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Responding to the Wii

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By re-engineering their value proposition, management at Japan’s Nintendo broke free of the knife-edge margins that characterize the console gaming industry and generated a model for value creation in a market entirely new to gaming.

Nintendo’s Wii, marketed with the tagline “active, social gaming in your living room,” broke the mould in console gaming.

Traditionally, gaming console companies sold their hardware at a loss, hoping to make up the difference by selling game titles to console owners over the life of their units.

Competition in the console market was primarily based on technology performance. Companies attracted buyers by offering faster graphics processors, superior physics engines, chip innovation and other hardware tweaks.

For years, Nintendo had been suffering from declining market share and shrinking margins. The company’s newest console, the GameCube, was being out-competed by Microsoft’s Xbox and Sony’s PlayStation. Finally, management at Nintendo decided to take a chance on a new model for creating customer value.

The console they developed was relatively cheap to build and worked with a game controller able to track body movements rather than just respond to button presses. Nintendo realized that for many people the gaming “fun factor” wasn’t necessarily tied to hardware performance. Making the gaming experience easy and fun was a way to enhance customer value without the need for intense hardware performance competition, and so the Wii was born.

With the Wii, Nintendo hoped to attract non-gamer customer segments to the market. Nintendo targeted women, families and all those not typically associated with “serious” gaming. In the words of Nintendo’s president, the Wii market is “teeming with women, pensioners and repentant couch potatoes.”

Re-engineered value proposition
By changing their value proposition, which before might

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