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大前研一「新?商業模式」的思考:可口可樂、任天堂、Uber、Canon……如果?是社長,?會怎麼做? 大前研一「ビジネスモデル」の教科書【電子書籍】[ 大前研一 ]

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<p>世界級管理大師大前研一親自傳授</p> <p>創造全新商業模式的秘訣!</p> <p>日本BBT大學超高人氣課程首度結集出書!</p> <p><strong>●<strong><strong>可口可樂</strong></strong>如何面對健康風潮下逐漸萎縮的?酸飲料市場?</strong></p> <p><strong>●<strong><strong>Lawson</strong></strong>在超商戰國時代中要****怎麼擬定「成長戰略」?</strong></p> <p><strong>●<strong><strong>Uber</strong></strong>該如何處理因急速成長所帶來的痛苦?</strong></p> <p><strong>●<strong><strong>任天堂</strong></strong>怎樣做才能在手遊時代再度成為遊戲界霸主?</strong></p> <p><strong>●<strong><strong>Canon</strong></strong>相機成長停滯,該如何轉換方向****開展新事業?</strong></p> <p><strong>●<strong><strong>小米</strong></strong>手機要如何從中國走向國際,拿下世界第一?</strong></p> <p><strong>●****外食?業龍頭ZENSHO怎麼做才能從「血汗公司」的形象中復活?</strong></p> <p><strong>●<strong><strong>日本最大食譜社群網站</strong></strong>Cookpad****在穩定成長後該如何進一?提升收益?</strong></p> <p><strong>●<strong><strong>日本經濟新聞社</strong></strong>怎樣才能讓「併購」發揮最大的相乘效果?</strong></p> <p><strong>●<strong><strong>Airbnb</strong></strong>在「法規限制」與「成長」的兩難中要如何取得平衡?</strong></p> <p><strong>●<strong><strong>宜得利</strong></strong>在「最高收益」的那一刻最該放手一搏的是?</strong></p> <p><strong>●<strong><strong>市占率全球第一的</strong></strong>島精機製作所****要怎樣才能贏過中國,穩坐龍頭寶座?</strong></p> <p>本書是世界五大管理大師、趨勢專家大前研一在日本BBT大學的熱門課程精華結集。不同於多數知名商學院還在用早已過時的陳年案例作討論,大前研一著眼在「現在進行式」的個案,引導讀者深入思考:如果?是這家公司的經營者,?會如何解決公司所面臨的問題?</p> <p><strong>他挑選出十二家老牌和新興企業「沒有標準答案」的經營課題,傳授讀者從如何蒐集資訊到</strong>**「分析、研究、下結論」的技術****,他並****針對?一個個案提出自己的戰略建議,在在顯示出大師過人的眼光與獨到的見解。**</p> <p>大前研一?:「在?個重要時刻,?是否具有決斷力,在?的人生中會愈來愈重要!」透過本書,?將可以用最少的代價學會「大前流」的思考方法,掌握關鍵決斷力,成為各行各業最搶手的人才!</p> <p>作者介紹?</p> <p><strong>大前研一</strong></p> <p>商業突破大學(Business Breakthrough University)股?有限公司代表取締役社長、商業突破大學校長。</p> <p>1943年生於日本福岡縣。早稻田大學理工學院畢業,東京工業大學研究所原子核工學碩士,麻省理工學院原子力工學博士。曾任日立製作所原子力開發部工程師,1972年進入麥肯錫顧問公司,?任總公司資深董事、日本分公司社長、常務理事、亞洲太平洋地區會長。1994年離開麥肯錫後,以建言者的身分活躍於世界各大國家和企業,並以全球觀點及大膽創見,持續提出創新的建議。</p> <p>2005年創立商業突破大學研究所,開設日本第一個MBA遠距教學課程。2010年成立商業突破大學經營學部,並擔任校長,傾力培育肩負日本未來重責的人才。</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,091円

Super Nintendo The Game-Changing Company That Unlocked the Power of Play【電子書籍】[ Keza MacDonald ]

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<p><strong>An exuberant ode to play and the epic story of a company that has redefined itーtheir quirky beginnings, their singular ethos, their endlessly innovative leaders and developers, their massive cultural impact, and most of all the video games themselves, which have inspired joy and creativity in millions</strong></p> <p>What magical mushroom could have turned an unassuming playing card company, founded in Kyoto in 1889ーwhose tile cards were closely associated with gambling and Japan’s criminal underworldーinto one of the dominant cultural forces of the 21st century, with characters as memorable as any from the Disney or Marvel universes?</p> <p>A lifelong gamer and a renowned video games journalist, Keza MacDonald digs down to Nintendo’s experimental roots, tracking the company’s rise with each new revolutionary product and exploring the driving force of these creative triumphs (and occasional failures!): Nintendo’s willingness to take risks, to place long-term goals over short-term profits.</p> <p>Leaping from game to game, <em>Super Nintendo</em> tells the remarkable story of the people who brought us <em>Super Mario Bros., Zelda, Pok?mon, Animal Crossing, Splatoon,</em> and moreーnot to mention the SNES, N64, Gameboy, Wii, Switch and a host of other wacky gizmos, from the Power Glove to the Rumble Pack to Nintendo Laboーand charts the delights they’ve offered over the decades.</p> <p>MacDonald draws on private interviews with the likes of Shigeru Miyamoto, the creator of Mario who continues to leave his stamp on the company, and even a recent trip to the secretive Nintendo HQーmaking her one of the few Western journalists ever to set foot inside the building.</p> <p>A carousel of wonders, <em>Super Nintendo</em> whisks you back to the couch in the den, a controller in your hands for the very first time, staring up at a screen of infinite possibilities.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,351円

岩田聰如是?:從天才程式設計師到遊戲公司社長,任天堂中興之主傳奇的一生。【電子書籍】[ ほぼ日刊イトイ新聞 ]

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<p>**  凡對ACG領域有興趣的人,不可能沒聽過「任天堂」這個名字。**</p> <p>**  給一代又一代青少年帶來幸福遊戲時光的任天堂,曾擁有一位著名的社長ーー岩田聰。**</p> <p>**  他曾被《時代》雜誌評論為「在任天堂比什?都重要的人物」。**</p> <p>**  這位被廣大遊戲迷親切稱為「聰哥」的岩田先生,究竟經?過怎樣的一生??**</p> <p> </p> <p>  約莫二十年前,山?溥安排岩田聰進入任天堂本社,擔任經營企畫室長,並且在兩年後自己退休時指定岩田先生接下任天堂社長職位。當時任天堂可?是正?風雨飄搖之際,儘管財務情況一直很健全,但N64和NGC兩台家用主機接連失利,市占率甚至被夾帶雄厚資金進入市場的新挑戰者,也就是微軟推出的 Xbox 主機所追?。</p> <p>  當年年僅四十二?的岩田先生,接下此一重責大任後便不負所托,打出「擴大玩家人口」的大旗,先後推出掌上型主機「Nintendo DS」以及家用主機「Wii」,以和過去主機不同的異質變化,吸引玩家、曾經是玩家和不是玩家的人,成功帶領任天堂走出低潮,並且創下公司成立以來最高營收。可?是名符其實的「任天堂中興之主」。</p> <p>  本書是從《HOBO日刊ITOI新聞(ほぼ日刊イトイ新聞)》網站所刊登的岩田聰訪談中,?取岩田先生?過的話,重新編纂而成。?有部分言論節?自任天堂網站上的「社長提問」專欄。</p> <p>  岩田先生是一位在媒體面前談話時,幾乎從不把自己當作話題主角的人。若是為了公司和專案,基於「由我出面是最合理的判斷的話」,他會回應遞到眼前的麥克風,可是言談之中僅將自己的事擺在次要。</p> <p>  不過,就如多數人所知道的,岩田先生是一位誠實無偽、一路走來始終如一的人。</p> <p>  他曾經代表公司或開發商立場,於各種場合發表言論,將這些言論集結一看,就彷彿多個圓圈的交會處,疊合出?一種顏色般,自然而然地浮現出「岩田先生本人的話」。</p> <p>  本書便是將這些「岩田先生的話」由多篇報導中揀選而出,編纂成冊。</p> <p>  「On my business card, I am a corporate president.</p> <p>  In my mind, I am a game developer.</p> <p>  But in my heartーI am a gamer.」</p> <p>  「在名片上,我的頭銜叫公司社長。</p> <p>  而在我腦中,我是一個遊戲開發者。</p> <p>  但是在我心裡,我一直是個遊戲玩家。」</p> <p>  岩田聰(1959-2015)</p> <p><strong>本書特色</strong></p> <p>  *由ほぼ日刊イトイ新聞?取其採訪?容所編著,遊戲界巨人、任天堂中興之主岩田聰遺世的唯一著作!</p> <p>  *巴哈姆特創?人SEGA、遊戲基地Gamebase、4Gamers就肆電競、Frontier開拓動漫一致好評推薦!</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,187円

失敗讓?更成功:從微軟、臉書、任天堂等20個頂尖企業的失敗經?學習挑戰新事業所需的關鍵思考 世界「失敗」製品図鑑 「攻めた失敗」20例でわかる成功への近道【電子書籍】[ 荒木博行 ]

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<p>*電腦作業系統龍頭微軟為什麼無法將成功經驗複製到行動裝置領域?<br /> *臉書攜手HTC推出的智慧型手機是一場明知不可行而為之的戰略型失敗?<br /> *萬?矚目的Wii後繼機種Wii U為什麼會成為任天堂銷售倒數第二慘的主機?<br /> 解析20個世界級大公司慘遭滑鐵盧的新?品&服務,提煉創造新事業的視野與深度!</p> <p>企業在擬訂新事業的企畫時,往往都是充滿希望的。想到新的點子、得到?部或首批顧客的好評時,很容易會對這項事業的後續發展充滿正面的想像。但是無論事先做過多麼仔細的調?、心中的藍圖多麼遠大、進入市場的時機點多麼巧妙,還是可能因為各種因素導致失敗。因為「挑戰」新事物原本就常伴隨著「失敗」。</p> <p>本書所指的失敗案例是「最初抱持著相當的期待,卻未能得到預期的結果,不得不認賠殺出的?品、服務與事業」,仔細想想,我們身邊充斥著這樣的商品,甚至讀者在職場上可能也有過類似經?。雖然「失敗」是苦澀的,但擁有這樣珍貴經驗的人,更能同時從樂觀和悲觀的角度去觀察市場與?品,使其成為下個新商機的養分。</p> <p>本書精選了20個全球頂尖企業,介紹他們新?品&服務的企圖、特色,從推出過程到如何黯然收場的轉折點,以及透過這些失敗學到的經驗為何。提供跨領域的多種珍貴實例,讓讀者從中學習這些事業在推進中忽略的重點,並思考經營決策的難處及挑戰。</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,521円

Marketing f?r Produktinnovationen Vermarktung von Produktinnovationen in der Mobile Entertainment Branche am Beispiel des Nintendo DS【電子書籍】[ Andreas Lackner ]

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<p>Vordiplomarbeit aus dem Jahr 2007 im Fachbereich Medien / Kommunikation - Public Relations, Werbung, Marketing, Social Media, Note: 2,1, Campus02 Fachhochschule der Wirtschaft Graz (Fachhochschule Graz), 30 Quellen im Literaturverzeichnis, Sprache: Deutsch, Abstract: Im Jahre 2005 brachte Nintendo eine Produktinnovation auf den Markt, die sich bis zum heutigen Zeitpunkt ?ber 40 Millionen Mal verkauft hat. Nintendo Dual Screen ist der Produktname dieser Innovation und diese Arbeit besch?ftigt sich mit den Gr?nden des Markterfolgs dieses Produktes. Ziel der Arbeit ist es in erster Linie die erfolgreiche Vermarktung des Nintendo Dual Screen darzustellen. Weiters zielt die Arbeit darauf ab, die Wichtigkeit des Marketings in der Mobile Entertainment Branche zu beleuchten und die durch erfolgreiches Innovationsmanagement erreichten Wettbewerbsvorteile hervorzuheben. Um diese Ziele zu erreichen wird zun?chst auf das Thema Innovation n?her eingegangen. Der Begriff Innovation wird gekl?rt und gegen?ber ?hnlichen Begriffen abgegrenzt sowie die Merkmale erl?utert. Da es verschiedene Innovationsarten gibt und der Nintendo DS eine Produktinnovation ist, werden die verschieden Arten vom Verfasser erkl?rt und unterschieden. Das Innovationsmanagement hat eine wichtige Schl?sselfunktion bei der erfolgreichen Vermarktung von innovativen Produkten und daher werden die Ziele und Aufgaben dargestellt sowie verschiedene Innovationsstrategien beschrieben. Im Zusammenhang mit den Innovationen hat auch das Marketing wichtige Funktionen zu erf?llen und unterscheidet sich vom klassischen Marketing. Mit dieser theoretischen Basis wird nach einer Analyse der Marktsituation und des Innovationsverhaltens von Nintendo gegen?ber der Konkurrenz das Marketing von Nintendo betrachtet. Die Gestaltung der 4 P's, die mithilfe des Innovationsmanagements an die Produktinnovation ausgerichtet wurde, hat Nintendo wesentliche Wettbewerbsvorteile im Markt f?r Kleinkonsolen verschaffen. Durch das erfolgreiche Innovationsmanagement konnte sich Nintendo am Markt als strategischer Innovationsf?hrer durchsetzen.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,394円

Nintendo Playing with Power【電子書籍】[ Randy Nichols ]

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<p>Originally founded in 1889 as a manufacturer of playing cards, this book examines the history and political economic status of the multinational consumer electronics and video game giant Nintendo.</p> <p>This book offers a deeper examination into Nintendo as a global media giant, with some of the industry’s best-selling consoles and most recognizable intellectual property including Mario, Pok?mon, and Zelda. Drawing upon the theory of the political economy of communication, which seeks to understand how communication and media serve as key mechanisms of economic and political power, Randy Nichols examines how Nintendo has maintained its dominance in the global video game industry and how it has used its position to shape that industry. This book argues that while the company’s key figures and main franchises are important, Nintendo’s impact as a company ? and what we can learn from its evolution ? is instructive beyond the video game industry.</p> <p>This book is perfect for students and scholars of media and cultural industries, critical political economy of media, production studies, and games studies.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 4,674円

Nintendo: Como a empresa manteve sua identidade ?nica enquanto a ind?stria mudava radicalmente【電子書籍】[ MAX EDITORIAL ]

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<p>As Origens da Nintendo e Sua Identidade Empresarial A Nintendo ? uma das empresas mais ic?nicas da ind?stria dos videogames, conhecida por sua inova??o e consist?ncia ao longo das d?cadas. Enquanto muitas empresas mudaram drasticamente suas abordagens para se adaptar ?s tend?ncias de mercado, a Nintendo conseguiu manter sua identidade ?nica, baseada em criatividade, qualidade e um forte compromisso com o entretenimento familiar. Mas para entender essa filosofia, precisamos voltar ao passado e examinar as origens da empresa. 1.1 Os Primeiros Passos: De Cartas a Gigante do Entretenimento A hist?ria da Nintendo come?a em 23 de setembro de 1889, quando Fusajiro Yamauchi fundou a empresa na cidade de Kyoto, Jap?o. Na ?poca, a Nintendo n?o tinha nenhuma rela??o com videogames ? sua especialidade era a produ??o de cartas Hanafuda, um jogo tradicional japon?s que era popular entre jogadores casuais e apostadores. As cartas Hanafuda eram diferentes das cartas ocidentais, pois n?o tinham n?meros e utilizavam ilustra??es de flores e paisagens. No in?cio, a produ??o era artesanal, feita ? m?o, mas logo a demanda cresceu e Yamauchi expandiu o neg?cio. Nos anos seguintes, a Nintendo se destacou pela qualidade superior de suas cartas e firmou contratos importantes, como um acordo com a Yakuza, que utilizava as cartas em suas casas de jogos. No entanto, a grande virada aconteceu em 1956, quando o ent?o presidente Hiroshi Yamauchi, neto do fundador, visitou os Estados Unidos e percebeu que o mercado de cartas estava saturado. Ele concluiu que a Nintendo precisava diversificar seus neg?cios para continuar crescendo. 1.2 A Busca por Identidade: Tentativas e Fracassos Entre as d?cadas de 1960 e 1970, a Nintendo experimentou diferentes ramos de neg?cios, tentando encontrar um novo nicho para expandir sua atua??o. Durante esse per?odo, a empresa lan?ou: Uma marca de arroz instant?neo chamada "Nintendo Rice" Uma rede de hot?is para casais ("Love Hotels") Uma linha de brinquedos e jogos de mesa Um servi?o de t?xi chamado "Daiya" A maioria dessas tentativas falhou. No entanto, uma delas se destacou: os brinquedos eletr?nicos. Foi nesse segmento que a Nintendo encontrou um caminho mais promissor, especialmente quando come?ou a explorar a interatividade dos produtos. 1.3 A Transi??o para os Videogames O grande salto da Nintendo veio quando a empresa entrou no mundo dos videogames. Nos anos 70, sob a lideran?a de Hiroshi Yamauchi, a Nintendo come?ou a trabalhar com eletr?nicos e lan?ou sua primeira m?quina de arcade, "EVR Race", em 1975. Mas o verdadeiro sucesso veio com "Donkey Kong", de 1981, criado por Shigeru Miyamoto. O jogo apresentava um encanador chamado Jumpman, que posteriormente se tornaria Mario, um dos personagens mais ic?nicos da hist?ria dos videogames. Esse foi o in?cio de uma nova era para a Nintendo, marcando sua identidade como uma empresa focada em jogos de alta qualidade, acess?veis para todas as idades. 1.4 O DNA da Nintendo: Criatividade e Entretenimento Familiar Aprenda Muito Mais....</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,200円

How Nintendo Became A Highly Profitable Company, The Critical Success Factors Behind Nintendo's Success As A Highly Profitable Video Game Company, Nintendo's Growth Strategies For Long Term Revenue Growth, And The Future Outlook Of Ninte【電子書籍】

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<p>This essay sheds light on how Nintendo became a highly profitable company, identifies the critical success factors behind Nintendo's success as a highly profitable video game company, demystifies Nintendo's growth strategies for long term revenue growth, and reveals the future outlook of Nintendo in the digital era. Nintendo is a highly profitable multinational video game company. Nintendo produces a copious amount of products which are not limited to just video game consoles. In addition to producing video game consoles, Nintendo also produces video games, Amiibos, and accessories for their video game consoles. Nintendo has a vast variety of video games products that it produces which appeal to their target market. Nintendo’s sizeable target market consist of gamers from around the world. Gamers from around the world revel in playing Nintendo video games and are keen on procuring the latest Nintendo video games. Nintendo has developed a myriad of iconic video game franchises overtime, such as the Mario video game franchise, the Donkey Kong video game franchise, the Kirby video game franchise, the Super Smash Bros.video game franchise, the Metroid video game franchise, the Star Fox video game franchise, the Splatoon video game franchise, and the Pokemon video game franchise. Gamers procure Nintendo consoles primarily to be able to play the exorbitant amount of first party Nintendo video games that are exclusively released onto Nintendo consoles. If a gamer lacks the newest Nintendo console then he will be unable to play the latest first party Nintendo video games. Nintendo’s nostalgic video game franchises continue to expand overtime with the release of new installments into their iconic video game franchises. Nintendo video game franchises are some of the utmost popular video game franchise. Pokemon for instance is the highest grossing media franchise of all the time and it is estimated that it has generated significantly over $110,000,000 in revenue as of 2022. As of 2022, Mario for instance is also the sixth the highest grossing media franchise of all the time and it is estimated that it has generated significantly over $47,500,000. Even though most of Nintendo franchises are decades old, gamers are still voraciously craving for Nintendo to further expand them with the addition of new installments in their iconic video game franchises. Unbeknownst to most people, Nintendo was founded over a century ago in 1889 as Nintendo Karuta and became highly profitable in 2021 to the extent of generating $4,516,000,000 in net income in 2021 and $16,534,000,000 in sales revenue in 2021. Nintendo is no longer named Nintendo Karuta. Even though Nintendo has been able to operate profitably in prior years, Nintendo reached a new pinnacle of profitability in 2021 in which Nintendo generated $4,516,000,000 in net income 2021. Even though Nintendo has been able to operate profitably throughout the latter half of the 2010s, Nintendo reached a new pinnacle of profitability in 2021 in which Nintendo generated $4,516,000,000 in net income in 2021. In 2020, Nintendo generated $2,379,000,000 in net income. In 2019, Nintendo generated $1,746,000,000 in net income. In 2018, Nintendo generated $1,256,000,000 in net income. In 2017, Nintendo generated $903,00,000 in net income. Nintendo has been able to significantly increase their net income in recent years and even has a track record of surpassing the two billion dollar net income threshold over a decade ago from 2008-2010. In 2010 for instance, Nintendo was able to generate $2,515,000 in net income. In 2009 for instance, Nintendo was able to generate $2,791,000 in net income. In 2008, Nintendo was able to generate at least $2,500,000,000 in net income. Nintendo also established has a track record of surpassing the two billion dollar net income threshold from 2020-2021 which is apt to be extended in the pending future. Nintendo's net income generated in 2021 for instance is a far cry from their net income generated in 2020. Nintendo's net income in 2020 was $2,379,000,000 while its net income in 2021 was $4,516,000,000 which ultimately means that Nintendo’s net income amplified by about 89.77%, an increase of almost 90% in this one year period from 2020-2021. Nintendo’s net income of of $4,516,000,000 in 2021 is however apt to be surpassed in the coming years as demand for video game products surges worldwide.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,417円

NINTENDO: C?MO LA EMPRESA MANTUVO SU IDENTIDAD ?NICA A MEDIDA QUE LA INDUSTRIA CAMBIABA RADICALMENTE【電子書籍】[ MAX EDITORIAL ]

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<p>Los or?genes y la identidad corporativa de Nintendo Nintendo es una de las compa??as m?s emblem?ticas de la industria de los videojuegos, conocida por su innovaci?n y consistencia a lo largo de las d?cadas. Si bien muchas compa??as han cambiado dr?sticamente sus enfoques para adaptarse a las tendencias del mercado, Nintendo ha logrado mantener su identidad ?nica, basada en la creatividad, la calidad y un firme compromiso con el entretenimiento familiar. Pero para comprender esta filosof?a, es necesario retroceder en el tiempo y examinar los or?genes de la compa??a. 1.1 Los primeros pasos: De las cartas al gigante del entretenimiento La historia de Nintendo comienza el 23 de septiembre de 1889, cuando Fusajiro Yamauchi fund? la compa??a en Kioto, Jap?n. En aquel entonces, Nintendo no ten?a nada que ver con los videojuegos; su especialidad era la producci?n de cartas Hanafuda, un juego tradicional japon?s popular entre jugadores ocasionales y aficionados al juego. Las cartas Hanafuda se diferenciaban de las occidentales en que no ten?an n?meros y utilizaban ilustraciones de flores y paisajes. Al principio, se produc?an a mano, pero la demanda pronto creci? y Yamauchi expandi? el negocio. En los a?os siguientes, Nintendo destac? por la calidad superior de sus tarjetas y firm? contratos importantes, como un acuerdo con la Yakuza, que utiliz? las tarjetas en sus casas de juego. Sin embargo, el gran punto de inflexi?n lleg? en 1956, cuando el entonces presidente Hiroshi Yamauchi, nieto del fundador, visit? Estados Unidos y se dio cuenta de que el mercado de tarjetas estaba saturado. Concluy? que Nintendo necesitaba diversificar su negocio para seguir creciendo. 1.2 La b?squeda de la identidad: intentos y fracasos Entre las d?cadas de 1960 y 1970, Nintendo experiment? con diferentes l?neas de negocio, buscando un nuevo nicho para expandir sus operaciones. Durante este per?odo, la compa??a lanz?: Una marca de arroz instant?neo llamada "Nintendo Rice" Una cadena de hoteles para parejas ("Love Hotels") Una l?nea de juguetes y juegos de mesa. Un servicio de taxi llamado "Daiya" La mayor?a de estos intentos fracasaron. Sin embargo, uno de ellos destac?: los juguetes electr?nicos. Fue en este segmento donde Nintendo encontr? un camino m?s prometedor, especialmente cuando comenz? a explorar la interactividad de los productos. 1.3 La transici?n a los videojuegos El gran salto de Nintendo lleg? cuando la compa??a entr? en el mundo de los videojuegos. En la d?cada de 1970, bajo el liderazgo de Hiroshi Yamauchi, Nintendo comenz? a trabajar con la electr?nica y lanz? su primera m?quina recreativa, "EVR Race", en 1975. Pero el verdadero ?xito lleg? con "Donkey Kong" de 1981, creado por Shigeru Miyamoto. El juego presentaba a un fontanero llamado Jumpman, quien m?s tarde se convertir?a en Mario, uno de los personajes m?s ic?nicos de la historia de los videojuegos. Este fue el comienzo de una nueva era para Nintendo, estableciendo su identidad como una compa??a enfocada en juegos de alta calidad accesibles para todas las edades.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,400円

A guerra dos consoles Sega, Nintendo e a batalha que definiu uma gera??o【電子書籍】[ Blake J. Harris ]

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<p><strong>Da mesma forma que outras grandes rivalidades modernas, como Coca-Cola versus Pepsi e Apple versus Microsoft, redefiniram cada competidor e reescreveram a hist?ria dessas empresas, o intenso combate entre Sega e Nintendo nos anos 1990 revelou o melhor e o pior de cada uma e mudou para sempre o mundo do entretenimento, fazendo nascer uma ind?stria mundial de 60 bilh?es de d?lares.</strong></p> <p>Na ?poca a Nintendo praticamente monopolizava o mercado de video games, enquanto a Sega era apenas uma empresa inst?vel de fliperamas. Tudo isso iria mudar com a chegada de Tom Kalinske, um ex-executivo da Mattel que podia n?o saber nada de jogos eletr?nicos, mas era expert em travar batalhas imposs?veis. Suas t?ticas arrojadas combinadas ?s ideias ousadas de seus funcion?rios transformaram a Sega por completo e a colocaram num patamar amea?ador para a hegemonia da Nintendo.</p> <p>Tendo como base mais de duzentas entrevistas com antigos funcion?rios de ambas as empresas, Blake J. Harris revela os guerreiros, as estrat?gias e os diversos fronts de batalha da grande guerra entre esses colossos do entretenimento eletr?nico. Passando por momentos-chave da hist?ria dos video games ー como a cria??o do Sonic, os lan?amentos dos consoles Mega Drive e Super Nintendo e a chegada do jogo Donkey Kong Country ?s lojas ー, Harris retrata essa ind?stria de maneira in?dita e recria com propriedade a energia e o sentimento de todos os nomes importantes da Sega e da Nintendo. Um verdadeiro thriller que mostra os bastidores de uma batalha ?pica pelo cora??o e pelo dinheiro de gamers do mundo inteiro e como tudo isso mudou e marcou definitivamente a cultura pop.</p> <p>“Vai evocar a nostalgia de todos que eram f?s de video game h? vinte anos.” <strong>The Telegraph</strong></p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,425円

Nintendo Magic: Winning the Videogame Wars【電子書籍】[ Osamu Inoue ]

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<p>Back in the 80s, Nintendo ruled the home-entertainment market with the NES (Nintendo Entertainment System). But then rival Sony introduced PlayStation, which featured advancements and cutting-edge technology that put Nintendo's Super-NES to shame. Nintendo quickly lost its dominant market share to Sony and found itself floundering. In 2006, Nintendo released Wii at the same time Sony introduced its highly-anticipated and much-vaunted PlayStation III and Microsoft's XBox 360. Wii's David defeated PlayStation's Goliath, inversely echoing the SNES/PlayStation outcome of a decade previous. Nintendo Magic: Winning the Videogame Wars is the story of what went right, discussing the business strategies and marketing savvy that took on the mighty Sony and won.</p> <p>Topics include:<br /> How where you put your company is just as important as how you run it: being in Kyoto<br /> From work force to policies, why Nintendo's "just enough" attitude succeeds<br /> Why the ability to read a balance sheet is overrated<br /> Respect seniority but approve huge R&D budgets for talented junior employees<br /> Allowing maximum communication between disparate divisions (hardware and software)<br /> Enlarging the pie: going after casual gamers (The art of mainstreaming)<br /> How the Wii will be the next major household appliance and the DSi will be the cell phone of the future.</p> <p><em>Nintendo Magic: Winning the Videogame Wars</em> should serve as a warning to similar powerhouse industries never to understimate the modest competitor. It should occupy the bookshelf of any business person smart enough to know they don't need to be a giant to win.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,418円

Wii Innovate. How Nintendo created a New Market through the Strategic Innovation Wii How Nintendo created a New Market through the Strategic Innovation Wii【電子書籍】[ J?rg Ziesak ]

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<p>Bachelor Thesis from the year 2009 in the subject Business economics - Marketing, Corporate Communication, CRM, Market Research, Social Media, grade: 1,3, University of Applied Sciences Bielefeld, language: English, abstract: In the year 2009, Nintendo was placed fifth in the BusinessWeek's ranking of the world's most innovative companies. This confirms Nintendo's significant rearrangement into an innovative design powerhouse that redefined the predominant business value factors of the video game industry. However, a few years ago no analyst would have anticipated that Nintendo would develop in this direction. Until the mid-1990s, the global home video game console industry was dominated by Nintendo, a Japanese video game hardware and software manufacturer. Rivalry in this industry only marginally existed. This changed when Sony entered the market in 1994. By offering a console that was technologically superior, Sony outperformed the then-Nintendo console. Thereby new challenges arose for the Japanese company. Nintendo lost its long lasting market leadership to the new entrant. Despite several trails to recapture market leadership during the end-1990s, Nintendo was stuck in second place. Instead of regaining market share, the opposite was the case when Microsoft, a computer software giant, joined the market in 2001. Nintendo's market share slipped dramatically because they were not able to keep up the technological progress of its competitors. The former market leader fell back to the third place of the industry. Analysts of the video game entertainment industry even recommended that Nintendo withdraw completely from the highly competitive console market in order to concentrate on developing software.4 However, Nintendo refused to surrender, but they were in biggest need to recover market share. Nintendo had a very different approach to strategy than Sony or Microsoft. Instead of competing for core gamers, Nintendo tried to expand the market and to win new customers. For Satoru Iwata, the president of Nintendo, the industry had been following a wrong path by only concentrating on core gamers, because the number of overall users was getting smaller and decreased its spending patterns. 'You must know when not to follow the traditional way of thinking', Iwata argued. '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.' Their new strategy was called 'Blue Ocean Strategy'.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 4,884円

Der Blue Ocean Ansatz am Beispiel von Nintendos Wii Was ist der Blue Ocean Ansatz, wie setzte Nintendo diesen um und wie ver?nderte die Wii den Markt f?r Videospiele?【電子書籍】[ Nico Oertel ]

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<p>Studienarbeit aus dem Jahr 2012 im Fachbereich VWL - Innovations?konomik, Note: 1,3, Hochschule f?r Technik, Wirtschaft und Kultur Leipzig, Sprache: Deutsch, Abstract: W?hrend in der Musik- und Filmbranche deutliche Umsatzeinbu?en zu verzeichnen sind, ver-zeichnet der Markt f?r Videospiele und Videospielkonsolen in den letzten Jahren ein erhebli-ches Wachstum. Allein in Deutschland verzeichnete im Zeitraum von 2005 bis 2008 ein j?hrli-ches Wachstum von ca. 13 %. (Vgl. Anhang 1) Umsatzzuw?chse im zweistelligen Prozentbe-reich sind auch weiterhin zu erwarten. Leider f?hrte dieses Wachstum nicht dazu, dass gro?e Innovationen in diesem Sektor get?tigt wurden. Der Fokus der Hersteller lag lange Zeit in der Verbesserung der graphischen und technischen Leistungsf?higkeit der Konsolen. Auch Nintendo, eines der ?ltesten und traditionsreichsten Unternehmen in diesem Markt besch?ftigte sich nicht sonderlich mit Innovationen. Doch sp?testens seit 2006 gilt Nintendo als eines der innovativsten Unternehmen der Welt. So ist es auch nicht verwunderlich, dass Nintendo 2008 auf Platz sieben der innovativsten Unternehmen der Welt steht. Eine Entwicklung, die selbst die optimistischsten Analysten nicht erwartet haben. Was ist geschehen, das ein Unternehmen aus diesem recht innovationsarmen Sektor pl?tzlich als innovativ gilt? Sp?testens seit Mitte der 1990er Jahre dominierte Nintendo den Markt f?r Videospiele und Konsolen. Ernsthafte Konkurrenz war kaum vorhanden, lediglich SEGA, ein weiteres japani-sches Unternehmen konnte einen kleinen Teil des Marktes f?r sich beanspruchen. Doch mit dem Eintreten neuer Konkurrenten in den Markt (1994 Sony, 2001 Microsoft) ?nderte sich diese herausragende Stellung. Nintendo verlor stetig Marktanteile und fiel auf den dritten Platz zur?ck. Einige Analysten der Videospielindustrie bef?rchteten sogar, dass sich Nintendo aus dem Gesch?ft der Konsolenherstellung zur?ckziehen w?rde und stattdessen lediglich nur noch Softwareentwicklung betreiben w?rde.3 Nintendo stand zu diesem Zeitpunkt dementsprechend unter gewaltigen Druck, noch einen Misserfolg konnte sich das Traditionsunternehmen nicht erlauben.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,953円

Game Over How Nintendo Conquered The World【電子書籍】[ David Sheff ]

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<p>More American children recognize Super Mario, the hero of one of Nintendo’s video games, than Mickey Mouse. The Japanese company has come to earn more money than the big three computer giants or all Hollywood movie studios combined. Now Sheff tells of the Nintendo invasion?a tale of innovation and cutthroat tactics.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,351円

A strategy analysis of Nintendo - Executive summary【電子書籍】[ Corinna Jung ]

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<p>Research Paper (undergraduate) from the year 2011 in the subject Business economics - Business Management, Corporate Governance, grade: 84 % (1,0), University of Exeter (Business School), language: English, abstract: 1. Introduction Nintendo, the Japanese video game console manufacturing company, is one of the big players in the respective industry along with Sony and Microsoft. In 2006, when the competitors were following the industry norm to improve the product features, Nintendo followed a disruptive route to target a new market with a new product that none of the competitors had: the Wii. The following report strives to present a comprehensive strategic analysis of Nintendo for the executive board. Beginning with an analysis of Nintendo's current strategy, the report evaluates the strategy in terms of its fit with the environment. Finally, the report presents some recommendations and implementation issues that the board needs to consider while making its decision. 2. Strategy Analysis The strategic analysis of Nintendo has been conducted at the corporate level along with the Blue Ocean Strategy that played a key role in the formulation of its disruptive strategy. 2.1 Corporate Level Strategy At the corporate level, Nintendo is following an Innovation Strategy that has played an important role in building its competitive advantage. Figure 1 shows an analysis of Nintendo's innovation strategy through the framework of the Innovation Dilemma (Johnson et al., 2008). The analysis of Nintendo's innovation strategy indicates that it used an innovative business model i.e. to position itself completely different from its competitors andquestioned how people actually want to play through its in depth customer understanding (Pontiskoski and Asakawa, 2009). Secondly, Nintendo used a technological push i.e. to target an untapped or incomplete market of gamers, as it had to convince the non-gamer adult to play on a Nintendo platform. Through its largest advertising campaign in its history, with costs over $200 million (Sliwinski, 2006), the company offered family-friendly and easy-to-use motion sensor technology.Thirdly, product innovation i.e. introduction of the Wii-mote and an infrared pointer was regarded as innovative product design (Farhoomand, 2009).</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,092円

Playing to Wiin Nintendo and the Video Game Industry's Greatest Comeback【電子書籍】[ Daniel Sloan ]

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<p><strong>How Nintendo reclaimed its spot at the top of one of the world's most competitive industries</strong></p> <p>Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game.</p> <p>But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? <em>Playing to Wiin</em> details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world.</p> <ul> <li>Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals</li> <li>An inspirational story of a stunning business turnaround and the hyper-creative minds behind it</li> <li>Written by an acclaimed financial and business journalist based in Tokyo</li> </ul> <p>Offering a fascinating inside look at a market-leading company once left for dead, <em>Playing to Wiin</em> is a must-read for executives and leaders interested in one of the greatest business turnarounds in history.</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,499円

Console Wars Sega, Nintendo, and the Battle that Defined a Generation【電子書籍】[ Blake J. Harris ]

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<p><strong>Now a documentary on CBS All Access.</strong></p> <p><strong>Following the success of <em>The Accidental Billionaires</em> and <em>Moneyball</em> comes <em>Console Wars</em>ーa mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry.</strong></p> <p>In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.</p> <p>The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.</p> <p>Based on over two hundred interviews with former Sega and Nintendo employees, <em>Console Wars</em> is the underdog tale of how Kalinske miraculously turned an industry punchline into a market leader. It’s the story of how a humble family man, with an extraordinary imagination and a gift for turning problems into competitive advantages, inspired a team of underdogs to slay a giant and, as a result, birth a $60 billion dollar industry.</p> <p>A best book of the year: NPR, Slate, Publishers Weekly, Goodreads</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 1,936円

NINTENDO: HOW THE COMPANY MAINTAINED ITS UNIQUE IDENTITY AS THE INDUSTRY CHANGED RADICALLY【電子書籍】[ MAX EDITORIAL ]

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<p>Nintendo's Origins and Corporate Identity Nintendo is one of the most iconic companies in the video game industry, known for its innovation and consistency over the decades. While many companies have drastically changed their approaches to adapt to market trends, Nintendo has managed to maintain its unique identity, based on creativity, quality and a strong commitment to family entertainment. But to understand this philosophy, we need to go back in time and examine the company's origins. The First Steps: From Letters to Entertainment Giant Nintendo's history begins on September 23, 1889, when Fusajiro Yamauchi founded the company in Kyoto, Japan. At the time, Nintendo had no involvement in video gamesーits specialty was the production of Hanafuda cards , a traditional Japanese game that was popular with casual gamers and gamblers. Hanafuda cards were different from Western cards in that they did not have numbers and used illustrations of flowers and landscapes. At first, they were produced by hand, but demand soon grew and Yamauchi expanded the business. In the following years, Nintendo stood out for the superior quality of its cards and signed important contracts, such as an agreement with the Yakuza , which used the cards in its gaming houses. However, the big turning point came in 1956, when then-president Hiroshi Yamauchi , grandson of the founder, visited the United States and realized that the card market was saturated. He concluded that Nintendo needed to diversify its business in order to continue growing. Continued...</p>画面が切り替わりますので、しばらくお待ち下さい。 ※ご購入は、楽天kobo商品ページからお願いします。※切り替わらない場合は、こちら をクリックして下さい。 ※このページからは注文できません。 2,400円