“第一个吃螃蟹的人是很令人佩服的,不是勇士谁敢去吃它呢?”

魯迅先生說:第一個吃螃蟹的人很令人敬佩的。
後來,“第一個吃螃蟹的人”就成了“敢於嘗試”、“勇於創新”的代名詞了。

Friday, March 13, 2015

Nintendo: Please Keep the Ocean Clean





















RANKED as the 8th Japan's Best Global Brands in 2014 (Interbrand: 2014), Nintendo has been regarded as a pioneer in the technology and gaming industry in the world since it enters into electronic era in 1970. Being loosely translated as “Leave luck to heaven”, Nintendo has experienced both “leave luck to itself” and “leave luck to heaven” – the pathway has never came easy, and the commercial failure of “Virtual Boy” is among the obstacles that Nintendo has experienced. By horizontal comparing Virtual Boy with Oculus Rift, another virtual game headsets who’s achieved tremendous success in the market, a series of lessons on both technology and commercial innovation could be learned.

Industry Overview
During this decade, the video gaming industry sees the introduction of the 8th generation gaming console. The console manufacturers have continued to adopt the five-year console development life cycle. Since the 6th generation gaming consoles (i.e. around the early 2000s), three prominent players have emerged: Sony, Microsoft and Nintendo. As of January 2014 Sony had the biggest chunk of the $9.9 Billion market with 63% of the market share. Microsoft was second with 23%, followed by Nintendo with 14% market share. Although the industry experienced significant growth in recent years, many sectors have already fully matured and stepped into the decline according to the life cycle stages.













Source: Agents of Guard













































Environmental Impact on its Innovation Process:
To enlarge its market share by satisfying a wider array of customers, as well as capitalizing on its reputation by labeling itself as a tool for families, Nintendo has developed and innovated a handful of educational video games from simple mathematics for kindergarten kids to virtual driving lessons for teenagers. Many of these innovated programs are actually great fun for all ages of people, and people don't even mind the learning that's going on while they play or relax. This market-driven innovation shall be regarded as another strong selling point for Nintendo, who can establish itself as a staple for every household.

Competition in the console market is another stimuli for technology innovation. Companies attracted customers by offering faster graphics processors, superior physics engines, chip innovation and other hardware tweaks. Nintendo has suffered from a decline in market share for years; largely attributable to its newest console, which has been out-competed by Microsoft’s Xbox and Sony’s PlayStation. Finally, the management of Nintendo has realized that “gaming for fun” is more important to its major customers rather than simply hardware performance. Consequently, the innovative Wii which has been marketed with the tagline “active, social gaming in your living room” has been launched. 

Nintendo’s new direction was clear from the outset: instead of offering an incremental hardware upgrade, Nintendo offered a new way to play games; one that involved gamers in an exciting new way which differentiated the experience from that of its competitors. What the Wii represented was the first major home console innovation that did not compete mainly based on graphical or power updates, but a new way to play. This innovative gaming experience was a perfect vehicle with which Nintendo was able to disrupt the market.

Company Analysis 
Introduction
Founded on September 23, 1889 in Kyoto, Japan by Fusajiro Yamauchi, Nintendo started out its business by producing and selling Japanese playing cards known as “Hanafuda”, or “flower cards”. After decades of development, Nintendo went public in 1962. The company used the newly injected capital to begin developing games rather than cards in the 1960s. The launch of Magnavox Odyssey in 1972 was the first involvement of Nintendo in video games. Thirteen years later, introduced in 1985, the Nintendo Entertainment System (NES) became an instant hit. Game Boy, a portable gaming device which came out in 1989, was later regarded as the most successful video game system ever released, as it sold well over 150 million systems worldwide (Nintendo: company history). However, the launch of Virtual Boy, a 32-bit table-top 3D video game console, in 1995 was later proven to be a commercial failure. In 2004 Nintendo released the Nintendo DS, its fourth major handheld system. The release of the Nintendo DS also initiated a new direction in the video game industry.





















































Latest products: Wii U and Amiibo



SWOT Analysis
As a well-established company, Nintendo’s strong brand name gives it a first mover advantage over its competitors. Its strong portfolio also offers target clients with different products which increases its revenue. However, the growing competition could not only reduce Nintendo's market share, but also scrape the profit margin.

Strengths
  • Important heritage in video game development
  • Strong global brand in video game market with Valuable IP’s Like Mario, Zelda
  • Focus on Value Innovation (Pioneer - Motion Sensing)
  • Simple User Interface and Greater Playability
  • Family-Friendly Values
  • Backward Compatibility
  • Attracting traditional Non Gamers to the gaming world by offering them unique entertainment value
  • Focus on providing an immersed and entertaining experience 
  • With net assets of US$11 billion as of March 2014, Nintendo is in an extremely strong financial position, which means that it can afford to take a considered approach to its strategic development.

Weaknesses
  • Low focus on offering online user experience e.g. No unified user account system
  • Lack of innovative video games (partly due to poor tie ups with third party developers)
  • Complete exclusion/ignorance of DVD gaming market
  • Unable to back up / Replicate 
  • Huge success of “Wii” with new product launches like “Wii U”
  • Complete lack of focus on the hardcore gamers' needs and expectations
  • In terms of online services and digital distribution, Nintendo lags behind Sony and Microsoft. This is set to become increasingly important as consumers shift to digital gaming.

Opportunities
  • New unifying Nintendo OS under development for coming release
  • Tablet games can be ported to Wii U without hassle
  • Microsoft's XBOX One seemingly missing the mark with consumers
  • Aging population in Developed markets
  • Growing consumer base in emerging markets
  • Improved online experience through improved OS and a unified account system
  • Digital gaming is forecast to be the most dynamic video games category over 2013-2018, and is expected to account for 35% of global video games value by 2018.

Threats
  • Sony PlayStation 4 which comes with Superior motion detectors and HD graphics
  • Games available on Smart phones and Social Media
  • Third party developers are likely to flock to other more successful systems, if Sales of new launch of “Wii U” do not improve
  • The niche possessed by Wii in motion sensing being eroded away with numerous new entrants like Oculus Rift, Valve Steam Box, Ouya etc.
  • Wii U will no longer compete in Blue Ocean


PEST Analysis (Macro Environment)

















Blue Ocean Strategy (Kim and Mauborgne (2005)):
Background
At the end of 2005, Nintendo was hardly sailing smoothly. Its GameCube had failed and its GameBoy withered after reaching an early peak. Moreover, its games were also not so well received and hardly any competition to Sony's PlayStation2. Nintendo came up with their path breaking product “Nintendo Wii” in Nov 2006, which challenged the way a video game was played by creating a completely unique offering through the introduction of motion sensors in a gaming experience. When the Wii was introduced, Nintendo's President talked about Blue Ocean and disruptive thinking, inspired by Kim Chan and Mauborgne's then-recent book "Blue Ocean Strategy". Nintendo should expand the industry rather than simply competing in the existing industry.

What is Blue Ocean Strategy?



Red vs Blue:
Source: blueoceanstrategyaustralia.com.au












The sequence of blue ocean strategy





















Why Nintendo felt the need to create a blue ocean 
With the hyped release of Wii, it earned the scorn of gamers because Wii didn’t have any high-definition graphics. Its graphical output was a measly 480p in comparison to the industry's 1080p ceiling. Wii had a miserable 512MB internal storage compared to the 20GB and 80GB its competitors had launched. It had no optical audio-out port nor did it have any external storage option and also lacked a centralized online service. In short, the Wii could never compete with Xbox or PlayStation, which was also the primary reason for Wii's existence. Rather than fight for the same finite market and dollars, Wii wanted to create its own market space and attract new audiences altogether. Wii's target was beyond just kids, it was the whole family. The heart of Wii's strategy was that consoles do not necessarily require state-of-the-art technology, power and performance. Instead, it shifted its focus to providing a new form of player interaction to a wider audience. 

How it went about creating the Blue Ocean
Wii simply proved two things: that there are far more noncustomers than customers and that a better solution to an existing problem is not good enough. Nintendo focused on the demand side and redefined the problem itself in a creative way. Nintendo looked into the gaming industry's noncustomers for insights i.e.; older non-gamers, parents who wanted their kids to play active games, elderly, and the very young.

The Three Tiers of Noncustomers


First Tier – “Marginal Gamers” e.g., young adults, students, etc.














Second Tier – “Tried but refusing” e.g., sports enthusiasts, readers, etc.













Third Tier – “Never Considered” e.g., the elderly, very young children, etc













CREATING BLUE OCEAN 

Value innovation
Value innovation is the cornerstone of the blue ocean strategy which simply defies the traditional dilemma of value-cost trade-off. In value innovation, companies don’t just concentrate on value creation or just on innovation. If you concentrate only on value creation, you cannot stand out in the crowd as competition catches up with you. If only innovation is focused upon, the value to customers tends to be technology-driven with no cost leadership, which buyers are not ready to pay for. Hence, in value innovation, instead of focusing on beating the competition, companies focus on creating a leap in value for buyers which makes competition irrelevant.

Wii's Value Innovation
Changing the Concept with New Game-Play, New Consumers, New Approach 
As of 2005, Nintendo's main business of gaming consoles was a speck in the gaming arena with sales of GameCube totalling just 20 million, whereas Sony's PS2 had amassed an excess of 115 million buyers. Nintendo desperately needed a radical change in its strategy and market focus in order to gain major traction in the video game industry. With the creation of the Wii, Nintendo made radical changes to its strategy: Now gamers were playing with their families, their friends and not alone in the dark at night. This was the biggest utility Wii provided. Nintendo changed its focus from the technological race towards a more user-oriented strategy - from better graphics to having more fun, thus providing value for its buyers with affordable consoles. Another cost saving offer was its Wii Sports package, which includes Baseball, Bowling, Golf, Tennis etc. With this sports package, some people did not even find a reason to buy more games. Also, after realizing its past mistake when aiming for a younger audience, Nintendo started tapping into the “casual gamers category; reaching far beyond the “hard-core gamers” who the PS3 and Xbox 360 directly target.

Analytical tools and frameworks

The Strategy Canvas
The strategy canvas is both a diagnostic and an action framework for building blue ocean strategy. It serves two main purposes: to understand where the competition is investing and what the consumer perception is of these offerings. The vertical axis depicts the value derived from each of the factors the industry competes in (horizontal axis).













The above figure is called the “value curve”, a graphic depiction of a company’s relative performance across its industry’s factors of competition.

The vertical axis depicts the offering level that buyers receive across each factor. All these factors together depict the strategy that each of the companies chose to differentiate themselves in the market. These are compared among the competitive group and a certain value is assessed to be perceived by consumers. The resulting value curve is the graphic depiction of a company’s relative performance across its industry’s factors of competition.


Wii’s ERRC Grid



Eliminate
High resolution graphics
DVD/HD-DVD Playback
Hard Disk storage
Raise
Hardware accessories
Wireless controller
Social gaming
Fitness & Sports
Backward compatibility
Reduce
Processing power
Graphics quality
Online gaming
Complexity of games
Price
Create
Motion sensor controller
Family-friendly gaming Character customization
Active fun

















In the case of the video game industry, the avid gamer of age group 18-25 was the main target. Nintendo, before launching Wii, targeted the “under -18” market, which represented only 1/3 of the total market. This put a cap on Nintendo’s success. Subsequently, Nintendo's strongly differentiated (although more expensive) competitors dominated the market by targeting an older audience with much more buying power. Wii's target was beyond just kids, it was the whole family. The heart of Wii's strategy was that consoles do not necessarily require state-of-the-art technology, power and performance. It shifted its focus to providing a new form of player interaction to a wider audience. The new Wii boosted the fun factor and made video gaming active fun.

Before and After of Life Cycle and Technological Trajectory: 






















Can Nintendo keep blue ocean blue? (Svend Hollensen 2013)

Unfortunately, the blue ocean is getting polluted by competitors. 

"Sony Playstation"
In 2008, cumulative sales of PlayStation2 (PS2) reached 130 million units, making it the world’s best-selling game platform. However, the 2006-2007 launch of Sony’s new-generation PS3 did not translate into the immediate success that the company had hoped for. PS3 was not as successful as the Nintendo Wii. Sony suffered from a perception that it was a complex console to be used only in a darkened room by young men. The core age group used to be a tight demographic group of 14- to 30-year-old men (Brightman, 2012).
In September/October 2010 Sony launched the PlayStation Move, a motion-sensing game controller platform for the PlayStation 3 (PS3) game console. Based on a handheld motion controller wand, PlayStation Move uses the PlayStation Eye camera to track the wand’s position and sensors in the wand to detect its motion (Sony Computer Entertainment, 2010).

"Microsoft Xbox 360"
Microsoft continues to target the ‘‘serious’’ gamer segment with the Xbox 360, whose graphics, games and Xbox live internet gaming have been popular with the core user segment, primarily young males.
In November 2010, Kinect for Xbox 360, or simply Kinect (originally known by the code name Project Natal) was introduced world-wide. It is a motion-sensing input device for the Xbox 360 video game console. Unlike its rivals, Microsoft’s Kinect does not use a controller. Instead, a series of sensors allow the gamer to control the action using gestures, movement and speech. Based around a webcam-style add-on peripheral for the Xbox 360 console, it enables users to control and interact with the Xbox 360 without the need to touch a game controller, through a natural user interface using gestures and spoken commands (Crawford, 2010).


Globalization Processes


















Nintendo has company locations throughout Asia, North America, Europe, and Australia. This enables the company to effectively manage its global marketing strategy by targeting the needs of local markets. Furthermore, the company’s global presence is a key driver of sales, as local subsidiaries control sales within each respective country. One positive benefit of globalization is that firms can capture sales worldwide, the magnitude of which is demonstrated by Yücel and Dağdelen (2010, p. 61) who claim that “within the last 50 years, world commerce and trade enlarged nearly 20-fold.” Looking back at the historical development of Nintendo, it seems that much of the company’s success can be attributed to its ability to innovate and thereby surprising customers with a diverse range of video game consoles and games. Brady, Goodman, Hansen, Keller, and Kotler (2009) identify five levels of a product: the core benefit, basic product, expected product, augmented product, and potential product. These five levels basically describe to what extent the needs of the market are fulfilled by a company's product, or value offering. The figure below displays the five product levels, taken from Brady et al. (2009, p. 506):

A potential product is great because it surprises customers in a positive way by fulfilling their needs in exciting, new ways. Therefore, when a company is able to impress people by exceeding their expectations, the company will benefit from increased sales. Nintendo has been good at surprising people in positive ways already since the introduction of the Nintendo Entertainment System (NES) in 1985. Duck Hunt was a game for the NES where a game pistol was used to simulate hunting ducks. This interactive way of gameplay designed by Nintendo was already very innovative back in the 1980s.

Most of Nintendo's gaming consoles contained special characteristics which made them unique compared to the competition. Indeed, the Nintendo Wii is one prime example of how Nintendo, under the pressure of competition such as Microsoft and Sony, succeeded by adjusting its strategy. The Nintendo Wii, with its cordless controller, transformed the way gaming is experienced. All of a sudden, games could be played in a very realistic manner where the player uses hand motions and gestures in combination with pushing buttons to play a game. Hence, over the years Nintendo has been able to lock in profits and create a loyal customer base by surpassing customers’ expectations with innovative gaming devices. Moreover, Nintendo has done so by being more of an early adopter than an adaptive follower or late adopter. Nintendo has created a competitive advantage for itself by providing people with fun new ways to experience gaming. For these reasons, people have always been excited to see what Nintendo will introduce next, even if the company was not always the first to introduce a gaming device on the market. Hence, Nintendo has been placed under “potential product” in the figure above from Brady et al. (2009, p. 506). Contrary to Nintendo, Sony and Microsoft compete in the video game industry on a less radically innovative level. Sony’s PlayStation and Microsoft’s Xbox continuously represent incremental innovations.  Both consoles have similar games which target a similar audience. Sony and Microsoft mainly rely on improving graphics, software speed, and hardware design to differentiate their products. Therefore, both companies are good at changing, or augmenting, their gaming consoles; however, Nintendo seems to be one step ahead of them by using innovation as a key driver of differentiation. Sony and Microsoft have also been added to the figure from Brady et al. (2009, p. 506).

Nintendo’s Creative Contributions to Globalization

Nintendo is a company which has played a fundamental role in the evolution of the video game industry. Indeed, according to Monsters & Critics (2011) Nintendo received multiple Emmys from the National Academy of Television Arts & Sciences for its excellence in creativity. One Emmy, awarded in 2007, honors the characteristic plus-shaped direction pad which revolutionized how video games are played. Another award was given to Nintendo for the innovative Wii controller, which through its motion-sensing technology has also revolutionized the gaming experience. Finally, the Nintendo DS was also awarded for its innovative touch-screen control mechanism as well as its dual screens (Monsters & Critics 2011). These ‘Emmys’ show the impact Nintendo has had in the global marketplace. Nowadays, Microsoft’s Xbox and Sony’s Playstation are the main competitors of Nintendo. However, the innovative prowess Nintendo has shown is likely to remain efficient at setting the company apart from its rivals. Another sign that Nintendo has influenced globalization processes can be seen by the fact that the Nintendo Wii has been widely utilized globally for medical purposes. According to Shih and Chang (2012), the Nintendo Wii wireless controller and the Wii Balance Board can be used by people with physical and cognitive disabilities in order to enhance their motor skills and ultimately quality of life. Bower, Clark, McGinley, Martin, and Miller (2014) argue that using the Nintendo Wii can help people who have suffered from a stroke to regain their sense of balance. Furthermore, the Nintendo Wii may even be helpful to people suffering from Parkinson ’s disease and Multiple Sclerosis. The pictures below show the Nintendo Wii being used for its medical potential:











It is fascinating that a video game company such as Nintendo can have such a strong impact on the health and medicine sector. People can even save costs by purchasing a Nintendo Wii instead of spending money on other expensive forms of treatment.

Nintendo leads to a global revolution

1. Shaping the future trend of video games
Nintendo changes the international landscape. Within the game console industry, the two other console companies (Microsoft and Sony) begin to develop motion-sensing systems in their consoles. Motion sensory games will be the future trend of video games. In this case, Nintendo is actually shaping the future of video games.

2. More opportunities for game developers
In the game development industry, Nintendo's revolution creates more possibilities for the game developers. In the past, game developers had many limitations because game consoles could not support certain games, even though the ideas may have been good. This may be because of technological constraints, the game consoles could only provide a platform that solely uses the buttons and joysticks to control all the things in the games. However, now those companies have more room to create new games.

3. Exchange across nations
Furthermore, as Wii can be used to access Internet, people can make use of Wii to play online games. People from all over the world can exchange their ideas and game-playing experiences with others. Therefore, it fastens the cultural exchange across boundaries.

Further Reflections on Globalization and Innovation

Generally speaking, globalization is speeding up the innovation process because many companies now operate 24/7. The fact that many companies operate continuously makes them more agile, allowing for new products to be developed quicker and then sold globally. Sourcing is also a notable driving force of innovation, because global companies are sourcing their raw materials from suppliers worldwide. This creates increased competition amongst suppliers and ultimately adds to the competitiveness of international firms who exploit economies of scale both in purchasing and production. Hence, innovation is a competence which competes globally and is then able to spread from one region to another rather quickly in today’s globalized world. Firms which use existing technologies in clever ways are often able to develop innovative products. These existing technologies, such as the internet, are used as a platform with which to innovate. For example, Google and Facebook essentially used the internet as a platform to develop their own innovative products and services. Nintendo must also remember to keep building upon existing technologies to create innovative and fun gaming experiences. In the never-ending hunt for competitive advantage and profits, Nintendo will most likely continue to influence processes in our globalized world. Likewise, globalization is a strong force which will continue to affect the innovative potential of Nintendo.

Failure Innovation Case Study

Introduction of “Virtual Boy”

Despite Nintendo’s success story, the Virtual Boy remains an example of an innovation failure in the company’s history. The Virtual Boy’s 3D graphics were not very developed yet and the screen only displayed red and black colors. It was bulky and uncomfortable, also making it not portable. Thus, the world was not yet ready for the 3D technology which the Virtual Boy promised.

The Virtual Boy was a radical innovation which transformed the gaming experience, however, with its fledgling technology it was doomed to fail. Satoru Iwata, Nintendo’s current president and CEO, states in an interview that the Virtual Boy was a commercial failure. Nevertheless, it influenced Nintendo to improve its 3D technology, the fruits of which can be seen in today’s Nintendo consoles. (Itoi & Iwata 2015) Subsequently, it is interesting to note that the failure of the Virtual Boy had a positive impact on technological developments for the rest of the company Nintendo. Therefore, one major finding is that while an innovative product which is a technological failure should quickly be pulled out of the market, it may influence the development of other potentially successful products in considerably positive ways.

Technologically, Virtual Boy was a spectacular console with an integration of state of the art technologies that was highly salivated by aficionado. To name a few, there are: 

  • NEC’s V810 microprocessor
  • Toshiba’s TC511664BJ-80 1Mbit DRAM
  • Sharp’s  LH5P1632N-70Y 512Kbit RAM
  • Texas Instruments’ 570AOY5K inverter

All the data indicate that Virtual Boy used cutting-edge technologies at that time. For instance, NEC 32bit process was theoretically powerful. What is more overwhelming is, on top of all the above technologies, 3D graphics system would offer unprecedented experience for fans in the form of virtual reality. It was the concept of 3D graphics that made Nintendo’s Virtual Boy an extraordinarily innovative product in the market. 

Unfortunately, it was a nightmare for Nintendo and a classic failure in the history of portal game industry. The Virtual Boy had not undergone the whole product's life cycle.  It was released in 1995 and discontinued it in 1996. It was died in infancy and there were only 22 games. Nintendo laid blame for all faults directly on its creator, Gunpei Yokoi, who is the creator of Game Boy. The failure of Virtual Boy  led to Gunpei Yokoi being driven from Nintendo.

















The two key factors that contributed to the failure of Virtual Boy among other things are as follows along with reasons in terms of marketing strategy and short-sighted management:

  • The poor design. The monochromatic (RED) system gave it a reputation as a headache-inducing machine, and two-legged stand led to hunchbacks after long sessions of play.
  • Insufficient provision of content (video games) embedded resulted in its unattractiveness to its fans. 
  • They were so bulky that they couldn't easily be worn, a tabletop tripod was set up to prevent head fatigue. That made the playing less comfortable.


How about new modern virtual gaming kit?
Does this mean all these virtual games will end up in a marketing tragedy? The answer is NO. In fact, twenty years later, Oculus Rift, which has been witnessed as an evolutionary version of Virtual Boy has experienced huge success with a similar idea, similar functioning, and similar effect, but why did these two products undergo conversed results? 





Recommendations & Conclusions


Lessons Learnt - a Technological Innovation Perspective 

The Halo Effect 
Gunpei Yokoi, the mastermind of ‘Virtual Boy’, was a benchmark in the portable gaming world with his spectacular successful development of Game Boy. As such, Nintendo’s executive teams took it for granted that Gunpei Yokoi would do nothing wrong and that he had a sort of the Midas touch. Even worse, Nintendo's management team pressed Yokoi’s team to put the Virtual Boy into the market ahead of schedule to take advantage of the fans’ fever for it, rather than treat it as a brand new product by making a detailed plan and testing it before it was immaturely delivered.

Innovation Myopia 
Nintendo is a successful company with myriad of innovative products. Virtual Boy was the most daring innovation when it was released to the market in 1995. Yet Virtual Boy turned out to be a disastrous failure for Nintendo and it was discontinued less than a year later, totaling sales of as low as 77,000 units in the Japanese and North American markets. Further to the halo effect of the leader Gunpei Yokoi, it was the mistake of innovation myopia that an organization was made when fundamental part of innovation was ignored or jumped over. In Virtual Boy’s case, their previous successes led Nintendo’s executive management to pay little attention to the customers’ bottom line that nothing short of perfection would be acceptable. That is a big lesson, not only for Nintendo but for all industries as well.  It would be fatal for companies in the era of the fast-changing technological and complex world today.

Managing Innovation systematically 
People are energetically pursuing new innovative products and eager to commercialize innovations as can be seen by the case of Virtual Boy-rushed to the market and rushed to the obscurity. Empirically, the success rate of traditional innovation is on average 17% as a whole, yet it could be scaled up significantly to 86% if a strategic approach is adopted. From a perspective of innovation process, innovation cycles life from its embryonic stage to its birth. In a sense, innovation is fragile and needs well-organized management to make sure the new baby is healthy and will be growing up rather than aborted if it is not fit for the market, or premature delivery if it is brought to the world earlier than the prime timing. If the marketing testing was properly conducted, the nausea effect caused by the red LED display and movement of images in the background of the games would have been discovered. The story would have been different if it would not have been for the oversight of systematic management.

Recommendations: (Passport Feb2015)

Growing pressure to innovate
Leverage brand strength beyond own hardware
Nintendo is sticking to its strategy of producing games exclusively for its own hardware. However, the rise of mobile gaming on smartphones and tablets, and ongoing technological improvements to these devices are undermining the viability of this strategy, especially since casual gamers form a core consumer group for Nintendo. Therefore, the company should look at ways to leverage the strength of its games portfolio to develop apps for mobile devices that are compatible with its core strategy.

Step up hardware innovation
If Nintendo is to continue to pursue its strategy of producing games exclusively for its own hardware, it needs to step up its innovation in hardware to deliver compelling experiences that positively differentiate its products from its rivals’ new generation consoles, and attract consumers away from the increasingly diverse and sophisticated gaming offered by mobile devices.

Improve digital presence
Digital gaming is exerting an increasingly strong influence on the development of video games. Nintendo lags behind Sony and Microsoft in its digital presence. A more extensive and convenient digital offer is likely to be essential in the successful development of its next generation of hardware and in the uptake of new games titles. Moreover, as PlayStation now gets into its stride, Nintendo needs to look into game streaming.

Strengthen emerging market presence
With emerging markets playing an increasingly important role in driving growth in the global video games market, Nintendo needs to address its weaknesses in this area. The company needs to focus strongly on the console it is developing specifically to target the expanding middle class in emerging markets. The launch of the product needs to be supported by strong games titles and extensive, locally appropriate marketing activity.

Conclusion:
Blue Ocean strategy cannot be a static process (Kim and Mauborgne, 2005).

The case shows the necessity for Nintendo to create a dynamic strategy in order to stay in the Blue Ocean and not to allow turning it into a Red Ocean again. However, it seems that Nintendo has not been able to generate enough tools to safe-guard its competitiveness. Its two competitors have managed to imitate Nintendo’s excellent idea about motion controls and come up with even better solutions. In 2010, Sony launched the ‘‘Move’’ and Microsoft launched the ‘‘Kinect’’.

With the PlayStation Move, Sony claimed to have a controller, which offers more accurate motion control than the Wii, and Microsoft’s Kinect removed the need for a controller completely. Notably, what these devices offer is motion control combined with more graphical power than Nintendo’s Wii. 

The launch of the ‘‘Wii U’’ represents Nintendo’s attempt to reestablish its Blue Ocean in game consoles, but sales in 2014 do not indicate that Nintendo will achieve a new Blue Ocean.

Source: EBSCO. ILLUSTRATIONS BY QUICKHONEY FOR TIME, February 24, 2014




































References:

Lessons from Nintendo's Wii | Case study: Value proposition. (n.d.). Retrieved March 11, 2015, from http://www.marsdd.com/mars-library/changing-the-game-lessons-from-nintendos-wii/

(n.d.). Retrieved March 11, 2015, from 
http://edugameshub.com/open-innovation-and-collaboration-video-games-industry/

Innovation and Marketing in the Video Game Industry. (n.d.). Retrieved March 11, 2015, from http://www.gowerpublishing.com/isbn/9780566091674

Bower, Kelly J., Clark, Ross A., McGinley, Jennifer L., Martin, Clarissa L., & Miller, Kimberly J. (2014). Clinical feasibility of the Nintendo Wii for balance training post-stroke: a phase II randomized controlled trial in an inpatient setting. Clinical Rehabilitation, 28, 912-923.

Brady, Mairead, Goodman, Malcolm, Hansen, Torben, Keller, Kevin Lane & Kotler, Philip (2009). Marketing Management. Harlow, England: Pearson Education Limited.

Itoi, Shigesato (Interviewer) & Iwata, Satoru (interviewee). (2015). And That’s How the Nintendo 3DS Was Made [Interview transcript]. Retrieved from Nintendo Web Site: http://iwataasks.nintendo.com/interviews/#/3ds/how-nintendo-3ds-made/0/1

Monsters & Critics (2011). Nintendo creativity honoured with yet another Emmy. Retrieved from Monsters & Critics Web Site: http://www.monstersandcritics.com/nintendo-creativity-honoured-with-yet-another-emmy/

Shih, Ching-Hsiang & Chang, Man-Ling (2012). A wireless object location detector enabling people with developmental disabilities to control environmental stimulation through simple occupational activities with Nintendo Wii Balance Boards. Research in Developmental Disabilities, 33, 983-989.

Yücel, Recep, &  Dağdelen, Osman (2010). Globalization of Markets, Marketing Ethics and Social Responsibility, Globalization - Today, Tomorrow, Kent Deng (Ed.), ISBN: 978-953-307-192-3, InTech, DOI: 10.5772/10231. 

Blue Ocean Strategy Australia 

Youtube: Nintendo Channel

Palermo Business Review: www.innosight.com

W. Chan Kim, Renée Mauborgne. Blue ocean strategy: how to create uncontested market space and make the competition irrelevant, 2005.

Palermo Business Review 2008

EBSCO. ILLUSTRATIONS BY QUICKHONEY FOR TIME, February 24, 2014

Passport February 2015, Nintendo Co Ltd In Toys and Games (World)

Svend Hollensen. The Blue Ocean that disappeared – the case of Nintendo Wii. Journal of Business Strategy, ISSN: 0275-6668, 2013

J. Helier & B. Render, "Operations Management", Pretice Hall


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35 comments:

  1. Nintendo has lost the console wars in 1980s, Sony subverted it with better hardware specifications and better audio and video effects. For a long time, Nintendo was only able to survive by handheld game console until 2006, after Sony PlayStation announced for 12 years, it regain its market position by Wii and somatosensory game.

    Once the game rule has changed, the best approach is not to follow others, but lies in the disruptive innovation. Like Nintendo's, not following Sony to launch high-quality and high-cost products, instead goes back to square point and returns to their own strength, namely the Game Design ( designing the game with which the whole family can play).

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    1. Thanks for your comments.
      Actually Nintendo had a great time before 1997, especially in 1980s as NES was launched. Game Boy and SNES had even pushed Nintendo to the peak and made it as the great one in game industry.
      But yes, Nintendo has to think how to get the market share back from competitors.

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  2. 以前細個都有一部黑色GAMEBOY!
    真係好好玩!!
    邊個有玩過GAMEBOY 一齊回憶下!!

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  3. 個陣玩MARIO 過關, 真係可以消磨一個下午.......
    由黑白機, 去到彩MON
    之後任天堂出好多家用電視遊戲機, 都唔算太普及, 反而後來出Wii 之後, 又再打起返自己市場
    令到PS3, XBOX360 受到威脅...
    可惜而家又接不到力

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  4. Comment from Student 53511796 Happy learning!
    Thank you Team CRAB for presenting the failure story of Virtual boy!
    I found the story interesting and inspiring!
    It is believed that there are several areas that the company can do which may prevent from the business failure:

    I agree with some of the points summarised in the SWOT analysis:

    Main Strength:
    Nintendo is a well-established global brand with a great heritage in video game industry. It was the first company to introduce the Motion Sensing technique.

    Main weakness:
    “Critics were generally disappointed with the quality of the games and the red-colored graphics, and complained of gameplay-induced headaches.” (Wikipedia, Nintendo)

    Nintendo should focus on more heavily on the market development, especially the on-going change in the digital gaming industry, rather than product oriented.

    This will enable the company to offer competitive, customized online services, which enhance user experiences. I agree that a good Membership/User program can be powerful in enhancing the user’s brand loyalty as well as encouraging online spending. It can give out “Virtual coins” for free to new user at the beginning to increase the chance for user to start exploring different games.

    The company can expand horizontally through merger & acquisition in order to keep itself update with the market change if the company wanted to focus on product innovation and R&D. This could increase its market competitiveness to compete with Sony and Microsoft.

    It is believe that the company have launched Virtual boy too early before the product is ready. Regarding to comments from the public, neither do the 3D graphics, screen quality as well as the color display can meet customer’s expectation.

    Especially, the product “was marketed as the first "portable" video game console capable of displaying "true 3D graphics" out of the box.” (Wikipedia, Virtual Boy)

    It may be wise for Nitendo to do a more detailed market research and to test the market before fully launch of Virtual boy.

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    1. Thanks for your comment!
      Yes we agree with you that membership program could be helpful for Nintendo. Actually there is an online service called "Nintendo Network" and now the situation is nintendo network vs xbox live vs playstation network.
      About the virtual boy, it was sad that this kind of big innovation turned out to be a failure. Yes you're right. The market research from Nintendo was not detailed enough.

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  5. 我好懷念以前low tech 的遊戲機,有時遊戲性/ 可玩性是比機能更為重要,再強大的3D 或運算都抵不上的。任天堂是一家老牌的遊戲界巨頭,跟手機界的NOKIA 一樣同病相憐,真是遺憾。哀其不幸,怒其不爭,希望任天堂能自我檢討後東山再起,但在目前情況,遊戲界儼如進入三國時代,要突圍而出,很視乎謀臣(management) 的眼界了。

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    1. This comment has been removed by the author.

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    2. 出師表:
      Virtual Boy 創業未半,而中道崩殂;今天下三分(任天堂、索尼、微軟),市場疲敝,此誠危急存亡之秋也。然遊戲開發之臣,不懈於內;銷售之士,忘身於外者:蓋追社長之殊遇,欲報之於天堂也。

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  6. 因時論勢,Virtual Boy 是個後現代劃時代極前衛的新產品,奈何硬件跟不上,只好說是生不逢時。說明了創新意念,也需要有實際的能力作支撐,否則idea 永遠只是idea,未能將idea 轉化為product/ action。相反,Oculus Rift 趕上了個好時代,軟件硬件都配合,應該可以大賣了。
    P.S 你們的YOUTUBE 太好笑啦哈哈哈哈哈!

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  7. 資料性好豐富,有做足功課,贊!
    特別係youtube 好正。。。!D 人反應太好笑啦,我睇左幾次,哈哈哈!

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  8. Thanks Crab guided me travel around the game console world. I enjoyed read this article a lot. The topic and the headline grab me to the story. Though I am not interested in playing video game, but people around me did. Through my conversation with them, I have got some more insight from those insiders.

    I would describe Nintendo as a 100% creator in game console industry. The company is willing to be early adopter, keeping its passion to try and push their results to the market. However, Nintendo seems still living in its own world. The Company should become more sensitive to the market demand and change and increase adaptability (e.g. social connectivity). Moreover, the company should not just focus on its hardware innovation development, the attractiveness of the game itself is also important. It can definitely sustain excitement towards users and attract new consumers.

    It is interesting for the team to incorporate “Blue Sea Strategy” in the content. Readers may base on this simple direction to go through the story. The team spent quite a lot of paragraphs on Wii / Wii U but seems it’s a bit deviated from the set topic: Vitual boy. It will be great if the analysis can use Vitual boy as a centre and spread it out.

    Nowadays, many hi-tech companies foresee the high potential of VR , Nintendo may consider to “resume” its development in this area as it really got experience to do the similar product before. http://iruntheinternet.com/a/Nintendo-could-get-the-jump-on-everyone-with-a-WiiU-VR-headset



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    1. Hi! Thanks for your comments.
      Yes we spend a lot on the Blue Ocean Strategy as it is the main story of Nintendo which can make the storyline much more clear. Virtual Boy is used as a failure case, in the long history of Nintendo.

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  9. Thanks for the great efforts made by CRAB team.

    I think more insights can be drawn if focusing on analyzing the failure of virtual boy back to that specific timeline.
    I did the case analysis on NINTENDO previously (HBS-9795102). Based on that case, NINTENDO embraced early huge success largely due to its strategies to shrewd marketing, close attention to the product quality and creation of popular game figure Mario Bros in both Japan and US market. These combination steered NINTENDO into dominance.

    As to the virtual boy launched in 1995, it failed to copy the success with complex reasons. David Sheff, the author of the popular video game history book Game Over, has stated that Gunpei was unsatisfied with the end product. Wanting to work on it further, Nintendo thought it was good enough and pushed the title out to retailers so that they could work almost exclusively on their Nintendo 64 console.

    As a leading game player, NINTENDO did not realize the risk /threat of monopoly. HIROSHI YAMAUCHI, the former president of NINTENDO, used to remark “One strong company and the rest weak”. But market is dynamic. Defeating all the existing players and being arrogant to the market will not lead to victories any more. The new players will be attracted and also participate into the competition. I quite agree with the blue ocean strategy which allows NINTENDO to not just focus on existing market but to create a bigger pie with other players.

    BTW, good news is coming today. NINTENDO is partnering with the mobile game provider DeNA to proactively develop smart phone games. It releases the signal that this traditional giant is taking a great step forward and seeking bigger market shares in the mobile internet era.

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    1. Thank you so much for your valuable comment. It is good that you have very deep understanding on Nintendo. Yes actually N64 was not killed by Sega Saturn or Sony PS, but the technology of illegal copy. Illegal copy made SS and PS much more popular because it is simple and easy to do data transfer on CD-Rom, which N64 using cartridges and no illegal copy available.

      And we do appreciate that you get a updated information of news release about Nintendo entering into mobile market. We believe the market would be much more competitive from now on.

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  10. Let the Crab updates the news (in Chinese):

    任天堂搶攻手機巿場

    以後手機都可以玩任天堂遊戲了!日本任天堂(Nintendo)終於宣佈進攻手機遊戲市場,夥拍日本手機遊戲開發商DeNA,將熱門遊戲送上移動平台,讓人隨時隨地都可以打機。

    任天堂行政總裁岩田聰透露,任何遊戲都可能成為手機遊戲,包括《孖寶兄弟》、《寵物小精靈》、《塞爾達傳說》等都可能在手機上出現。

    不過,他稱公司不會只簡單地將現有的經典遊戲變成手機版本,因為專門遊戲系統,以及觸控裝置在控制上有很大差異,他矢言會確保手機玩的遊戲一樣好玩:「如果無法為消費者提供最佳的遊戲體驗,只會摧毀公司的價值。」

    新一系列的任天堂移動遊戲,將會在今年秋天透過一個新的門戶網站發行,這亦將是下載遊戲的唯一途徑。而擁有任天堂遊戲機的玩家,都可以存取網站。

    DeNA主要以免費遊戲起家,盈利則來自遊戲內收費項目,本來岩田聰不愛這種模式,但近日態度有變,他說:「我不是完全反對免費遊戲模式,但亦不樂見遊戲內有太多需要購買的項目」。

    雖然任天堂有新的發展方向,但強調不會放棄生產遊戲機,岩田聰同時宣佈正研發新的「NX」主機,下年面世。消息刺激任天堂股價早段急升逾21%。

    法新社/美國《紐約每日新聞》/《華爾街日報》
    18/3/2015

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  11. thanks for your sharing, it is quite an interesting story and I found it worthy to read and study.
    As an idiot in gaming, the content is easy to understand. The pictures which showing the development of the gaming industry is approachable and understandable. I got to know the whole industry environment and its trend.
    Besides that, the most attractive one is the blue ocean strategy. As mentioned in the content, "Blue Ocean strategy cannot be a static process (Kim and Mauborgne, 2005).", the strategy have to be dynamic. It also reminds me that in different industry, when market competition is harsh, corporates may can find other alternatives, either innovation or to diverse its products category. Of course, it should be dynamic and flexible with the market demand. By that, corporates got the chance to survive and win a leading position in the market.
    Overall, it is quite an amazing work you've done. Thanks for your knowledge sharing as well!

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    1. Thank you for your support!
      Yes we try to make it approachable and understandable that is easy, especially for laymen, to read.
      Blue Ocean Strategy is a practical and lively strategy and it is highly applicable to most of industries. Frank will mention it later in class but it is good to have basic understanding of it.
      Thanks for your reading, hope you enjoy!

      Delete
  12. Hi all mates, let me simply provide the outline of our blog for your better understanding.

    開門見山 Keep the Ocean Clean

    Industry Overview
    Company Analysis (by SWOT, PEST)
    Blue Ocean Strategy (main course of our blog, echoing the theme: the ocean)
    Globalization and Nintendo
    Innovation failure: Virtual Boy as case study. Virtual Boy vs Oculus Rift
    Lessons learnt
    Recommendations
    Conclusion

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  14. I am so happy and excited to see substantial comments from who have the same childrenhood as mine. I liked Nintendo games very much when I was a child.
    Back to the topic, I definitely agree the analysis of the reasons why Virtual Boy innovation was failed. Nintendo used its inexperienced technology to make 3D graphic but it was not accepted by consumers. However, many of the innovations do not require tremendous experiences. Nintendo could not lead to a global revolution if every company got a great many experience. Nintendo's rivals Microsoft as well as Sony also made innovation in some domain without experience.
    Nintendo forecasted the globalization trend while Virtual Boy contributed to the development of mobile 3D game. However, what I thought is that Nintendo did not set up a accurate strategy in a muturity process of product's life cycle. Consumers found that they did not have wonderful play experience with the poor disign of Virtual Boy.In the recommendation part, to leverage brand strength beyond own hardware and to step up hardware innovation are quiet fabulous solutions for that.

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  15. First of all, thank you so much for Team 8 to have such considerate arrangement on external linkage with all teams’ blogs, what’s an awesome job. I have bookmarked your blog immediately. However, team 14 seemed to be missing in your list.

    Back to the topic, I echoed the team 8’s analysis that failure of Virtual Boy because of its lack of sales, which is attributed to problems of bulky product design, insufficient provision of video games, jarring red image of virtual boy which made it harsh on the players’ eyes and inappropriate marketing strategy. So, Virtual Boy became the Nintendo’s first attempt (and failure) at 3D gaming.

    Fortunately, Nintendo would develop another blue ocean market with their Wii in year 2006, however, Nintendo has to be aware of life cycle of each product in video games industry become shorter due to rapid technological advancement in the game video market and changing consumer habits and behaviors. Nintendo should learn a valuable lesson from implementation on Virtual Boy, otherwise, its current product - Wii may have another commercial flop at any given time.

    Nintendo is not only competing with Sony and Microsoft on gaming consoles and handhelds but also with every single smartphone and tablet with funny game via apps and other set-top boxes as well penetrating the gaming industry. It is suggested that Nintendo should develop strategic alliance with a current tablet/smartphone manufacturer and make the best hardware for gaming to explore another blue ocean area.

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  16. It brings me back to my childhood with the memory of Mario, Zelda. Sad to see that Nitendo is falling, it has been a CRAB all the time in the industry, like Wii. Even Xbox 360 and PS4 are using some of the ideas of Wii to those simulator consoles. By the way, the Sister Group list is really nice, thanks for magic portal.

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  17. Student ID: 53769642

    I am so sad to hear that Virtual boy was failure in 1990s. Let’s imagine that if Virtual Boy was success in 1990s, the 3D technology might have huge development in that decade. Then, we can enjoy the 3D movie, 3D television 10 years before.

    Also, the game console tend to provide sense organ stimulation nowadays. For example, Wii is one of the console require the players to move the hands and bodies. Nintendo 3DS also use the 3D technology. Thus, it prove that using 3D technology in game console is a good idea. However, the technology is not mature in 1990s.

    As I am a big fans of Nintendo and Marie, I would like to try to play the Marie boy in Virtual Boy. But, I think that Virtual Boy become an extremely precious game console because Nintendo just produced few amounts of Virtual Boy.

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  18. Hi Crabssss, here comes your friend. All of us know you have done a good job, and I know how much efforts you have made, so I hope you could be the winner.

    When I discussed Virtual Boy with my game fans friends, they were shocked because they had never heard of it, and it was really hard for all of us to believe such stupid product was produced by the famous Nintendo.

    I would like to talk about 2 key persons of this failure, the designer Mr. Gunpei Yokoi, and the president Mr. Hiroshi Yamauchi.

    Mr. Yokoi is an innovative artist and has made outstanding contribution to Nintendo. But when creativity links to profits and shareholders’ interests, things may go wrong. Besides, Mr. Yokoi used to report to Mr. Yamauchi directly because he was appreciated by Mr. Yamauchi, which made him became more and more arrogant.

    When Mr. Yokoi first reported the Virtual Boy proposal, almost all the people said no, but Mr. Yamauchi still believed this would work. Two fatal mistakes here. First, judge something based on the previous success, it was the blind trust from Mr. Yamauchi to Mr. Yokoi that facilitated the failure. Second, how could it work if everybody else said no?! It was a game! It should be customer oriented! Which means people should think it is interesting! By the way, although I always think the Japanese ringi system, which requires all parties involved to approve the decision, is a waste of time, but I started to think it is important. What happened to Nintendo’s ringi system??? Can the president make decisions on his own wish?

    However, innovation failures are almost unavoidable in any technological innovation companies. It is also because of this case, Nintendo has drawn lessons from the failure, and developed more and more successful games. This is what we should learn from the case analysis too.

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    1. Thank you friend ;-)

      Mr. Gunpei Yokoi left Nintendo after the discontinue of Virtual Boy (in 1996) as he attributed to the failure of VB to his own, and unfortunately he died in a car accident one year later :-(

      Delete
  19. I really like your blog, you guys always put a lot of effort and know how to make your project fun and attractive. Nice color, nice layout and nice video. The most successful point is you can let the reader willing to finished such a long blog lol. The analysis is very clear and interesting.
    We all know that Nintendo was the starter of video player industry, but a long time successful for an industry must concern a lot. Innovation is so important and company's should know how to use it.

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  20. Nice blog with great use of pictures and videos! Reading your analysis has brought back childhood memories to me, reminds me of the video games like Mario and Sonic the hedgehog (Sega games) i used to play during childhood times, was very fun!

    You have a very creative and interesting blog, well done team CRAB!

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  21. Cool~!
    this blog is so great to bring me back to the old time, playing NES, SNES and GB.
    以為寫好多好長,但有很多圖片影片輔助,更易明白內容。特別是Virtual Boy 和 Rift 那部分,笑爆炸。
    anyway, well done.

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  22. Thanks for team CRAB presenting the story about Nintendo, and the short videos are very interesting. Frankly speaking, I am not pretty interested in game playing, and the only impression Nintendo left to me might be the Super Mario Bros., which I played with my siblings when I was a little kid.

    The Blue Ocean Strategy mentioned in the article shows a new path to win the future. Traditionally, people are used to join into the existing market to share the profits, while a real ambitious company will create a new market instead. Nintendo has ever built its Blue Ocean with the advanced technology and gaming industry but was cracked by the invention of Virtual Boy. In my view, every innovation would have its pays and gains during the commercialization process. Though the game itself was failed, as a typical case in creating new market, it brought lots of experience to the company.

    It’s hard for a company to always taking the majority market share in the global business. However, these competitions are facilitating the technology development. We feel sorry to see the fading of some popular inventions, while the innovative revolution would lead the continuous improving of the current industries.

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  23. Dear Team 8,

    Nice blogger! When I was young, I saw others play video games. For this reason, I am clumsy in playing games. Through reading the story, I got confused. You put too much emphasis on the successful story. As for this first class companies, they certainly had some glorious stories. On the other hand, analyzing failure can help learn more. You can put the successful story before industry analysis. Or in other words, you. An tell more details of the failure.

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  24. Thank you team for the sharing and it’s an interesting story. I used to enjoy playing games designed by Nintendo. Virtual boy is the shortest games ever, which exists only 6 months. Personally speaking, I don’t like the big machine wearing on the head and the glass actually is bad for eyes. I love the blue ocean strategy you mention, it’s really what Nintendo needs in game developing.

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