Premium Essay

History of Nintendo Japan

In:

Submitted By sChYiReiLLaL12
Words 432
Pages 2
1889
Fusajiro Yamauchi began manufacturing and selling Japanese playing cards, Hanafuda, in Shimogyo-ku, Kyoto, Japan.
1902
Started manufacturing and selling the first western-style cards in Japan.
1947
Established Marufuku Co., Ltd., which is the previous incarnation of Nintendo Co., Ltd., in Higashikawara-cho, Imagumano, Higashiyama-ku, Kyoto, Japan.
1949
Hiroshi Yamauchi, who is now the Executive Advisor, took office as President.
1951
Changed company name to Nintendo Playing Card Co., Ltd.
1952
Consolidated the manufacturing facilities, which used to be scattered around Kyoto, in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto, Japan.
1953
Became the first company to succeed in mass-producing plastic playing cards in Japan.
1959
Moved the headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto, Japan.
Developed automatic machines to paste backing papers onto the cards, and automated production.
1961
Established the Tokyo Branch in Chiyoda-ku, Tokyo, Japan.
1962
Listed stock on the Second Section of the Osaka Securities Exchange and on the Kyoto Stock Exchange.
1963
Changed the company's name to Nintendo Co., Ltd. (current name).
1968
Established Uji Ogura Plant and Nintendo Repair & Maintenance Center (originally Uji Plant) in Uji City, Kyoto.
1970
Stock listing was changed to the First Section of the Osaka Securities Exchange.
1973
Developed the Laser Clay Shooting System to succeed bowling as a major pastime.
1977
Launched Nintendo's first home video game machines, TV Game 15 and TV Game 6.
1978
Developed and started selling the arcade video game machines.
1980
Developed and started selling GAME & WATCH.
Established a wholly-owned subsidiary, Nintendo of America Inc. in New York, U.S.A.
1982
Established Nintendo of America Inc. in Seattle, Washington and merged the New York subsidiary into it.
1983
Listed stock

Similar Documents

Free Essay

Nintendo

...Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889[2] by Fusajiro Yamauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4...

Words: 7314 - Pages: 30

Free Essay

Strategic Management

...014201200081 | * Fadia Aldilla - 014201200075 | * Mega Nirwana - 014201200091 | * Isti Fairuziah - 014201200137 | * Jia Meng Chen - 014201200165 | A Brief History of Nintendo Nintendo started as a Japanese playing card manufacturer and remained in this industry until 1974 when it created the video game market with the Magnavox Odessey. Nintendo was founded in Kyoto, Japan, in 1889 under the name of Nintendo Koppai by Fusajiro Yamauchi (Nintendo History). They made decks of playing cards, known as Hanafuda, in Japan. The cards were made by hand originally and became very popular. As demand soared, Yamauchi hired assistants to mass-produce his cards and he opened up a second shop in Osaka. Nintendo took off as one of the largest card makers in the world and maintained that status until the 1950’s. Since then, the company has been committed to creating new and innovative video game consoles and games like Nintendo Entertainment System, Super Nintendo Entertainment System, N64, Game Cube, Game Boy, Game Boy Color, Game Boy Advance, Game Boy Advance SP, Game Boy Micro, Nintendo DS, Nintendo DS Lite, Super Mario Brothers game series, Donkey Kong and the Zelda game series (Thompson, Strickland, & Gamble, 2010, pp. C-238-239). In 2006, the company released a brand-new and unique gaming system, Nintendo Wii, which won the majority of the video game console marketing share. Currently, Wii console and game sales have dramatically dropped due to the current recession...

Words: 1917 - Pages: 8

Premium Essay

Nintendo

...Case Position Paper- Nintendo Video Console Rivalry Patricia A Biever Lubbock Christian University Situation Nintendo Co., Ltd. is a multi-national corporation located in Kyoto, Japan. Founded on September 23, 1889 by Fusajiro Yamauchi, it produced handmade hanafuda cards or playing cards of Japanese origin. Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion. According to Gruden (2009), “The Nintendo has evolved over the years from the Nintendo Entertainment System, the Nintendo 64, all the way to the Nintendo Wii”. Nintendo of Europe (2010) points out, “Since 1983, Nintendo has sold nearly 2.4 billion video games and more than 420 million hardware units globally, and has created industry icons like Mario™, Donkey Kong®, Metroid®, Zelda™ and Pokémon®”. Nintendo Co. Ltd. headquarters is located in Kyoto Japan. It also has a US base in Redmond, Washington as well as regional offices in a number of other countries throughout the world. Complication According to Townes (2011),”The biggest problem with Nintendo is the (relatively) strong yen against the weak dollar and a euro which just broke the Y100 level. Foreign exchange weighs far heavier than any concerns ahead of the Wii U launch, previously over slow post-launch 3DS sales and the price cut to the 3DS, or a lack of games. The average Y/US$ exchange rate in Nintendo's fiscal...

Words: 1389 - Pages: 6

Premium Essay

Videogames

...Journal of Economic Geography Advance Access published June 22, 2005 Journal of Economic Geography (2005) Page 1 of 30 doi:10.1093/jeg/lbi001 Video games production networks: value capture, power relations and embeddedness Jennifer Johns* Abstract This paper has two main aims. Firstly to conceptualize the production networks of the video games industry through an examination of its evolution into a multi-million dollar industry. Secondly, to use the video games industry to demonstrate the utility of Global Production Network approaches to understanding the geographically uneven impacts of globalization processes. In particular, three key notions of value, power and embeddedness are used to reveal the most powerful actors in the production network, how they maintain and exercise their power, and how the organization of production is manipulated as a result. It is argued that while hardware production is organized by console manufacturers using truly global sourcing strategies, the production of software is far more complex. In fact, software production networks are bounded within three major economic regions: Western Europe, North America and Asia Pacific. This paper seeks to explain how and why this has occurred. Keywords: video games, global production networks, value, power, embeddedness JEL classifications: L14, L23, L82 Date submitted: 4 October 2004 Date accepted: 12 April 2005 1. Introduction The video games industry1 was born during the early 1960s and has rapidly...

Words: 14381 - Pages: 58

Premium Essay

Nintendo

...FARHOOMAND NINTENDO’S DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY For some time we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations. - Satoru Iwata, president of Nintendo Co. Ltd1 In the 2008 BusinessWeek–Boston Consulting Group ranking of the world’s most innovative companies, Nintendo Co. Ltd (“Nintendo”) was ranked seventh, up from 39th the previous year. 2 This recognised Nintendo’s significant transformation into an innovative design powerhouse that had challenged the prevailing business model of the video game industry. In 2000, when Sony, Microsoft and Nintendo (the “big three” of the video game console manufacturers) released their latest products, Sony's PlayStation 2 (“PS2”) emerged as the clear winner, outselling Microsoft’s Xbox and Nintendo’s GameCube. In 2006, a new generation of video game consoles was introduced by these players, precipitating a new competitive battle in the industry. Microsoft and Sony continued with their previous strategies of increasing the computing power of their newest products and adding more impressive graphical interfaces. However, Satoru Iwata, president of Nintendo, believed that the video game industry had been focusing far too much on existing gamers and completely neglecting non-gamers. Armed with this insight, the company repositioned...

Words: 10466 - Pages: 42

Free Essay

Annual Report 07

...N N U A L R E PO RT 2 0 0 8 Message from the President Throughout its history in the home entertainment arena, Nintendo has created unique hardware and software as one integrated entertainment product, with software being the primary driver. Nintendo has focused its basic strategy on expanding the worldwide gaming audience. To achieve this, Nintendo is encouraging as many people as possible around the world, through its unique hardware and software offerings, to experience and enjoy video game entertainment, regardless of their age, gender, language, cultural background or gaming experience. Nintendo’s first hardware launch in support of the basic strategy “Gaming Population Expansion“ was a hand-held device, Nintendo DS, which allows users to play intuitively. To drive this platform, Nintendo introduced a new software lineup, Touch! Generations, which expands the definition of video games and appeals not only to traditional gamers but also to inexperienced gamers. In the future, Nintendo plans to leverage various uses of the Nintendo DS system, such as playing in public places, and to take advantage of the high market penetration of the device. Nintendo took another step toward expanding the worldwide gaming population by launching an unprecedented video game console called Wii. Since its launch, Wii has been changing the definition of the home video game console significantly. Nintendo has been making efforts to promote Wii by developing compelling software which takes...

Words: 13570 - Pages: 55

Premium Essay

Nintendo Wii

...COMPANY NAME: Nintendo Co.,Ltd WEBSITE: www.nintendo.com INDUSTRY: Video game industry BACKGROUND/HISTORY/TIMELINE: “Nintendo Company Ltd .was founded in 1889 as a producer of Japanese playing cards, but by the 1980’s the corporation had turned its attention towards the production of video game hardware and software”. “Since then, Nintendo has gone on to become the third most valuable company in Japan selling more than 470 million home game consoles and handhelds as of 2009”. Nintendo was founded by Fusejiro Yamauchi the great grandfather of the current president of Nintendo.” Nintendo's products arose in the mid-1980s from the relative obscurity of the amusement arcade to change the concept of home entertainment in both Japan and the United States”. SWOT ANALYSIS: Strengths: Nintendo “strongly established brands”, “robust revenue growth”, “strong cash flow from operations, and “Nintendo derived most of its revenue from the video game business, Nintendo was in the lead in video console” (pg.C269). Weakness: Nintendo weakness is “Inventory shortages”.”Nintendo was unable to meet demand during 2007 and also struggled throughout 2008”.”In an interview on the website Game Theory, Perrin Kaplin, Nintendo vice president of marketing and corporate affairs, suggested that shortages were expected some time”. “We are at absolute maximum production and doing everything we can…but demand continues to be really high” (pg.C273). Also Opportunities: “Rising demand for company’s...

Words: 1124 - Pages: 5

Premium Essay

The History of Video Games in America

...game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stoppedlisting to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video gamesbecame the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers a light gun and a ROB (robotic action buddy) and two games; Duck Hunt and Gyromite. The original set was only out for a few months, and was replaced with a system that dropped Gyromite...

Words: 829 - Pages: 4

Premium Essay

History of Video Games

...game Pong. This game consisted of a ball bouncing back and fourth on the screen, the player had to hit the ball with a paddle and the other player or computer would return the ball in the same manner. Atari offered many other games but none were as popular as Pong, until space invaders came along. Released in Japan in 1978 and 1979 in the US, Space Invaders became a world wide craze. According to an article found on http://retrogamer.merseyworld.com “kids stopped listing to music, playing sports or going to the movies, they played Space Invaders. Space Invaders Greatly increased the popularity of the Atari 2600, video games became the new hot thing. Everything was going great for Atari until 1984 when the Atari 5200 was released. The system was a flop and it seemed to kill the video game industry in the US. While the US video game craze seemed like it was over, a new craze was starting in Japan. In 1983 a little company named Nintendo released a console named, Famicom. The system sold for 100 dollars in Japan and was very popular; however it was not released in the US due to the video game crash of 1984. In late 1985 The Famicom was released in the US as the NES (Nintendo Entertainment System). By February 1986 the NES had already sold over 30 million. The original US set came with two controllers a light gun and a ROB (robotic action buddy) and two games; Duck Hunt and Gyromite. The original set was only out for a few months, and was replaced with a system that dropped Gyromite...

Words: 831 - Pages: 4

Premium Essay

Product Innovation

...Introduction Nintendo was founded in 1889. It developed into a video game company almost a century later after failing at several other ventures. It’s first video game console worth mentioning was the Family Computer abbreviated as Famicom in Japan otherwise known as the Nintendo entertainment system (NES). It was replaced by the super Famicom/ Super Nintendo entertainment system(SNES) after a while. Then in 1996 they released a Nintendo 64 the first console we remember playing on. After the success of the Nintendo 64 then came the Nintendo game cube in 2001 then finally, came the Nintendo Wii. The project shows the innovation and technological enhancements in the products throughout the brief history mentioned above. The product – Nintendo Wii It was released in november2006 and it was an instant success as it was much awaited as unlike its competitors the Xbox 360 by Microsoft and the PlayStation 3 by Sony as it had virtual reality based game play. It is the smallest home console ever. Its controllers are the Wii Remote and nunchuk .The Wii remote uses accelerometers and infrared detection to allow for motion sensing. It has arrow keys and a button on the bottom which is useful as a trigger in shooting games. They are not always used in synchronisation as not all games require the nunchuk, but if required it is added to the Wii remote through a wire and shares batteries with it but to connect with the main console they use wireless technology. Situation Analysis ...

Words: 1290 - Pages: 6

Premium Essay

Nintendo

...Nintendo Wii Case Study 4.1 International Marketing Bryan Witt David Zaki History and background •  A video game console is just a computer that is made only. To Play games. •  These systems started to gain popularity in the 1970s with consoles that played only Pong. •  Current console success started in 1985 with Nintendo’s super Smash Brothers. History and background •  A video game console is just a computer that is made only. To Play games. •  These systems started to gain popularity in the 1970s with consoles that played only Pong. •  Current console success started in 1985 with Nintendo’s super Smash Brothers. History and background •  A video game console is just a computer that is made only. To Play games. •  These systems started to gain popularity in the 1970s with consoles that played only Pong. •  Current console success started in 1985 with Nintendo’s super Smash Brothers. Marketing The strategy for marketing consoles is based on: –  Better technologies/graphics Ex: HD, Blue Ray and 3D –  Better games Ex: FIFA, Halo and Mario Production •  Production started in the US then moved to China and Japan. •  Development is expensive but the consoles cost little to produce. •  The longer a product is sold the more profitable each sale. Competition •  As the market became more profitable: •  Computer companies began investing in the market. •  Sony created it’s famous PlayStation •  Microsoft introduced the Xbox and Xbox live. Growth...

Words: 734 - Pages: 3

Premium Essay

Nintendo - Strategic Analysis

...A Strategic Analysis of Nintendo Contents Contents2 1.Introduction2 1.1Company Overview3 2.External Analysis4 2.1Global Trends4 2.2Porter 5 Forces4 2.2.1 Threat of new Substitutes5 2.2.2 Threat of new Entrants5 2.2.3 Bargaining Power of Customers6 2.2.4. Bargaining Power of Suppliers7 3.Internal Analysis8 3.1Core Competencies8 3.2. Financial Overview9 3.2Resources11 4.Strategy12 4.2 Corporate Level12 4.1. Business Level13 5.Conclusion13 Introduction If we remember a few years ago, everywhere you could see, if on the street, in a restaurant, on the train or at home. You couldn’t avoid meeting little children or even adults playing with a little portable hand-held console. What was that magical thing that seemed to fall just from heaven? And where did it come from? Nintendo DS launched in 2004 by the same titled company Nintendo Co. Ltd. That was the start of a new generation. The company already released distinctly consoles such as the „Gameboy“ where everybody is already supposed to know “Nintendo” all over the world, if this is not the case, now everybody does due to the Innovation of Nintendo DS. An innovation during the period due to the touch screen function who Nintendo has been the first corporation to use this technology in his line. Nintendo DS is able to utilize by both younger generation and elder because of the attached software which for example helped to train the memories of one’s brain. Shortly after 2004 a successful console was released...

Words: 4926 - Pages: 20

Premium Essay

Lalal

...2013 Introduction Nintendo Co. Ltd, founded by Fujisaro Yamauchi in 1889, began as a playing card business in Kyoto, Japan and, decades later, expanded to video game production. Nintendo released its first game console, the Nintendo Entertainment System (NES), in 1985 (Nintendo, 2013). The NES became an instant hit and set Nintendo to be a pioneer in the game console industry throughout the 1990s. Gradual Decline Nintendo enjoyed tremendous success as it continuously released new consoles: Nintendo 64, Game Boy, Game Boy Advance, GameCube, and more. However, the company faced increasing competition in the early 2000s from Microsoft’s Xbox and Sony’s PlayStation consoles and its market share started to decline. In 2003, Nintendo’s share price fell sharply when Sony announced its PlayStation Portable (PSP), threatening the monopoly that Nintendo held on the portable console market (Kendall, 2009). Change in Strategy In an industry that competes based on delivering the latest technology, Nintendo’s newly promoted president, Satoru Iwata, took the company in a new strategic direction to restore the company’s former glory. Challenging the long-time video game market of boys, young men, and “serious gamers,” Nintendo decided to change their strategy and target those outside their traditional demographic: women, seniors, and families (MaRS, 2010). Rather than focus on the latest graphics processors, hardware design, or engine speed, Nintendo took a new “fun and...

Words: 3364 - Pages: 14

Premium Essay

Nintendo

...of any given company. That includes PESTEL, Michael Porter's five forces model and SWOT analysis. We also evaluated the internal factors of Nintendo taking into account its financial statements through the past four years. In addition to some financial ratios such as net profit margin, current ratio, debt ratio, inventory turnover and assets turnover. Finally, recommendations have been placed based on the internal/external analysis from our perspective as a Chief Operating Officer of Nintendo.  Introduction: Nintendo is a multinational consumer electronics company located in Kyoto, Japan. It is considered as the world's largest video game company by the value of its revenue. Fusajiro Yamauchi founded it on1889; where it originally produced handmade playing cards. In 1963, the company was trying several small niche businesses, including cab services and love hotels. The company relinquished the previous ventures in favor of toys in the 1960s, Nintendo. In the 1970s, it developed into a video game company, substantially becoming one of the most effective in the industry and Japan's third most-valuable listed company with high market value. Nintendo of America is also the plurality owner of Seattle's Baseball team, Mariners. The translation of the name Nintendo from Japanese to English is "leave luck to heaven." In March 2014, Nintendo reported historically cumulative sales of over 670.43 million hardware units and 4.23 billion software units. (Wikipedia) External analysis: ...

Words: 2775 - Pages: 12

Premium Essay

Mktg Report

...MKTG2100 Principles of Marketing 08 Fall Nintendo: Situation Analysis Krista Law C3110728 Kimberley Campbell C3194572 Julia Arellano C3206262 Haydon Potter C3207158 Table of Contents Executive Summary 2 Introduction 3 Market/Customer Situation Description 4 Industry & Product Category 4 Segmentation Bases & Variables 4 Demographic 4 Psychographic 5 Target Market Description 5 Marketing Situation Description 6 Product 6 Price 6 Promotion 7 Place 7 Process 7 People 8 Physical Evidence 8 Competitive Situation Description 9 Macro-environment Forces Situation Description 10 Demographic 10 Economic 10 Natural 11 Political 11 Technological 11 Socio-Cultural 11 SWOT Analysis 13 Strengths 13 Weaknesses 13 Opportunities 14 Threats 14 Main Opportunity Description 15 Conclusion 17 Reference List 18 Executive Summary This report comprises an analysis on the current and projected marketing performance of Nintendo. After careful and extensive research, a comprehensive analysis of these situations provides an insight into the anticipated future of the company. This will allow Nintendo to evaluate their current marketing situation and make appropriate changes in order to increase the effectiveness of any future marketing campaigns. The methods of analysis include: * An analysis of the current market/customer situation, this provides...

Words: 6464 - Pages: 26