No other videogame console offered the flexibility in terms of demographic appeal within the market. However, soon after the launch of the Wii Microsoft Xbox launched the Kinect, which mimicked the sensor's ability to account for movement without for controlling game development with the complicated joystick board game pad. However, the Kinect focus on the camera lens as a way to track gain user movements, rather than the Wii's use of the small controllers as a way to show censors without the use of the camera. Nintendo's old fierce competitor, Sony, eventually came out with its own adaptation of the Wii. Sony launched the PlayStation move, which was similar to the Microsoft Kinect in I use the camera, rather than sensors placed on small controllers, as a way to use utilize user movements within the videogame context. Both Microsoft and Sony also began the strategy to broaden their appeal to gamers that did not include the typical teenage audience that was once the dominant market within the videogame industry. These competitors eventually started to branch out to younger and older audiences, just as Nintendo...
While Sony and Microsoft continue to dominate in terms of teenage and devoted gamers, Nintendo's Wii can focus on community gaming that is fun and interactive for groups. With the ongoing competition however, Nintendo needs to step up its technology advancements teenage produce gaming consoles that will allow for more facilitation for group interaction.
References
Farhoomand, Ali. (2009). Nintendo's disruptive strategy: Implications for the video game industry. Asia Case Research Center. University of Hong Kong.
Huse, Tim. (2010). What can we learn from Nintendo? Harvard Business Review. Web. http://blogs.hbr.org/cs/2010/08/what_can_we_learn_from_ninten.html
Rudin, Andrew. (2012). Elements of a successful disruptive strategy. Sales Vatnage. Web. http://www.salesvantage.com/article/1374/Elements-of-a-Successful-Disruptive-Strategy
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