Wii U. Case Study
The Wii U. is a perfect example of Nintendo making the same general mistakes and encountering the same successes as they have in the past. While Nintendo has always been in the mix when it comes to the game station rivalries, they are rarely the ones that are leading the pack. Indeed, the Xbox 360 and Sony PlayStation are probably the winners in terms of all-time gaming systems after Nintendo did quite well with the original 8-bit NES and the 16-bit SNES. This case study will look at what Nintendo is doing wrong and what they could be doing right instead.
Nintendo was very much on the forefront of gaming in their early days. Even today, they do make a lot of money with relatively few people as compared to the total revenue. However, there are two answers and replies to those facts. First of all, Nintendo has been playing catchup and coming up short since then. Second of all, Sony and Microsoft have many proverbial irons in the fire besides gaming systems. For example, Sony is heavily involved in anything from making movies to video games and other consumer electronics like Blu-Ray players and so forth. Similarly, Microsoft has its dominant Windows operating system and they also make productivity software like Microsoft Office and so forth. As such, the boasts about revenue are not all that glowing when considering that. As far as playing catch, Nintendo has put out some glowing game-playing units but they always show up late to the dance or they do not go far enough. While some may think the Wii should not be included when making that statement, the author of this report would indeed go that far (N4G, 2015).
The Wii was a great and revolutionary gaming unit. It sold a lot of units and had a lot of good games. However, one thing that was glaring about the Wii is that it was not a "high definition" device and having to use a controller in one's hand for any motion game can be a good thing or a bad thing. It...
Banning/Restricting the sale of Violent Video Games to Minors Persuasive Speech Outline Template Organization: This speech uses problem-solution organization. Audience analysis: The average age of the audience is between 30 and 55 years of age with ages ranging from 14 to 59. There is roughly an even balance of males to females; the main ethnic background is Caucasian. Some of the audience members are still in high school, some do not work outside the home, and
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