. If only innovation is focused
upon, the value to customers tends to be technology-driven and not cost leadership, which
buyers are not ready to pay for.
Hence in value innovation, instead of focusing on beating the competition, companies focus
on creating a leap in value for buyers and hence make competition irrelevant.
How to implement
Value innovation occurs only when companies align innovation with utility, price, and cost
positions. Buyer value is lifted by raising and creating elements the industry has never
offered. Cost savings are made by eliminating and reducing the factors an industry competes
on. Over time, costs are reduced further due to high sales volumes that superior value
generates. Hence, companies have to drive costs down while driving value up for buyers.
Wii's Value Innovation
Changing the Concept with New Game-Play, New Consumers, New Approach
As of 2005, Nintendo's main business of gaming consoles was a speck in the gaming arena,
with its GameCube selling just 20 million whereas Sony's PS2 had amasses an excess of 115
million buyers. Nintendo desperately needed a radical change in its strategy and market focus
in order to gain major traction in the video game industry.
With the creation of the Wii, Nintendo made radical changes to its strategy:
Now gamers were playing with their families, their friends and not alone in the dark at night.
This was the biggest utility Wii provided. Nintendo changed its focus from the technological
race towards a more user-oriented strategy - from better graphics to having more fun, thus
providing value for its buyers with low costing consoles.
Another cost saving offer was with its Wii Sports package, which includes Baseball,
Bowling, Golf, Tennis etc., some people did not even find a reason to buy more games. Also,
after realizing its past mistake when aiming for a younger audience, Nintendo started tapping
into the “casual gamers category; reaching far beyond the “hard-core gamers” which the PS3
and Xbox 360 target directly.
RAISE CREATE
What factors What Factors
should be New should be
raised well created that
beyond the
industry
Value the industry
has never
standard ? offered ?
ELIMINATE
What factors Strategically
should be
eliminated that invest in
the consumers
don’t require ?
Eliminate Raise
High resolution graphics Hardware accessories
DVD/HD-DVD Playback Wireless controller
Hard Disk storage Social gaming
Fitness & Sports
Backward compatibility
Reduce Create
Processing power Motion sensor controller
Graphics quality Family-friendly gaming
Online gaming Character customization
Complexity of games Active fun
Price
Three Characteristics of a Good Strategy
When expressed through a value curve, then, an effective blue ocean strategy like has three
complementary qualities: focus, divergence, and a compelling tagline.
Focus
Looking at the value curve of Wii, it is clear that the focus is on ease of use and interactive
games for groups. In contrast, Microsoft and Sony concentrated on high definition graphics
and complex games which made it very difficult for them to focus on developing motion
sensor based video games as well as consoles. Consequently, Wii could sell more appealing
group oriented games and consoles at cheaper prices than the Xbox and PlayStation 2 games
and consoles.
Divergence
On the strategy canvas, therefore, reactive strategists tend to share the same strategic profile.
In case of Nintendo Wii, the value curve of Microsoft Xbox and Sony PlayStation 2 are
virtually identical. Wii, however, pioneered the motion sensor based gameplay and brought in
the non-traditional buyer group of non-gaming women and elderly.
Compelling Tagline
A good tagline delivers a clear message to gain customers’ interest and trust. Nintendo Wii’s
tagline “Wii would like to play” delivered a clear message that it was focused on a group
based gameplay which proved to be a game changer in the industry.
6 Paths Framework
To break out of red oceans, companies must look beyond the generally accepted boundaries
that define the competition. Instead of confining themselves within these boundaries,
managers need to look systematically across them to create blue oceans. They need to look
across alternative industries, across strategic groups, across buyer groups, across
complementary product and service offerings, across the functional-emotional orientation of
an industry, and even across time. This gives companies keen insight into how to reconstruct
market realities to open up blue oceans.
Looking Across Buyer Groups
Till 2006, Nintendo had been fighting Sony PlayStation 2 and Microsoft Xbox on the
technological front. The industry was dominated by high definition graphics and complex
games. The competition was intense since low differentiation was forcing companies to lower
price of offerings. This meant that profit could be achieved only through huge sales volumes.
Nintendo found out that 2 of the biggest factors which affected the sale of video games were
the fact that parents believed that video games made children obese and isolated them from
their families and made them socially awkward.
A CDC/NCHS study shows that 18.4% of children in US suffer from obesity. 99% of boys
under 18 and 94% of girls under 18 report playing video-games regularly. In a related study,
NCOOR discovered that children and adolescents aged 8-18 years spend, on average, more
than six hours per day watching television, playing video games and using other types of
media. Hence there was a clear link between the rise of obesity and video games.
Nintendo addressed this problem by coming up with a new gaming console based on motion
capture – the Nintendo Wii. The Wii had easier games and titles appealing to older audiences.
The fact that Wii combined fun with exercise made it very attractive to the parents who were
the main buyers in the industry. Games were designed keeping the family involvement in
mind. Nintendo essentially created a new market space for itself by targeting a completely
different buyer group than the traditional gamers.
In most industries, competitors usually define the target buyer in similar terms. In reality,
though, there exists a chain of “buyers” who are directly or indirectly involved in the buying
decision. The purchasers who pay for the product or service may differ from the actual users,
and in some cases there are important influencers as well. Although these three groups may
overlap, they often differ.
In case of the video game industry, the avid gamer of age group 18-25 was the main target.
Nintendo, before Wii, targeted the “under-18” market, which represented only 1/3 of the total
market. This put a cap on Nintendo’s success, a strong differentiation from its competitors
who had a higher price but targeted an older audience with much more buying power.
Wii's target was beyond just kids, it was the whole family. The heart of Wii's strategy was
that consoles do not necessarily require state-of-the-art technology, power and performance.
It shifted its focus to providing a new form of player interaction to a wider audience. The new
Wii boosted the fun factor and made video gaming active fun.