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G2_Video/Online/Mobile Gaming – Nintendo Labo (Conclusion (find out…
G2_Video/Online/Mobile Gaming – Nintendo Labo
Why choose us?
innovative ideas
hold game festival
give TA new experience in playing games
capability
make high quality decisions efficiently
implement the plan in realistic
strength for unity
strong sense of belonging to our group
good planning
truly understand what college students want
use available resource to the utmost
Introduction of company background
Timeline
1889
was founded as marufuku company
1880s - early 1960
playing card company
nowadays
develop into game company
most influental in industry
Challenges
Nintendo faces the impact from other competitor.
Mobile product might create more commercial possibility than Nintendo Labo.
The sales of new and main products do not meet the expatation.
Conclusion
find out solutions for upcoming challenges
selling rate will goes up
Promoting college students
Made for Kids, but Fun for adults
Make, Play, Discover
Why sales do not meet expectations?
High-profile games support
Healthy sales - Super Mario Party, Kirby Star Allies
It needs more high-profiles games than competitors
Less third-party titles
Supports less third-party games and
apps comparing to the other devices
Question on lack of innovation
Hybrid: Console plus portable gaming system
Still not the same level of Nintendo Wii U
Unusual hardware and outdated online features
Developers’ perspectives
Analysts see that Nintendo switch is not
the next level of video games
Price to performance
Graphic, fantastic games, third-party apps, price
How to promote to college students
Game festival
offer student price
Deloitte “back to school” report
price is what student consider the most before purchasing
Student Package
purchase in group/installment payment
Period: 3 days
Entrance Fee: Free
Nintendo Booth
check in : Instagram/Facebook
use game or product under switch company to run the game festival
Nintendo Labo will be the main character
Way to attract audience
such as cash, switch, Nintendo labo
TA: Generation Z
Second generation of "Digital Native"
Target them to do effective marketing
Born between the mid-90s to the mid-00s
influence between peers is greater than other advertising
Business Model
Value Proposition
focus on making it from scratch by cardboard
bring the spirit of "Make" into the entire game system
Target Audience
focus on opening up non-player market
children's parents
Expected to sell 38 million units worldwide by 2019
make Nintendo Labo a trend in university