Nintendo Competition
Now Viewing Nintendo's competition in: Electronic Gaming Products (primary)
Recent Developments
Games may Help Improve Fitness - Electronic game makers, seeking to capitalize on research showing that people absorb information better when they're engaged in learning, are introducing titles with a healthy focus. French game publisher Ubisoft will release Allen Carr's Easyway to Stop Smoking and My Weight Loss Coach in 2008. Nintendo's Wii Fit has been sold out since it shipped in North America in May 2008.
Video Games Used to Train Employees - The use of interactive software and games to train employees is increasing, according to the Entertainment Software Association (ESA). A 2008 ESA study reveals that 70 percent of major US employers use interactive software and games, and more than 75 percent of those that already offer video game-based training plan to expand their use in the next three to five years. About 75 percent of employers not using software and games to train are likely to do so in the next five years.
Permanent Injunction Against Law Regulating Minors' Video Game Access - Minnesota paid $65,000 in attorney fees and expenses incurred as a result of a challenge to a Minnesota law that sought to penalize minors who buy or rent M- or AO-rated games (mature or adult-only). The ESA, which brought the lawsuit, has won similar cases in nine other jurisdictions. The presiding judge said that no evidence shows that video games, in the absence of other violent media, cause the slightest injury to children.
Competitive Landscape
Demand is driven primarily by personal income. The profitability of individual companies depends on effective marketing, competitive product design, and manufacturing efficiency. Market success drives additional revenue via royalties paid by third-party game developers. Because most manufacturing is by third parties, average revenue per employee is about $700,000.
Electronic Gaming Products Industry Forecast
from Hoover's/D&B subsidiary First Research
US personal consumption expenditures on electronic entertainment and musical instruments is forecast to grow at an annual compounded rate of 6.1 percent between 2008 and 2013.
Electronic Entertainment Spending Growth Levels
First Research forecasts are based on INFORUM forecasts that are licensed from the Interindustry Economic Research Fund, Inc. (IERF) in College Park, MD. INFORUM's "interindustry-macro" approach to modeling the economy captures the links between industries and the aggregate economy.

First Research Opportunity Rating
The First Research Opportunity Rating is First Research's estimate of industry performance vs. industry risk over the next 12 to 24 months.

- Demand: Growth in adult players
- Production costs increase
- Risk: Products must be block-busters to succeed
Industries Where Nintendo Competes
- Consumer Products Manufacturers
- Consumer Electronics
- Electronic Gaming Products (primary)
- Toys & Games
- Consumer Electronics
- Computer Software
- Entertainment & Games Software





