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Nintendo's “Revolution”
Nintendo's “Revolution”
Authors
Sangbeom Kim, Ian Lamont, Hiroshi Ogasawara, Mansoo Park and Hiroaki Takaoka
Abstract
“As soon as we complete one system, we start thinking about the next one. Needless to say, we don’t design new components or technologies from scratch.” – Genyo Takeda, General Manager of Integrated Research and Development Division, Nintendo
In late 2004, engineers at Nintendo Corporation were busy developing a next-generation, nontraditional, video game console, codenamed “Revolution.” With Sony and Microsoft leading the charge in the video console space, the question was whether and how the “Revolution” could help get Nintendo back on its feet.
Learning Objective
To illustrate how an also-ran in the gaming industry used an unconventional product strategy to expand the market for video games while escaping a technological arms race espoused by larger competitors; and highlight the decision-making processes and product development methods used by Nintendo’s new CEO and top engineers to create the Wii.
Could be taught in the following course(s)
system dynamics, technology strategy
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Case Study
Teaching Note*
System Dynamics Cases
Nintendo's “Revolution”
Sony's Battle for Video Game Supremacy
Ventures in Salt: Compass Minerals International
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