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Teachings of the Wii Generation
How do you win in the PC/CE industry? Every engineer…every marketing “expert” knows the answer. You give ‘em more. More features. More fun. More quality. More bells. More whistles. You give ‘em less. Lower cost. That’s the way the gaming industry does it and conventional wisdom (don’t you love that word?) “proves” it works. After all, “everyone” knows gamers are 14-24 year old guys who:
Even by MS standards that’s not chump change!
So how would you have like to have been the guys who bounded into Iwata-san’s (now president) and Yamauchi-san’s (founder and CEO until 2002) offices and said you wanted to develop game systems that wouldn’t compete with Sony’s PS or Microsoft’s Xbox? They want to develop this people-oriented system that anyone could buy and play.
They wanted it kid and adult friendly. They wanted to call it something that was part of the family. How about…Wii? Bad idea? While MS and Sony were pushing the fast track, Nintendo took the road less traveled.
As Walter/Dennehy said… “Every 10 or 11,000 years I make a horrible mistake.” Time to step back and look how and why Nintendo tapped a market that logic (don’t you love that word?) says wasn’t there. It’s a shift in the post-modern world that can help the entire PC/CE. The signs were there…we just didn’t pay any attention. The Internet and gaming isn’t a 20+ stud domain! Truth is:
![]() Figure 3 - Not All 20-Something – Turns out that not everyone who is a potential game system/software customer is 18-24 and male. They are younger and older and also…female. Source – Ipsos Insights
Figure 4 - Female Domination – While men tend to think that men dominate the Internet – and by that definition also gaming – but it turns out women are on the iNet in greater numbers…over 51% are female. Source – eMarketer Faith Popcorn, president of BrainReserve, identified two concepts – clicking (pinpointing lifestyle trends) and cocooning (retreating into the home and doing things as a family) years ago. She identified females and families as a dominant force – for long term sales – in the market. Sometimes referred to as the Nostradamus of marketing, her work and predictions rang true for Nintendo and software/online subscription services have gotten the message. Maybe the rest of the industry will follow suit! The world’s demographics are in an important transition:
The big guns in gaming – Microsoft, Sony, and Nintendo – are following different paths. Come on face it. Gaming is a sideline to MS and Sony. Their agendas aren’t really to give you heart pounding, sweaty palm game action! They want their systems as your home entertainment hubs. If you happen to play a game now and then…great. But they are adding the features, capabilities and connections you need around the house. Complex stuff they “know” you need. You know:
Nintendo? They want you to have fun! They’ve got stuff that:
The rest of the population? Well as Walter/Dennehy said… “I promise you, you will all lead productive lives.” Seems to us that Iwata-san was a brain surgeon and Yamauachi-san was a rocket scientist. The guys who suggested the Wii and DS were more than just snake oil sales people. The Nintendo approach so far has shown that the Swiss-army PC/CE solution may get a techie’s pulse racing but doesn’t get everyone into the pool. Consumers – around the globe – want personal products and solutions that they can easily optimize for specific applications, specific activities. Certainly we could be wrong. Or as Ben Luckett said in Cocoon, “Well there is the one school of thought that says they don't know nothing.” It’s time that PC/CE companies takes a closer look at the Nintendo phenomenon and implements those lessons that apply for their firm. After all the lowest common denominator must know something. There are so many of them and…their numbers are increasing !! []Similar
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