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Nintendo Co Ltd in Toys and Games (World)
November 2012

SCOPE OF THE REPORT
Scope
Toys and Games
US$ 154,832 million
Traditional Toys |
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Video Games |
US$80,663 million |
US$74,169 million |
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Video Games Hardware |
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US$26,560 million |
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Video Games Software |
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US$31,187 million |
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Digital Gaming |
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US$16,422 million |
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Disclaimer
Much of the information in this briefing is of a statistical nature and, while every attempt has been made to ensure accuracy and reliability, Euromonitor International cannot be held responsible for omissions or errors.
Figures in tables and analyses are calculated from unrounded data and may not sum. Analyses found in the briefings may not totally reflect the companies’ opinions, reader discretion is advised.
Nintendo has a long and enviable history in video games. Recently, the company has struggled to adapt to a changing world of video gaming, which has seen a large part of
Nintendo’s “casual games” market eroded by smartphones and free to play social games. Lacklustre 3DS sales and ageing Wii consoles were largely to blame for the first annual loss in
Nintendo’s history. However, the new Wii U console is due for release in Q4 2012, which may return the video games crown back to Nintendo.
© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 2 |

STRATEGIC EVALUATION
COMPETITIVE POSITIONING
MARKET ASSESSMENT
GEOGRAPHIC AND CATEGORY OPPORTUNITIES
OPERATIONS
RECOMMENDATIONS

STRATEGIC EVALUATION
Nintendo: still global leader in toys and games
Nintendo remained the largest video games company globally in 2011 in value terms, despite facing considerable challenges in driving software and hardware sales since 2009, and losing a large part of its market share in the process.
Following disappointing sales of 3DS, its latest portable gaming console launched in 2011, Nintendo reduced the price from US$249 to US$170 in the US market. The move came only seven months after the 3DS’s initial launch. Excluding its home Japan market, sales of 3DS have not lived up to expectations.
In 2012, Nintendo’s focus will be set on the Wii U launch.
The launch marks the first new static video game console to launch since 2006, and is crucially important for the company’s future. If the console manages to repeat the success of Nintendo Wii in 2006, Nintendo will have a steady food in global video games market again.
Nintendo has a wealthy heritage of first party software titles such as Super Mario, Zelda, and Pokemon. The poor results in 2011, however, were largely attributed to a lack of new software titles as the company reorientated its development efforts towards the Wii U platform.
Nintendo Co Ltd 2011 |
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Headquarters: |
Kyoto, Japan |
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Regional involvement: |
Global |
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Video games |
Category involvement: |
software, video games |
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hardware |
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World video games |
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hardware value share |
32.6% |
(2011): |
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World video games |
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software value share |
16.4% |
(2011): |
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© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 4 |

STRATEGIC EVALUATION
Software drought hits Nintendo sales
Nintendo has seen its sales fall over the 2009-2011 period as the Wii approaches the end of its lifecycle, and sales of 3DS handheld consoles failed to live up to expectations.
In fiscal year 2012 (ending March 2012), Nintendo recorded its first annual loss in 50 years as a publicly-traded company.
Net revenues dropped to pre-2006 levels because of the lack of major new software titles for the Wii platform.
The company’s focus on the Wii U launch in 2012 meant that the pace of software development for the aging Wii platform has slowed down significantly, with the emphasis on having a strong software line-up when Wii U hits the shelves in Q4 2012.
Nintendo’s net revenues were also negatively impacted by a strengthening yen, which reduced its overseas revenues when measured in Japanese currency.
Nintendo Co Ltd: Net Sales vs Net Income 2006-2011
Net sales ¥ million
2,000,000
1,800,000
1,600,000
1,400,000
1,200,000
1,000,000
800,000
600,000
400,000
200,000
0
300,000
250,000
200,000
150,000
100,000
50,000
0
-50,000
-100,000
2006 |
2007 |
2008 |
2009 |
2010 |
2011 |
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Net Sales |
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Net Income |
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Source: Company reported data
Note: Company financial year ends in March, figures refer to total company sales
Net income ¥ million
© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 5 |

STRATEGIC EVALUATION
SWOT: Nintendo Co Ltd
STRENGTHS
Strong characters
Nintendo enjoys a rich heritage in video games upon which it can continually draw for support for its hardware sales, with titles such as Zelda and Mario.
Leader in video games
Nintendo’s name is synonymous with video games. Since 1985 when its NES console changed video gaming, Nintendo has been a leader in video games.
OPPORTUNITIES
Wii U
The Wii U and its GamePad controller could help Nintendo position itself at the centre of family room entertainment again with the “second screen” functionality.
Traditional toys
Nintendo has many properties that could be extended to traditional toys. Its Pokemon trading cards are a good example of success in this area, but there are more opportunities.
WEAKNESSES |
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Digital downloads |
Low software tie-in ratio |
Nintendo lags behind |
Nintendo has fewer |
both Sony and Microsoft |
software titles released |
in terms of establishing |
for its platform from third |
a digital marketplace |
party publishers |
with both competitors |
compared to either Sony |
offering digital game |
or Microsoft. This makes |
downloads as well as |
dependence on first |
additional media |
party titles even higher. |
content. |
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THREATS |
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Smartphones
Nintendo relies heavily on sales in the portable video gaming segment which is facing increased competition from smartphones; largely a reason for poor 3DS sales as well.
F2P games
Nintendo may have a harder time persuading casual gamers to pay for its games, given the larger availability of F2P games, as well as social games.
© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 6 |

STRATEGIC EVALUATION
COMPETITIVE POSITIONING
MARKET ASSESSMENT
GEOGRAPHIC AND CATEGORY OPPORTUNITIES
OPERATIONS
RECOMMENDATIONS

COMPETITIVE POSITIONING
Packaged video games software and hardware declines
Video games hardware sales are heavily launch-dependent, and new console launches tend to follow a 5-6 year cycle.
Sales of current generation consoles reached peak in 2008, and have declined every year since. Xbox launched in 2005, while Wii and PlayStation 3 launched in 2006.
Digital gaming was responsible for the majority of category growth in 2011, with both mobile games and digital downloads registering strong growth.
Video Games Value Growth (% rsp, fixed exchng rates)
% year-on-year growth
50 |
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90,000 |
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45 |
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80,000 |
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40 |
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70,000 |
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35 |
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30 |
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60,000 |
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25 |
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50,000 |
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20 |
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40,000 |
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15 |
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10 |
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30,000 |
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20,000 |
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10,000 |
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2005 |
2006 |
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2007 |
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Video Games Hardware |
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Packaged video games software |
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Digital gaming |
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US$ million
© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 8 |

COMPETITIVE POSITIONING
Nintendo is still the world’s largest video games company
Nintendo’s fall was the main story in video games in 2011. The 3DS handheld console did not deliver the expected sales, and the Wii platform likewise struggled because of the software draught. In 2011, Nintendo announced a price cut for the 3DS.
Xbox 360’s Kinect controller and Sony’s Move continued to drive the popularity of their platforms in 2011. The key video games releases have also been tailored towards high-definition platforms from Microsoft and Sony, such as Assassins Creed, and Call of Duty.
Microsoft was the main winner in 2011, and the only first party publisher to gain global market share in 2011. Microsoft’s position was helped by the release of Gears of War 3 in fall 2012, as well as the range of new titles exclusively for its Kinect remote sensor.
Electronic Arts stole the march among the 3rd party publishers. Its digital strategy continues to account for larger share of revenues, and Electronics Arts was the largest mobile game publisher in 2011. Its key franchises from EA Sports also remained popular.
Video Games: Leading Global Companies by Value Share 2008-2011
Company |
2008 |
2009 |
2010 |
2011 |
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Nintendo Co Ltd |
31.3 |
29.4 |
24.3 |
18.4 |
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Sony Corp |
14.6 |
13.6 |
14.6 |
14.1 |
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Microsoft Corp |
8.9 |
9.0 |
11.0 |
11.7 |
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Electronic Arts Inc |
5.9 |
6.3 |
6.5 |
7.7 |
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Activision Blizzard Inc |
5.4 |
6.1 |
6.8 |
7.1 |
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Ubisoft Entertainment |
2.1 |
2.1 |
2.1 |
2.4 |
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SA |
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Take-Two Interactive |
1.7 |
1.2 |
1.7 |
1.4 |
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Software Inc |
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Square Enix Co Ltd |
0.7 |
1.0 |
1.2 |
1.3 |
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Konami Corp |
1.3 |
1.3 |
1.3 |
1.3 |
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Capcom Co Ltd |
0.9 |
1.0 |
1.1 |
1.0 |
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© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 9 |

COMPETITIVE POSITIONING
Nintendo gears up for a pivotal year in video games with Wii U
Nintendo has a rough year
Nintendo was forced to admit to its shareholders that 2011 had not been a great year. Initial 3DS sales failed to live up to expectations, which prompted a price cut, but this also failed to change demand significantly. The company faced decline of sales in 2011, as 3DS sales did not replace falling DS sales, and Wii console had a very barren year in terms of new software launched. The company is now expecting a stronger year in 2013.
Making most of Wii U launch
The company will release a new Wii U static video game console in 2012. Neither Sony nor Microsoft has officially confirmed their next-gen plans so far, giving Wii U a comfortable one-year lead before the rival consoles are launched. Most importantly, it will give Nintendo a chance to popularise the
“second screen” and multi-media capability before similar services are launched on Xbox and PlayStation.
Bringing more third party publishers
Nintendo has pointed to its failure to keep pace with new software for the 3DS as a key factor in its lacklustre sales. The company is trying to rectify this with a much stronger software line-up in the latter half of 2012 in support of the Wii U launch. The software, however, has been an issue for Nintendo for some time. It has historically developed and released many first party titles, but it should seek to bring more publishers on board to keep content exciting.
Fending off free to play revolution
Nintendo’s strength has been its family friendly games, which have appealed to parents and a younger demographic. The latter demographic, however, has moved to free to play games and social games alternatives on social networks that have eroded much of Nintendo’s core customer base. As such, it will be harder to sell US$60 games, and more innovative gameplay mechanics maybe needed to bring the gamers back.
© Euromonitor International |
TOYS AND GAMES: NINTENDO CO LTD |
PASSPORT 10 |