Nintendo is one of the biggest video game
companies in the world. Different from its peers like Xbox under Microsoft and
Play station under Sony, Nintendo always persists in developing games without
violence and sex. For the North America market, its well use of social media
wins it a lot of fans and brings it stable profits annually.
As a successful video game company, Nintendo
knows that it cannot rely too much on ethos to persuade the audience to buy its
games. Customers will buy its games are mainly because they are playable and of
high quality. In terms of games, video always speaks louder than image. So,
Nintendo put a lot of efforts on operating Youtube page, the contents of which
are divided into several sub-channels. For example, On “Game trailer” channel,
the audience can watch the game trailers, the visual images of which give them
a direct feeling of the game. Through my survey, I also find that one of
Nintendo’s strategies is to make a connection between a virtual world and a
real one for the customers. On “Nintendo Minute” page, which is a talk show
channel, informs the audience of Nintendo’s offline activities, new released
games and video game accessories.
On Nintendo’s Facebook page, it also makes a
good interaction with the audience. It often posts some creative portraits made
by the customers, most of whom are below 12 ages. This behavior really leaves a
goodwill message to its audience saying that Nintendo cares about children’s
happiness. Also, it increases the company’s credibility because it implicitly
responds to Nintendo’s anti-violence belief. Nintendo’s another intention of
using social media is to know its audience. From my survey, I find that posts
related to Mario often have more “likes,” which gives Nintendo a direction on
what games are more popular.
Nintendo’s official website is very concise,
which makes the customers feel convenient to find what they want. Besides
providing multiple payment methods for the customers to buy games, Nintendo
also offers “Play demo for free” option, which comforts them before they truly
buy the game.
From above, the audience can see that
Nintendo creates a positive Internet circulation. The customers can watch its
Facebook to know new released games, and then they can go to Youtube to watch
how it looks like. Even before they buy the game on their website, they can
still play free demo to see if they really like it.
Nintendo is devoted to maintain the relationship
with its customers. It can be proved from the news that Nintendo’s CEO Iwata
announced that Nintendo’s properties could be officially used for fan projects.
For Nintendo, Customers are its important friends. It creates a great
environment for them to enjoy in Nintendo’s big family. That’s why people can
find tons of interesting stuffs created by the customers themselves on
Pinterest. Considering the result that they are voluntarily advertising for
Nintendo, the “fan art” of it can be seen as another big success of Nintendo’s
social media strategy.
I also found an interesting article, the
author of which made a research on what video games people would like to add on
their Christmas wish lists. The collected data showed that 43 percent of the
customers from 10-12 ages would choose Nintendo’s Mario game as NO.1 of their
lists. The survey proves that Nintendo takes children as their first customers.
Due to the accurate market analysis, Nintendo’s customers are relatively stable
and keep increasing.
In Cunningham’s blog, he wrote an article on
the history of Nintendo over the 30 years. The article is a valuable secondary
source, which informs people of how Nintendo keeps innovating and creating good
games. That’s why it still stands at top while some peer Japanese companies
died.
On Feb 12, 2015, Nintendo officially
broadcasted news about its next step, which is to develop a smartphone app for
Mii characters. As Iwata said, “Nintendo is looking to develop products that
will allow customers to identify with Nintendo products and make people pay
attention to Nintendo games.” If it comes out, customers can use their own
facial icons in a game world. It is really a big move, which shows that
Nintendo tries to use pathos in designing their games. Nintendo widely uses
social media to keep the audience update of its newest progress.
In conclusion, based on the quality of games,
Nintendo successfully uses social media to promote its games. Having won the
hearts of the customers, Nintendo consolidates its positions in the North
America market.
Works Cited
Lamoreux,
Ben. “Nintendo Properties Can Officially Be Used for Fan Projects.” Gamnesia 17 November 2014. Web. 13 Feb
2015.
Campbell,
Evan. “Nintendo President Satoru Iwata Teases Mii Smartphone App.” IGN 12 Feb 2015. Web. 13 Feb 2015.
Cunningham,
Andrew. “The NES turns 30: How it began, worked and saved an industry.” Arstechnica 15 July 2013. Web. 13 Feb
2015.
Harrington,
Lindsay. “Game Crazy Reveals Which Video Games Top Kids’ Wish Lists This
Holiday Season.” Bloomberg 27 October 2009. Web. 13 Feb 2015.