flexibility of tv vs mobile usage family oriented Home entertainment system Wii

Flexibility of tv vs mobile usage family oriented

This preview shows page 6 - 8 out of 8 pages.

-flexibility of tv vs mobile usage -family oriented -Home entertainment system -Wii screen integrated into the everyday lives of users -Different channels to explore located on wii menu -ability to personalize -backwards compatible -Sales far below what was expected during release of the U in November 0f 2012 -dropped dramatically in february of 2013 -led industry in 2010 with 4,000 employees and $15.7 billion in revenue -the name sounded like “we” to emphasize that it was for everyone -also simple enough to remember and distinguish across cultures and languages -broad target audience (all ages, from beginner to advanced) -game developers/programmers required to reengineer and rethink human interface when developing for the new complex systems -more financial risk if not successful -specialized Wii editions of games -more complex to rework/recode games from wii to other systems than it was to recode titles from xbox or playstation to the Wii
Image of page 6
-users may feel that they are missing out on the games available on other platforms -many current games just refurbished versions of previous year’s games -largest selection of games amongst competitors Competitors: Xbox 360 -xbox live created community of xbox users -xbox marketplace allowed for downloads of movies, game demos game trailers, and arcade games -kinect add-on for sensory play and voice recognition -Identified person as the controller and reacted to as so -foreseeing wifi enabled glasses and 3d technology in the near future PS4 -high loading power/advanced performance -ability to play blu-ray, dvds and other output -chat capabilities -ps4 move, which was seemingly a cross between the kinect and wii u -(prospective) ps4 eye, an advanced camera system Mobile Gaming -convenient -inexpensive Strengths -Technology - innovative controls with traditional inputs alongside touchscreen capabilities -multiple uses (Can be used as tv remote) -compatibility with previous systems’ hardware -versatile usage of system and apps -motion sensitive gaming allowed for players to feel they were really apart of the gaming -lower price per unit of the system in comparison to its competitors Weaknesses -revenue is strictly based on the gaming industry -began to lose distinguishability or differentiation in using sensory technology -began to lose third-party game developers to competition due to lack of operational adjustments in the production of gaming hardware -graphics Opportunities Threats -Competitors right behind or even at bay with new technology -Sony’s Playstation
Image of page 7
-Microsoft’s Xbox -Costly game production Please submit your first draft of the Nintendo Case found on page C177 in your  text. This is a group assignment.  Only one person should submit on behalf of the team.  The submission must be a word document with the following file name Nintendo1(insert  team name).doc If you receive a 45 or better on the first draft, you will not be required to make another  submission.  You will automatically receive full credit (50  pts ) for the second submission. It pays to do a good job. The case outline and grading rubric is attached along with the critical thinking rubric for  Apple.  I will be looking for the same level of critical thinking for this case.
Image of page 8

You've reached the end of your free preview.

Want to read all 8 pages?

  • Fall '08
  • STAFF
  • Video game console, Nintendo

  • Left Quote Icon

    Student Picture

  • Left Quote Icon

    Student Picture

  • Left Quote Icon

    Student Picture