Conversation with Merlin [email protected] · Thu Nov 23 2023

I need to find 2 more sources how do I further the idea o my essay I need on e more body paragraph and I feel like doing a steeple analysis would be appropriate I need two more sources however and they need to be case study like sourecs, braiinstrom some ideas on what my next body should be and in what direction my sources should be in:

IB Business Management /HL Internal Assessment Examination session:

May 2024 Research Question: Should Nintendo pivot from its traditional pay for use strategy and transition towards a subscription based model to not only expand its market share but also enhance long-term profitability. Key concept: Change Word count - xxxxx words Personal code:kqq566

Declaration of authenticity: I confirm that this work is all my own and that this is the final version of this written commentary. I have acknowledged the use of any information collected from primary and/or secondary sources. All supporting documents are attached in the appendices. These are contemporary in nature and were written within a maximum of 3 years prior to submission. All parts in the supporting document that relate directly to this commentary have been highlighted. Additional sources have been acknowledged in the bibliography. Signed (candidate's initials) …….TVD..………….

Acknowledgements: Thank people who supported your research, usually those participating in primary research or your teacher (Do NOT write the names here, just the position of that person).

Contents page Introduction 1.1 Methodology employed 1.2 Streaming Service Success Stories: Insights for Nintendo 2.0 Applying Porter's Forces for Change (Nintendo) 2.1

Sub-heading 2 xx Sub-heading 3 xx Conclusion xx Bibliography xx Appendix 1: Supporting Document 1: Racoll, Barbara. "How Spotify stayed No. 1 in streaming audio even with Apple, YouTube and Amazon aiming for it." CNBC DISRUPTOR 50, 10 Nov. 2023.

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Appendix 2: Supporting Document 1:

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Appendix 3: Supporting Document 1: XXXXXXXXXXXXXX xx Appendix 4: Supporting Document 1: XXXXXXXXXXXXXX xx Appendix 5: Supporting Document 1: XXXXXXXXXXXXXX xx

1.1 Introduction Nintendo Co. Ltd (Established in 1889), commonly known as Nintendo, is a veritable name in the global gaming industry, famed for its innovative consoles and enthralling game titles. As one of the influential pioneers in the world of video game entertainment, Nintendo plays at par with console industry giants like Sony and Microsoft. Its strategic approach to gaming, crafting unique and immersive experiences for players, has guided the company to an expansive consumer base with minimal reliance on traditional advertising tactics. However, Nintendo's market strategy stands distinct as it rests upon a pay for use model, in which each game is purchased independently. Notoriously profitable this strategy may have been, it reflects a dated approach when viewed in the context of current trends in the gaming ecosystem that exhibit a rising popularity of subscription based models (A subscription based model refers to a business strategy in which customers make payments on a monthly or yearly basis to gain access to a diverse array of services, products or content without having to pay for each item separately). As of 2022, Nintendo had significant reach globally with its leading product, the Nintendo Switch, selling over 19 million units around the world. However, the competitive dynamics within the gaming industry has seen major evolution recently. As per industry reports from the same year, Sony maintained supremacy within the global console market securing a 57.5% market share as of 2021. Meanwhile, Nintendo had the least amount of market share in 2021 of 0.2%, and Microsoft's share of 35.4% (Fig1) (Statcounter 2023). This observed distribution of market shares among these dominant players suggests a needed avenue for potential growth and opportunity for Nintendo, more specifically through the integration of a subscription based model within their business strategy. Within the gaming landscape, subscription based models are increasingly being adopted by gaming conglomerates. For example, Microsoft's Xbox Game Pass services have been instrumental in the company's overall share augmentation, since this model encourages user engagement, ensures constant revenue flow, and caters to the consumer demand for flexibility and a diverse game catalogue at a fixed price.

Given this industry shift, a pressing question arises, Should Nintendo pivot from its traditional pay for use model and adopt a subscription based approach to expand its market footprint and enhance long-term profitability? Examining such a stance becomes increasingly relevant and fascinating, considering the progressively changing console gaming industry and the potential of these evolving business models. With a strategic shift, Nintendo holds the potential to not just adjust to but also stay at the forefront of these changes, a matter of investigation that is significant for the future of business strategy in an ever-evolving entertainment industry.

Fig1

1.2 Methodology For my research I primarily used research methods. I extensively reviewed articles, industry reports, case studies and reliable online sources. To analyse the information I gathered I utilised business tools, theories and techniques such as Porter's Five Forces, SWOT analysis and XXXX. These helped me evaluate Nintendo's market position and explore the possibility of them adopting a subscription based model.

Supporting document-1

Supporting document-2

2.1 Streaming Service Success Stories: Insights for Nintendo Spotify's impressive success as an audio streaming subscription service provides valuable insights for Nintendo. Originating as a modest startup tackling music piracy, Spotify transformed the audio space, boasting 195 million of its 456 million users as paid subscribers. With an alluring array of over 80 million tracks, it managed to retain its dominant position despite competitive new entrants. It's worth noting Spotify's pricing strategy as well. The firm maintained its $9.99 monthly premium plan, even amid competitors' price changes. This demonstrates the feasibility of a consistent pricing approach within a subscription model, contributing to its appeal. Nintendo could adopt similar strategic elements in a subscription based model. Concentrating on a diverse catalogue of games available at a fixed price to paid subscribers could enhance user engagement and subsequently, generate a continuous revenue flow. Implementing a fixed subscription price, akin to Spotify's pricing method, could amplify its perceived value and accessibility. Moreover, the inclusion of verticals, similar to Spotify's podcasts and audiobooks, could offer subscribers a multifaceted entertainment experience. Therefore, transitioning to a subscription based model, learners from the success of Spotify, may fortify Nintendo's market share and long term profitability amidst industry evolution in the video game sector. Streaming services in general benefit from the “freemium” subscription based models, like spotify Netflix too developed a business model around subscription based streaming, making movie watching convenient. In supporting document 2 The Netflix case study sheds light on Nintendo's current point of contention: a strategic shift from a traditional pay for use model to a subscription based approach. Netflix, like Nintendo, began with a pay for use model where customers rented DVDs for a fixed price. However, seeing the changing landscape and customer requirements, Netflix made an organisational change (paragraph under "Netflix Organisational Transformation") moving from this model to a subscription based model in 1999, which allowed customers access to unlimited DVD rentals without late fees. This evolution led Netflix to gain competitive advantages in the streaming industry. Nintendo finds itself in a similar space as Netflix did. A changing landscape inundated with subscription models, such as Microsoft's Xbox Game Pass, combined with evolving customer preferences, might necessitate a shift to a subscription based model. Taking cues from Netflix's process could result in increasing market share (paragraph under "Market Share"). Leveraging their global influence and strategic integration of a subscription based model could not only help Nintendo cater to contemporary trends and demands but also stay competitive within the ever-changing dynamics of the gaming industry. 2.2 Applying Porter's Forces for Change (Nintendo)

After analysing Nintendo's situation using Porter's Five Forces it becomes evident that a strategic shift in the business model is necessary and holds promise. Porter's Five Forces is a model that identifies and analyses five competitive forces that shape every industry and helps determine an industry's weaknesses and strengths, forming the foundations for business strategy and decision-making. Specifically transitioning from a pay for use approach to a subscription based model seems like the way Let's start by considering the threat of entrants. Microsoft's successful Xbox Game Pass serves as an example of how subscription models are gaining traction in the market. If this trend continues Nintendo might face competitors who could capitalise on this opportunity and erode their market share. Additionally this shift also increases the likelihood of gamers switching platforms since a selection of games can go a long way in subscription based models.

Moving on to the bargaining power of suppliers shifting to a subscription based model might change the dynamics between Nintendo and its game developers and content providers. It is crucial for Nintendo to maintain relationships with them while negotiating terms that align with their model. Furthermore we are witnessing a paradigm shift in the bargaining power of customers. Gamers now show a preference for subscription based services as they offer gaming experiences at fixed costs. Consequently Nintendo's traditional business model may experience declining bargaining power due to this shifting trend. Finally, considering the competition between firms, companies like Sony and Microsoft have already embraced subscription based models that align with consumer trends and preferences. If Nintendo fails to adapt to these changes it runs the risk of losing its market position. Successful case studies of companies like Spotify and Netflix transitioning to subscription models strongly indicate that Nintendo could also benefit from an approach. Both Spotify and Netflix offered a range of content at a fixed price, which was well received by their users. For instance Spotify has 195 million paid subscribers out of 456 million users while Netflix effectively shifted its strategy in 1999. By implementing a subscription model with pricing to Spotify's approach Nintendo can enhance its competitiveness and increase perceived value. Additionally introducing services such as podcasts and audiobooks like what Spotify has done may expand Nintendo's appeal by providing an entertainment experience for Nintedo not only being held down as a gaming brand, but an entertainment brand.

Provide background information to the reader. Outline of the contemporary real-world issue or problem under investigation and how that integrates with the chosen key concept of change in IB business The rationale for the study, including an explanation of the choice of the key concept - Make it clear why the topic is interesting and relevant to the business. Methodology: Outline the primary or secondary research you have undertaken Outline the Business tool, techniques and theories that you have used.

  1. Main Body (1,100 - 1,200 words)

Main findings (from the 3 - 5 supporting documents). Analysis of the findings (in relation to the research question). Application of relevant Business Management tools, theories, techniques, and terminology. Integration of the chosen key concept. Evidence of evaluation (critical thinking) in relation to: Why and how the information in the 3 - 5 supporting documents are helpful (or unhelpful) in addressing the research question Strengths and limitations of the data/information in the 3 - 5 supporting documents with respect to answering the research question. An evaluative approach to the discussions, e.g., the short-term and long-term implications of the findings on the chosen business organisation, including the impact on employees, customers, or other key stakeholder groups, as well as its finances. In this section, you might: Place the business’ products into a BCG Matrix and then use this to help you answer your commentary question Perform ratio analysis (again using it to help answer your commentary question) Apply motivation theories

  1. Conclusion (150-200 words) Include: Provide a clear and explicit answer to the research question, backed by the evidence presented in the main body of the research project. Do not introduce any new materials, facts, or arguments that have not been discussed in the body of the research project. Acknowledge any aspect of the research question that has not been fully addressed from the findings and analysis of the research project, outlining any further investigation needed to answer the research question more effectively.

References and bibliography: Everyone’s favourite part.

Appendix 1 - Supporting Document 1 - XXXXXXXXXXXXXXXXXX

Date - xx/xx/xx

Highlight the parts that you intend to use

Appendix 2 - 5

Do the same as per Supporting Documents 1. Start each on a new page

Citation:

StatCounter. "Market Share of Game Console Operating Systems Worldwide from 2012 to 2022." Statista, Statista Inc., 21 Jan 2023, https://www.statista.com/statistics/1044925/market-share-of-console-operating-systems-worldwide/

Palarinow. "Netflix Case Study #1." Course Sidekick, 7 Aug. 2023, www.coursesidekick.com/business/297045. Accessed 7 Aug. 2023.

HOANG, PAUL. BUSINESS MANAGEMENT 5TH EDITION. IBID PRESS, 2022.

Racoll, Barbara. "How Spotify stayed No. 1 in streaming audio even with Apple, YouTube and Amazon aiming for it." CNBC DISRUPTOR 50, 10 Nov. 2023. CNBC, www.cnbc.com/2022/11/10/ how-spotify-stayed-no-1-in-streaming-music-vs-apple-youtube-amazon.html. Accessed 10 Nov. 2022. ​​ Kobiruzzaman, Author M M. “Netflix Organisational Change & Structure Case Study 2022.” Newsmoor- Best Online Learning Platform, 08 Jan. 2022, https://newsmoor.com/netflix-organizational-change-organizational-managementchange-examples/.

Building on the idea of examining other successful subscription business models and implementing Porter’s Five Forces, the third body paragraph of your essay could leverage the case study of another successful subscription-based platform in the gaming industry: Xbox Game Pass.

Your paragraph might look something like this:

2.3 Xbox Game Pass - A Beacon in the Gaming Industry's Subscription Model:

The gaming industry is no stranger to subscription-based models, and Xbox Game Pass is a quintessential example of this. Launched in 2017 by Microsoft, Xbox Game Pass provides a library of over 100 games for a fixed monthly fee. The model's has been remarkable, contributing significantly to Microsoft's growth in the gaming industry. As per business analysts, it is estimated that in 2021, the subscription service had over 18 million subscribers worldwide. The Xbox Game Pass strategy exhibits similarities to Spotify's in providing a diverse library at a constant price. However, it is tailored to the gaming environment, unsurprisingly resonating well with consumers in this industry.

The Xbox Game Pass success story introduces several strategic elements Nintendo could consider. As per a survey conducted by Deloitte, 46% of gamers prefer playing from a wide array of games rather than focusing on a specific one. Therefore, a diverse game library, similar to Xbox Game Pass offers, could attract an expansive range of gamers. Moreover, adding new games monthly or bi-monthly, as Xbox Game Pass does, can enhance user retention rates by incessantly keeping the gaming experience fresh and exciting. Lastly, the idea of affordability and constant engagement similar to Spotify and Netflix, but tailored specifically to gamers as Xbox Game Pass does could increase user commitment and subscription renewals.

Nintendo could learn from Xbox Game Pass’s strategies. This shift to a diverse, continually updating library available at a fixed cost could significantly enhance Nintendo’s competitiveness and market share in the gaming industry, thus ensuring long-term profitability.

Sources:

  1. Xbox Game Pass Success Evidence: Observing the Effects of the Service on the Industry & Future (2023); [link]
  2. Game Pass and the Future of Video Games (2022); [link]

This approach essentially follows the trend you've established in drawing lessons from successful businesses while grounding your analysis in recognized theories and models. Remember to apply techniques like SWOT or PESTEL to these case studies to reinforce their applicability to Nintendo. As for the direction of the case studies, they should ideally be successful cases of organizations in Nintendo's field (gaming) or analogous fields (entertainment) that have successfully transitioned to a subscription-based model.

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diva-portal.org

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aws.iwi.uni-leipzig.de

Case study of the business model Nintendo Elaborated by: Ctlina Plmdeal Coordinator: Ing. Hana Stojanov Ph.D. The company introduction Nintendo Nintendo is a Japanese company that produces video games and consoles. It was founded in Kyoto in 1889 by Fusojiro Yamauchi. The headquarters of Nintendo is located in Kyoto in Japan and they also have branches in America and Germany. The revenue of the company was around 1,2 billion US dollars in 2018 and they employee approximately 6000 people worldwide. Since 1983 the Nintendo has sold more than 4.7 billion video games and more than 750 million hardware units globally, company has created industry icons that have become well-known, household names such as Mario, Donkey Kong, Metroid, Zelda and Pokmon. Most famous consoles are Nintendo Entertainment System (NES), Game Boy, Nintendo Wii and Nintendo Switch. (Nintendo, 2019) History of Nintendo Initially the main activity of this company was the production of playing cards called Nintendo Koppai. The business of the company went rather well and in 1929 Yamuchi left the management of the business to his son Sekiryo, who expanded the production to other card games with excellent results. In 1953 the company known as "Nintendo Playing Card Co. Ltd. was the leader in the playing card sector. When the guide passed to Fusajiro's nephew, Hiroshi Yamauchi, Nintendo makes an agreement with The Walt Disney Company to market cards that include Disney characters (Nintendo, 2019; BBC, 2019). In 1962 Nintendo was listed at the stock market and with the new investments gathered, the entrepreneur Hiroshi decided to try new business activities such as taxi service, a chain of hotels and food markets. However, all of these attempts failed and Nintendo lost a lot of its capital because the stock price (one share) dropped from 900 yen to 60 yen (Sheff, 2011). Among the various failures there was also a success story when Nintendo started to the create toys. In the 60's, the company was led by the engineer Gunpei Yokoi who started the production of electronic toys. Toys turned out to be a great novelty for that period and generated considerable profits for the company. In 1971 Nintendo produced the toy gun for the first console in the history. In the following years Yokoi decided to hire Shigeru Miyamoto, still one of the most important pioneers of Nintendo, who launched the famous games as Radar Scope and Donkey Kong (Mariani, 2009). The toy trade works and in 1980 the company arrived to the United States and opens there a new factory in New York, the Nintendo of America. In 1983, when the first Nintendo console came to Japan it turned out to be a great success. Two years later the console was also launched in the United States with the name "Nintendo Entertainment System" (NES) and about a million pieces of them were sold. (MITSUFUJI, 1993) Nintendo has created more than 500 games and probably the most famous games are Super Mario Bros and The Legend of Zelda. In 1989 Yokoi invented the first portable console in the history called the Game Boy. In 1990 with the Super Nintendo the company established the basic concepts of controller as we all know today, consisting of the 4 action buttons and a d-pad. In 1995, the Nintendo 64 was launched but it wasnt very successful. However, it introduced important innovations to the gaming sector. During the 90's Nintendo loses the challenge with new entrants Sony and Microsoft. Between 2004 and 2006 the company got up with the Sataru Iwata project that launched Nintendo DS and Nintendo Wii on the market and more than 101 million units were sold. Nintendo was again able to bring innovations to the gaming sector and be successful by the new Wii Moto controller, a remote control capable of detecting movements and allowing the user to interact with the screen. In 2012 Wii-U arrives on the market but that fails to be successful. Thus, Nintendo lost around 335 million dollars, registering the third consecutive year of los

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