It’s been a month after the first release of nintendo's new production Wii.
Nintendo launched it, in Korea, last month. This video game console was rumored to hit the Korean market in the winter, but Nintendo Korea delayed the release because localizing the software took longer than anticipated. Unlike its competitors, Wii is targeting a wider audience with its unique system. Wii is targeting women and older generations. Compare with the competing platforms like x-box 360, ps3 require only movement of the fingers, Wii games focus more on a user’s physical participation.

However, Nintendo now facing troubles. The total sales volume until now was less impressive then they expected and extending market rate was too slow. The reason was lack of compatibility of game titles which they used to use on ‘Game cube’ – Nintendo’s previous model. Also they claimed that lack of the number of title which has translated in Korean. Moreover, adding region-specific features make Korean gamers offended.
Are you doubt on me??
There’s a bitter love story between Nintendo and Korean gamers. While Nintendo DS were showing it’s out performance on the market sales, they tried to prevail on America to apply section 301 of the 1974 trade act on Korea meanwhile because they (Nintendo) thought that Korea has responsibility of epidemic of illegally copied game title. Well, it was work like that way but Korean gamers deeply wounded from Nintendo’s treat.
When I saw the decision they made (adding regional code), I realize that Nintendo still regard Korean gamers as a hindrance for introduce new product. Well, I think there’s the answer for the question why their market growth rate is slow!

- Korean can not play this game until Nintendo complet the translation.
- Wrong perception -
Korean Nintendo users might be hinder for their game software sales. However, they are the 'Early-adaptors'.
When we define ‘Adaption’ as the process by which a new idea or new product is accepted by the market, Early-adaptors are the people who accept and try new production in the early stage. Most of them are young and have knowledge about latest technology but have not enough money to buy every single new production but enjoy introducing new product and technology to the potential customers. In order to their work through the critics, they actually create followers market.
The video game market in Korea has seen high growth in recent years. Sony Computer Entertainment Korea estimated in January that the market, which was worth 136.5 billion won ($139.9 million) in 2006, doubled to 323 billion won last year. Sony forecasts that the market could grow to 700 billion won this year.
Nintendo made out performance with Nintendo DS, last year. However, it does not mean that they will make success. Now the early adopters group is dissatisfied and angered because of Nintendo’s policy. Yet, there’s no anti-Nintendo mood but the policy will drag down its brand power and will be suffered increase market share.
Why don't you develop anti-copy system? Why don't you allow some space until the early adopter boast your product so make them lead the market?
http://media.daum.net/digital/game/view.html?cateid=1051&newsid=20080528110412470&cp=donga
http://gamedonga.co.kr/gamenews/gamenewsview.asp?sendgamenews=28326
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