Sie sind auf Seite 1von 8

SYSTEM

THINKING
NINTENDO

Adityo
Diandra Tarcia
Nada
Giorgio Rivano
Grace Listiani
M Fiqri Rihyawan
Background
Late 2004, Nintendo engineer
demonstrated a new face of
gaming controller that is not a
variation of a joystick
Turned out to be a stubby rod
that can mimicked real-world
movement such as throwing,
hitting, or aiming
Satoru Iwata, president of
Nintendo Corporation believe
this new kind of controller can
help open a video game
industries to vastly difference
audience
Situation
No other company ever released
such a controller, How the market
react to a vastly a new model ?
The technology on the controller
might not operate well outside
the companys lab
The new controller need to be
backward compatible to play
games made for older Nintendo
consoles like GameCube
Most gamers preferred Sony
PlayStation 2 and Xbox because
of the flashy graphics and
hardcore fighting and sports titles
Problems

How can Nintendo persuade gamers that is already get used


to a joystick and their preferred gaming console to play the
new Nintendo console with the revolution controller design ?
Variables Research and development
New products (Wii)
New marketing promotion
Price
Sales
Production cost
Testing
Innovation
New segments
Profit
Competitor
New console
New games
System Thinking
S
R&D
O S O
Profit Competitor
Innovation S
R
B S
Testing Sales
S New Product S
B S
New Marketing New Game
S Promotion
Production Cost
S
S
New Segment
S
Conclusion
8

Das könnte Ihnen auch gefallen