FACULTY OF BUSINESS AND MANAGEMENT
BACHELOR OF BUSINESS ADMINISTRATION (HONS)
INTERNATIONAL BUSINESS (BA246)
(BA2462B)
INDIVIDUAL ASSIGNMENT OPM530
ATHEERAH FARHANA BINTI AHMAD FAHARI
2018683208
BA2462B
MADAM KHAIRIN NORHASHIDAH BINTI KHALID

980625085902
1. INTRODUCTION
1.1
Overview of the article/journal or case study.
This case study evaluates the product design and revolution of Nintendo
around the world. Games are a part of human’s hobby, so Nintendo has their own
product design and revolution to gain many gamers to play Nintendo. However,
Nintendo has its own ups and downs in the market compete with its competitors such
as Sony and Microsoft. Using a case study of Nintendo’s ‘Revolution by Sangbeom
Kim, Ian Lamont, Hiroshi Ogasawara, Mansoo Park, Hiroaki Takaoka published in
October 18, 2011, the research analyse the better way to attract gamers than through a
controller that had a form factor similar to a television (TV) remote control.
1.2
The problem identification or issues discusses in the article/journal or case study.
Satoru Iwata the president of Nintendo Corporation (Nintendo) reaction
was very sensitive to the gaming industry and existing gaming population. Nintendo
was founded in September 23
rd
1889, in Kyoto, Japan. In other words, Nintendo had a
long history of video games and success to attract many gamers in the gaming
industry. However, Nintendo’s last console, the GameCube, was unable to get
sufficient traction after it was launched in 2001. In 2002, GameCube’s sales forecasts
