Product & Innovation

Nintendo Wii

Nintendo · Video games / consumer hardware · 2006–2009 Intermediate

Featuring Satoru Iwata

In 2006 Sony and Microsoft were locked in a graphics and processing arms race, with the PlayStation 3 and Xbox 360 aimed squarely at serious gamers. Nintendo was losing on that dimension and could not match their hardware budgets. So under Satoru Iwata the company made a deliberate choice not to compete on graphics at all, launching the Wii with a modest chip, a lower price, and a motion controller that let players physically swing, throw, and move. It was built for people who never called themselves gamers.

For founders and operators, this case sharpens a contrarian decision: when every competitor is racing on the same axis, whether to find a different one entirely. It is not about retreating to a niche, and that distinction is the whole point. Who the Wii reached, how big the prize turned out to be, and the exact reframing Nintendo used are the elements the app holds back for you to apply to your own market.

Topics
  • Nintendo
  • Wii
  • Satoru Iwata
  • motion controls
  • blue ocean strategy
  • competing on a different axis
  • PlayStation 3
  • Xbox 360
  • market expansion
  • product innovation

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