been in the lead in video console sales growth and second to Microsoft in overall units sold.
Within two years of its 2006 release, Nintendo Wii had become the market leader of the
generation. However, by 2013 both Microsoft and Sony had not only copied the motion-sensing
technology, but they had started to invade Nintendo’s key casual family-user market, and in 2014
Teaching Plan
The Nintendo case relies on a good understanding of how internal assets and the forces in the
external environment drive competitive strategy, especially in a fast-moving industry. Therefore,
the instructor could position this case toward the beginning of the course, as students are
considering strategic analysis and formulation.
The instructor may also wish to use this case as a complement to the Apple case, since both rely
on strategic implementation to maintain competitive advantage. In both companies, although
innovation had allowed them to beat the competition, sustaining that innovative advantage, at
least in Nintendo’s case, was proving difficult to do.
ICEBREAKER
Since probably all students have at least heard of the Nintendo Wii, and probably some of them
have either used or own one, it might be illustrative to ask:
How many of you have used the Wii? Even if you haven’t used it, what’s your opinion?
How many of you have also used a Sony Play Station or Microsoft Xbox? How does the Wii
compete with these?
How many of you have used the Wii U? What do you think about this product?
The instructor might want to list student’s opinions about the Wii on the board. This will
illustrate Nintendo’s initial competitive advantage over competitors, a well as point out any
Summary of Discussion Questions
Here is a list of the suggested discussion questions. You can decide which questions to assign,
and also which additional readings or exercises to include to augment each discussion. Refer