Nintendo marketing

Last updated

The video game developer and publisher Nintendo has engaged in a variety of marketing campaigns, ranging from early efforts to appeal to teenagers with "Play It Loud!" to the more open-ended "Who Are You?" campaign. Nintendo also sometimes markets its various consoles and games with lavish promotions.

Contents

Facilities

Originally, all marketing operations for Nintendo of America were based out of the company's Redmond, Washington headquarters. It opted not to expand that headquarters, although it owned 550,000 square feet of property for potential expansion. [1] In May 2007, the company announced plans to move its sales, marketing, and advertising divisions to either San Francisco or New York City. [1] The company established its new office in Redwood City, California.

Personnel

Reggie Fils-Aime Reginald Fils-Aime.jpg
Reggie Fils-Aime

Reginald "Reggie" Fils-Aimé joined Nintendo in December 2003 as the Executive Vice President of Sales and Marketing. He was responsible for all sales and marketing activities for Nintendo in the United States, Canada, and Latin America. Fils-Aimé shot to fame in May 2004 with the opening line of Nintendo's E3 press conference: "My name is Reggie. I'm about kickin' ass, I'm about takin' names, and we're about makin' games." His theatrical antics, flying in the face of Nintendo's long-standing "kiddie" image, gained a cult following soon after, with many gamers calling him the "Regginator". [2] Following the conference, many images of him spread across the Web. Fils-Aimé is considered to be responsible for revamping Nintendo's public relations in North America, leading many fans and members of the press to dub his arrival the "Reggielution" (after "Revolution", the code name for the Wii). [3] He speaks highly of the "blue oceans" strategy, which attempts to bring in people who are not traditionally gamers. [4] His expertise is with youth marketing, [2] although he made an effort to reach out to the elderly using games like Brain Age: Train Your Brain in Minutes a Day! and Nintendogs . [2] In October 2007, Fils-Aimé was promoted to president and chief operating officer of NoA. [5] On February 21, 2019, Fils-Aimé publicly announced that he is now retiring and handing over his presidency of Nintendo of America to Doug Bowser.

Cammie Dunaway Cammie Dunaway.jpg
Cammie Dunaway

Cammie Dunaway took up the role following the promotion of Fils-Aimé. Dunaway was named one of the 100 top marketers by Advertising Age . [6] She appeared onstage for Nintendo's E3 2008 press conference, demonstrating Shaun White Snowboarding and Wii Sports Resort . [7] She also made numerous more appearances that day. Dunaway also appeared at Nintendo's E3 2009 press conference. Dunaway left Nintendo of America in October 2010. [8] She joined KidZania as the global chief marketing officer. [9]

Dunaway was succeeded by Scott Moffitt in May 2011. Moffitt previously worked at Henkel and PepsiCo, and was tasked with providing new life to the Nintendo 3DS and Wii. [10] In August 2015, Scott Moffitt was succeeded by Doug Bowser as the Senior Vice President of Sales and Marketing. Bowser had previously been the VP of Sales, coming to Nintendo in 2014 from Electronic Arts. [11]

Nintendo engages non-employees (known as Brand Ambassadors) to do marketing too, an example being NintendoCade Gaming (channel name). [12] In late May 2020, Nintendo dropped several Brand Ambassadors, including Wood Hawker, without giving specific reason. [13] [14]

Brand campaigns

The Best Play Here

"The Best Play Here" campaign was aimed at children and adults. [15] It was relatively mild and not as emphatic as the "Play It Loud!" campaign that would follow. Leo Burnett U.S.A. produced the campaign. [15]

Play It Loud!

A poster for the "Play It Loud!" campaign Play It Loud poster.jpg
A poster for the "Play It Loud!" campaign

Facing intense competition from Sega, Nintendo decided to alter the trajectory of its marketing and pitch a new image to the public. [15] The Play It Loud! campaign marked a departure from traditional marketing practice by Nintendo. Instead of focusing on one particular console or game, it promoted a particular corporate image. [15] [16] The campaign was aimed at Nintendo's core market: teenage boys. Dan Coyner, marketing manager at Nintendo of America, noted that previous campaigns felt "like an adult talking to a child," while Play It Loud! appealed more directly to a younger audience. [15] John Montgomery of Burnett said the ads were intended "to capture what kids are in their music, their clothes, their attitudes." [15]

The advertisements extensively used youth slang of the day, advising viewers to "hock a loogie at life" and "give the world a wedgie." [15] They also utilized "provocative imagery," such as a tattoo reading Play It Loud! [15] Advertisements used music extensively, marrying hard rock music with video games. [16] One early advertisement featured the Butthole Surfers, an alternative rock band. [16]

Many were concerned that the campaign would seem too fake, as if adults were trying to pander to children and pretend to be "hip." [15]

The campaign ran from July 1994 to September 1996. It had a $10 million budget and was produced by Burnett. [15]

Nintendo Power released the Play It Loud Original Soundtrack: Volume 1 on April 1, 1996 as a gift to subscribers. It contained 41 tracks of different music from past Nintendo games. [17]

Who Are You?

"Who Are You?" was a campaign back in 2003 intended on promoting Nintendo's console and handheld systems, the Game Boy Advance and the GameCube. The campaign was developed in conjunction with the Chicago advertising company, Leo Burnett. The promotion would take the form of advertisements in places such as cinemas, print, billboards in major cities, transit, mall banners, and in-store merchandising. There was also an official website containing interactive advertisements of the campaign that has since been taken down. [18] [19]

Too Much Fun

Nintendo of Canada adopted an ironic approach to marketing itself in 2004. The "Too Much Fun" campaign jokingly presented "N" (short for Nintendo) as an illicit drug. [20] [21] The campaign stated that "Four out of five doctors agree that using 'N' leads directly to Too Much Fun." [21] Its Ministry of Fun Suppression was said to offer possible remedies. [22] As a remedy, the company suggested self-help groups including Nintendo and other fan sites. [21]

Product campaigns

Nintendo Entertainment System

Nintendo promoted its Nintendo Entertainment System using the slogan, "Now you're playing with power!" It would go on to modify and adapt the slogan for other consoles. It is also important to remark that this slogan was used for several campaigns.

When promoting the miniature, classic NES (titled the Nintendo Entertainment System: NES Classic Edition [23] in the US, Nintendo Classic Mini: Nintendo Entertainment System [24] in Europe and Australia), the original NES slogan was brought back in its YouTube trailer. [25] [26]

Super Nintendo Entertainment System

In the United States, Nintendo promoted its Super Nintendo Entertainment System using a modification of the slogan for the console's predecessor, "Now you're playing with power; SUPER POWER!" or "Now you're playing with power. Super power." This slogan is also used in a few commercials from the Netherlands and Australia.

In the UK, its commercials promoting the system used this slogan: “Will you ever reach the end?” (stylized on-screen as WILL YOU EVER REACH THE END?).

For the promotion of the SNES Classic Edition, Nintendo used the slogan "Now you're playing with super power." [27]

Game Boy

The company promoted its Game Boy line using a modification of the slogan used for the Nintendo Entertainment System, "Now you're playing with power; PORTABLE POWER!"

Virtual Boy

Nintendo extensively advertised the Virtual Boy, and claimed to have spent US$25 million on early promotional activities. [28] Advertising promoted the system as a paradigm shift from past consoles; some pieces used cavemen to indicate a historical evolution, while others utilized psychedelic imagery. Nintendo portrayed the system as a type of virtual reality, as its name indicates; it was to be more than just another gaming console.

Confronted with the challenge of showing 3-dimensional gameplay on 2-dimensional advertisements, the company partnered with Blockbuster and NBC in a coordinated effort. [28] American viewers were encouraged via television advertisements on NBC to rent the console for US$10 at a local Blockbuster. This made it affordable for a large number of gamers to try the system, [28] and produced 750,000 rentals. [29] Despite its popularity, the rental system proved harmful to the Virtual Boy's long-term success, allowing gamers to see just how un-immersive the console was. [28] Nintendo promoted the console using the slogan "A 3-D game for a 3-D World.". [30] In some commercials, Nintendo used its regular slogan "Play it Loud".

Taken as a whole, the marketing campaign was commonly thought of as a failure. [31]

Nintendo 64

Nintendo promoted its first 3-dimensional console, the Nintendo 64, using several slogans. One was "Change the System" [32] while the other was "Get N or Get Out" in the United States. In Japan, it used the slogan “ ゲームが変わる、64が変える。 “ (translated as “The game changes, 64 changes.”) for commercials promoting Super Mario 64 . In the UK, it used the slogan “Get into it.” in its commercials, while in Germany, a few of its commercials instead used the slogan “The New Dimension of Fun” (translated into German as “Die neue dimension des spaßes”).

Game Boy Color

Nintendo promoted the Game Boy Color using the slogan "Escape to a World of Color" [33] and "Get into It!" with Flying CGI Lips.

Game Boy Advance

The Game Boy Advance was marketed using the slogan "Life Advanced". [34]

GameCube

Nintendo used several advertising strategies and techniques for the GameCube. Around the time of release, the GameCube was advertised with the slogan "Born to Play." [35] The earliest commercials displayed a rotating cube animation, which would morph into the GameCube logo as a woman whispers, "GameCube". This was usually displayed at the end of GameCube game commercials. [36] It was also used in the opening of a Gamecube demo disc.

Nintendo DS

In 2005, Nintendo adopted a somewhat controversial tagline to promote its Nintendo DS handheld console. The slogan, "Touching is Good," promoted the unusual touch-based features of the console. [37] A web site created for the promotion awarded prizes to fans. [38] In Japan, the slogan was simply known as "Touch!" [39] [40]

Nintendo DS Lite

With the launch of the Nintendo DS Lite, Nintendo used the slogan "The world you wish for". [41]

Nintendo DSi

For the Nintendo DSi, the slogan "What will you and I do?" was used to emphasize the built in camera. [42]

Nintendo DSi XL

The Nintendo DSi XL was marketed using the slogan "a LARGER experience". [43] This slogan placed emphasis on the larger build of the DSi XL compared to the original DSi.

Wii

To promote the launch of its unconventional Wii console, Nintendo chose a unique approach to advertising. Rather than appeal to teenage males, Nintendo's traditional audience, the "Wii Would Like to Play" campaign showed people of all ages and backgrounds playing the console. [44] The advertisements made particular note of the Wii's motion control system. The advertising campaign was produced by Leo Burnett, [44] the firm responsible for many past Nintendo campaigns. The campaign won the Grand Effie Award in 2008 for the Most Marketing Effort. [44]

Nintendo 3DS

Multiple slogans were used to promote the newest model of the DS family, the Nintendo 3DS. The first slogan was "Take a Look Inside" [45] which highlighted the system's 3D gameplay. In May 2016, after Nintendo reduced the price of the Nintendo 2DS, a new slogan, "There's No Play Like It," and accompanying logo was featured. [46]

Wii U

The Wii U's advertisements involved the "How U will play next" ("How will U play next?" in PAL regions) campaign to show the various play styles of the console. [47]

Nintendo Switch

The Nintendo Switch's advertising campaign involved the slogan "Switch and Play" to show the versatility of playing the console anywhere. [48] Alternatively, the slogan "Play anywhere, anytime, with anyone" has been used in various European trailers featuring the console. [49]

Due to the lower sales of the Wii U, Nintendo made the decision to focus their advertisements towards an older audience. This decision paid off well. As of March 2021, the Nintendo Switch has sold over 84 million units, far eclipsing the Wii U's lifetime sales of 13.56 million units. [50]

On November 11, 2019 Nintendo published the "Our Favorite Ways to Play-2019" advert, [51] which showcased a young boy with Down syndrome, Aaron Waddingham from Vancouver, Canada, in a commercial for the first time in Nintendo's history.

Nintendo Power

Nintendo promoted its magazine, Nintendo Power , using the slogan "Get the power! NINTENDO POWER!" [52]

Social media

Much like other companies in the field, Nintendo uses social media to market their products. They use social media to market their upcoming games and products to a large audience. They also use the platforms to develop and maintain relationships with their customer base on the internet.

Twitter

Nintendo began using Twitter on April 20, 2007, [53] long before any other social media. Their Twitter account is used to market their upcoming products and games releasing, along with marketing their already released games. Given the more interactive nature of Twitter, fans are able to react and respond to tweets easily, and allows Nintendo to see the feedback and interact with the feedback easier.

As of December 2019, the Twitter page has over 18,000 tweets and 10.3 Million followers. [54] This follower total far eclipses their follower count on any other social media.

Facebook

Nintendo began using Facebook on January 1, 2011. [55] They use their Facebook account to create awareness for their upcoming games and products. They also use their Facebook page to interact with fans and potential customers to answer any questions they may have.

As of December 2019, the Facebook page has 5.2 million followers. [56]

YouTube

Nintendo uploaded their first video to YouTube on January 25, 2011. [57] This first video depicted first reactions and thoughts of the Nintendo 3DS, which was set to debut later in 2011. Nintendo uses their YouTube channel to upload trailers and commercials for their upcoming products and games. They also use YouTube for uploading Nintendo Directs in which they announce and discuss upcoming games and products in more detail. They usually host four or five Directs a year.

As of December 2019, Nintendo has uploaded over 3,900 videos to their channel, and have over 6.2 million subscribers. [58]

Instagram

Nintendo's first Instagram post came on June 3, 2012. [59] Their first photo depicts Shigeru Miyamoto, Satoru Iwata, and Reggie Fils-Aimé together. Given the nature of Instagram being a photo sharing platform, Nintendo uses the platform to share photos and videos of their products, both upcoming and current. Given the younger demographics of their fan base, more of their fans appear on Instagram as opposed to the older oriented Facebook.

As of December 2019, the Instagram page has 5.9 million followers and over 1,400 posts. [60]

Miiverse

Miiverse was Nintendo's own social media created for the Wii U and 3DS. It launched on November 18, 2012 alongside the Wii U. [61] The service allowed players to share moments from games, their thoughts on different sections, and allowed interaction between fans of games. The service was integrated with every Wii U game, and eventually every 3DS game once the service came to the platform. Given the younger demographic of Nintendo's fan base, Miiverse also had a younger demographic, and thus was very child-friendly.

Nintendo used the platform to market their own upcoming games, and used word-of-mouth marketing with games that were already released via the communities posts on the game.

Nintendo shut down Miiverse on November 7, 2017, [62] as the service was not integrated on the Nintendo Switch, their new console.

Demographic shifts

Due to negative perceptions of the business viability of video games following the video game crash of 1983, Nintendo decided to position the NES more as a toy than a computing device. [63] This corresponded with targeted marketing towards the demographic of young boys, a choice which set the tone for marketing across the industry for more than a decade. [63]

At the release of the Nintendo DS in 2005, Nintendo attempted to expand the audience toward older males with the sexually suggestive "Touching is Good" advertising campaign. [37] Advertising for the DS later pivoted towards adult women, emphasizing health and productivity while avoiding referring to products as games. [64] Nintendo continued this emphasis on older and female audiences with the Wii console. [44] [63] [64] The Wii's motion controls and casual software helped Nintendo expand its audience, even as many in Nintendo's traditional market regarded the system dismissively. [65] Ben "Yahtzee" Croshaw identified The Legend of Zelda: Majora's Mask as exemplifying the type of complicated game beloved by core gamers that would not be replicated by newer titles emphasizing accessibility. [66]

Nintendo designer Shigeru Miyamoto commented in 2014 that due to the pervasiveness of mobile phone games, Nintendo no longer needed to work at convincing all audiences that games are for them. [67] He further expressed a desire to develop for more engaged audiences who want to challenge themselves. [67] [68] The release of the New Nintendo 3DS, with more complicated controls and launch titles, was seen as a pivot back towards a hardcore gaming audience. [68] This repositioning was a retreat from competition in mobile gaming from smartphones, while Nintendo prepares new health-oriented game devices to once again tap the non-traditional gaming market. [68]

After the disappointing sales of the Wii U, partly due to poor marketing and the rise of mobile phone gaming, Nintendo pushed its latest console, the Nintendo Switch, with strong advertising and promotion. The portable home console aims to appeal to both casual and core gamers, focusing on portability and multiple modes of playing. Nintendo showcased its first-ever Super Bowl ad during Super Bowl LI, with a 30-second advertisement for The Legend of Zelda: Breath of the Wild on the Nintendo Switch. [69]

Related Research Articles

<span class="mw-page-title-main">Game Boy Advance</span> Handheld game console by Nintendo

The Game Boy Advance (GBA) is a 32-bit handheld game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in the PAL region on June 22, 2001, and in mainland China as iQue Game Boy Advance on June 8, 2004. The GBA is part of the sixth generation of video game consoles. The original model was followed in 2003 by the Game Boy Advance SP, a redesigned model with a frontlit screen and clamshell form factor. A newer revision of the SP with a backlit screen was released in 2005. A miniaturized redesign, the Game Boy Micro, was released in September 2005.

<span class="mw-page-title-main">Nintendo DS</span> Handheld game console

The Nintendo DS is a foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld games: two LCD screens working in tandem, a built-in microphone and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles.

<span class="mw-page-title-main">Action Replay</span> Brand of video game cheating devices

Action Replay is the brand name of a cheating device created by Datel. The Action Replay is available for many gaming systems including the Nintendo DS, Nintendo DSi, Nintendo 3DS, PlayStation Portable, PlayStation 2, GameCube, Game Boy Advance, and the Xbox. The name is derived from the first devices’ signature ability to pause the execution of the software and save the computer's state to disk or tape for future “replay”. The ability to manipulate the contents of memory in this paused state permitted the cheat functions for which the brand is now better known.

<span class="mw-page-title-main">Reggie Fils-Aimé</span> American businessman

Reginald Fils-Aimé is an American businessman best known for being the president and chief operating officer of Nintendo of America, the North American branch of the Japanese video game company Nintendo, from 2006 to 2019. Prior to his promotion to president and COO, Fils-Aimé was Executive Vice President of Sales and Marketing.

Homebrew, when applied to video games, refers to games produced by hobbyists for proprietary video game consoles which are not intended to be user-programmable. The official documentation is often only available to licensed developers, and these systems may use storage formats that make distribution difficult, such as ROM cartridges or encrypted CD-ROMs. Many consoles have hardware restrictions to prevent unauthorized development.

iQue Chinese joint venture between Wei Yen and Nintendo

iQue, Ltd. is a Chinese video game/game localization and support development company located in Suzhou. It was founded as a joint venture between Wei Yen and Nintendo in 2002 as a Chinese video game console manufacturing company. The following year, the company released the iQue Player. The company had manufactured and distributed official Nintendo products for the mainland Chinese market under the iQue brand until 2018.

<span class="mw-page-title-main">Nintendo Wi-Fi Connection</span> Former online multiplayer gaming service

Nintendo Wi-Fi Connection (WFC) is an online multiplayer gaming service run by Nintendo to provide free online play in compatible Nintendo DS and Wii games. The service included the company's Wii Shop Channel and DSi Shop game download services. It also ran features for the Wii and Nintendo DS systems.

The Virtual Console was a line of downloadable video games for Nintendo's Wii and Wii U home video game consoles and the Nintendo 3DS family of systems.

Game & Watch games have had many different re-releases.

<span class="mw-page-title-main">History of Nintendo</span>

The history of Nintendo is from 1889 to the present, starting as a playing-card company to eventually becoming a multinational consumer electronics conglomerate. It has always remained headquartered in Kyoto, Japan.

<span class="mw-page-title-main">Nintendo Software Planning & Development</span> Former division of Nintendo

Nintendo Software Planning & Development Division, commonly abbreviated as Nintendo SPD, was a Japanese research, planning and development division housed inside the Nintendo Development Center in Kyoto, Japan. The division had two departments: Software Planning & Development Department, which primarily co-produced games with external developers; and Software Development & Design Department, which primarily developed experimental and system software. The division was created during a corporate restructuring in September 2003, with the abolition of the Nintendo R&D1 and Nintendo R&D2 departments.

<span class="mw-page-title-main">Nintendo video game consoles</span> Overview of the various video game consoles released by Nintendo

The Japanese multinational consumer electronics company Nintendo has developed seven home video game consoles and multiple portable consoles for use with external media, as well as dedicated consoles and other hardware for their consoles. As of September 30, 2021, in addition to Nintendo Switch, Nintendo has sold over 863.07 million hardware units.

<span class="mw-page-title-main">Nintendo DSi</span> Handheld game console released in 2008

The Nintendo DSi is a dual-screen handheld game console released by Nintendo. The console launched in Japan on November 1, 2008, and worldwide beginning in April 2009. It is the third iteration of the Nintendo DS, and its primary market rival was Sony's PlayStation Portable (PSP). The fourth iteration, entitled Nintendo DSi XL, is a larger model that launched in Japan on November 21, 2009, and worldwide beginning in March 2010. Development of the DSi began in late 2006, and the handheld was unveiled during an October 2008 Nintendo conference in Tokyo. Consumer demand convinced Nintendo to produce a slimmer handheld with larger screens than the DS Lite. Consequently, Nintendo removed the Game Boy Advance (GBA) cartridge slot to improve portability without sacrificing durability.

<span class="mw-page-title-main">Nintendo DSi system software</span> Operation system for Nintendos Nintendo DSi handheld game console

The Nintendo DSi system software is a set of updatable firmware versions, and a software frontend on the Nintendo DSi video game console. Updates, which are downloaded via the system's Internet connection, allow Nintendo to add and remove features and software. All updates also include all changes from previous updates.

<span class="mw-page-title-main">Nintendo 3DS</span> Handheld game console

The Nintendo 3DS is a foldable handheld game console produced by Nintendo. The console was announced in March 2010 and unveiled at E3 2010 as the successor to the Nintendo DS. The system features backward compatibility with Nintendo DS video games. As an eighth-generation console, its primary competitor was Sony's PlayStation Vita.

A Nintendo Game Card is a proprietary flash storage-based format used to physically distribute video games for certain Nintendo systems. The game cards resemble both smaller and thinner versions of Hudson's HuCard, the storage medium for the PC-Engine, and the Game Pak ROM cartridges used for previous portable gaming consoles released by Nintendo, such as the Game Boy and Game Boy Advance. The mask ROM chips are manufactured by Macronix and have an access speed of 150 ns.

<span class="mw-page-title-main">Nintendo eShop</span> Online service for Nintendo Switch

The Nintendo eShop is a digital distribution service for the Nintendo Switch, and formerly available via the Nintendo Network for the Wii U and Nintendo 3DS. The eShop was first launched in June 2011 on the Nintendo 3DS via a system update that added the functionality to the HOME Menu. It is the successor to both the Wii Shop Channel and DSi Shop. Unlike on the Nintendo 3DS, the eShop was made available on the launch date of the Wii U, although a system update is required in order to access it. It is also a multitasking application, which means it is easily accessible even when a game is already running in the background through the system software, though this feature is exclusive to the Wii U and the Nintendo Switch. The Nintendo eShop features downloadable games, demos, applications, streaming videos, consumer rating feedback, and other information on upcoming game releases.

The eighth generation of video game consoles began in 2012, and consists of four home video game consoles: the Wii U released in 2012, the PlayStation 4 family in 2013, the Xbox One family in 2013, and the Nintendo Switch family in 2017.

<span class="mw-page-title-main">Majesco Entertainment</span> American video game publisher and distributor

Majesco Entertainment Company is an American video game publisher and distributor based in Hazlet, New Jersey. The company was founded as Majesco Sales in Edison, New Jersey in 1986, and was a privately held company until acquiring operation-less company ConnectivCorp in a reverse merger takeover, becoming its subsidiary and thus a public company on December 5, 2003. ConnectivCorp later changed its name to Majesco Holdings Inc. on April 13, 2004.

The Nintendo data leak, also known as the Nintendo Gigaleak, is a series of leaks of data from the Japanese video game company Nintendo on the anonymous imageboard website 4chan. The leak started in March 2018, but became most prominent in 2020. Ten main sets of data leaked on 4chan, ranging from game and console source code to internal documentation and development tools. The name "Gigaleak" mainly refers to the second leak on July 24, 2020, which was 3 gigabytes in size. The leaks are believed to have come from companies contracted by Nintendo in the design of these consoles, and/or from individuals previously convicted of intrusion into Nintendo systems. An earlier, much smaller leak had also occurred in 2018 which contained the Nintendo Space World 1997 demos for Pokémon Gold and Silver.

References

  1. 1 2 "Video Game News & Reviews".
  2. 1 2 3 Peterson, Kim (2006-11-12). "Putting Nintendo back in the game". The Seattle Times . Retrieved 2007-10-29.
  3. Lin, John (2006-07-18). "Meet a Gamer - Reggie Fils-Aime". The Game Feed. Archived from the original on 2007-09-28. Retrieved 2007-10-29.
  4. Fils-Aime, Reggie (2007-05-09). "Perspective: Nintendo on the latest 'technical divide'". Nintendo. CNET . Retrieved 2007-10-29.
  5. "Video Game News & Reviews".
  6. YAHOO! APPOINTS CAMMIE DUNAWAY CHIEF MARKETING OFFICER Archived 2007-06-09 at the Wayback Machine
  7. Analysis: Nintendo's E3 Press Conference - Moving Forward Or Standing Back?
  8. "Cammie Dunaway Leaving Nintendo". Archived from the original on 2010-09-24. Retrieved 2012-05-25.
  9. Rubinstein, Dana (19 May 2011). "Playing Grown-Up at KidZania". Bloomberg Businessweek . Archived from the original on May 22, 2011. Retrieved 20 May 2011.
  10. Dudley, Brier (2011-05-09). "Nintendo scores marketing boss". The Seattle Times.
  11. "Nintendo of America Hires Bowser as New VP of Sales". Business Wire. 20 May 2015. Retrieved 20 May 2015.
  12. Nintendo Switch Surprise – Nintendo Minute , retrieved 2021-12-11
  13. Petrov, Nikola. "Nintendo cuts ties with BeatEmUps". Early Game. Retrieved 10 June 2020.
  14. Henn, Eric (9 June 2020). "No one knows why Nintendo dropped this YouTuber". SVG. Retrieved 10 June 2020.
  15. 1 2 3 4 5 6 7 8 9 10 Elliott, Stuart. "THE MEDIA BUSINESS: Advertising; Nintendo Turns Up the Volume in a Provocative Appeal to its Core Market: Teen-Age Males." New York Times: D.15. New York Times. Jul 01 1994. Web. 25 May 2012.
  16. 1 2 3 Lefton, Terry. "Sneak Peek: Nintendo Rocks Out Hardcore Image Push." Brandweek 35.25 (1994): 1-. ABI/INFORM Global; ProQuest Research Library. Web. 25 May 2012.
  17. "Nintendo Power - Play it Loud! Original Soundtrack Volume 1 музыка из игры".
  18. Who Are You? - IGN, 29 September 2003, retrieved 2020-03-18
  19. "Nintendo Asks, 'Who Are You?'; New Multimillion-Dollar Campaign Helps Players Explore Their 'Inner Gamer'". www.businesswire.com. 2003-09-29. Retrieved 2020-03-18.
  20. "Archived copy". Archived from the original on 2005-02-04. Retrieved 2012-05-25.{{cite web}}: CS1 maint: archived copy as title (link)
  21. 1 2 3 "Nintendo.ca - Too Much Fun". www.toomuchfun.ca. Archived from the original on 2004-12-07.
  22. "Archived copy". Archived from the original on 2005-02-04. Retrieved 2012-05-25.{{cite web}}: CS1 maint: archived copy as title (link)
  23. "Nintendo Entertainment System: NES Classic Edition - Official Site". www.nintendo.com. Retrieved 2016-07-22.
  24. "Nintendo Classic Mini: Nintendo Entertainment System". Nintendo of Europe GmbH. Retrieved 2016-07-22.
  25. Nintendo (2016-07-21), Introducing the Nintendo Entertainment System: NES Classic Edition , retrieved 2016-07-22
  26. "Nintendo Brings Back Retro 'Now You're Playing With Power' Slogan For New NES Classic Edition Ad". 2016-07-21. Retrieved 2016-07-22.
  27. "SNES Classic Edition - Official Site - Super Nintendo Entertainment System". www.nintendo.com. Retrieved 2019-12-09.
  28. 1 2 3 4 Boyer, Steven. "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy." Velvet Light Trap.64 (2009): 23-33. ProQuest Research Library. Web. 24 May 2012.
  29. "Nintendo/Nickelodeon/Blockbuster." Mediaweek 6.30 (1996): 36-. ABI/INFORM Global; ProQuest Research Library. Web. 24 May 2012.
  30. Nintendo. "(1995) Nintendo Virtual Boy Commercial 2." YouTube, 1995, https://www.youtube.com/watch?v=lzSwrHldg0k
  31. King, Geoff; Krzywinska, Tanya (2006). Tomb Raiders and Space Invaders : Videogame Forms and Contexts.
  32. Tach, Dave (2014-09-29). "Celebrate the N64's 18th anniversary with this 1996 VHS tape". Polygon. Retrieved 2017-09-23.
  33. Game Boy Color Debut Commercial , retrieved 2019-12-15
  34. Game Boy Advance USA Commercial , retrieved 2019-12-15
  35. "GameCube Slogan Revealed!". Nintendo World Report. September 3, 2001. Retrieved October 25, 2009.
  36. "Kirby Air Ride". GameTrailers . Retrieved March 27, 2008.
  37. 1 2 "Nintendo DS targets teens, young adults". NBC.
  38. "Home". touchingisgood.com.
  39. "ニンテンドーワールド Touch! DS" (in Japanese). Nintendo. November 6, 2004. Archived from the original on March 2, 2021. Retrieved December 31, 2021.
  40. "2-1. Touch! Try! DS" (in Japanese). Nintendo. May 21, 2006. Archived from the original on July 6, 2021. Retrieved December 31, 2021.
  41. Nintendo DS Lite Commercial , retrieved 2019-12-09
  42. NintendoPortal (2009-09-22), Nintendo DSi Commercial: What Will You and I Do , retrieved 2017-03-11
  43. Nintendo DSi XL Trailer , retrieved 2019-12-09
  44. 1 2 3 4 "NINTENDO'S 'WII WOULD LIKE TO PLAY' NAMED THE MOST EFFECTIVE MARKETING EFFORT AT EFFIE AWARDS". IGN. Archived from the original on June 7, 2008.
  45. Nintendo (2011-11-21), Nintendo 3DS - Mario Kart 7 Trailer , retrieved 2017-03-11
  46. "Nintendo of America Has a Snazzy New Slogan - "There's No Play Like It"". Nintendo Life. 2016-05-11. Retrieved 2017-03-11.
  47. Svetlik, Joe (2012-11-05). "Nintendo airs Wii U advert: shows "How U Will Play Next"". CNET. Retrieved 2021-09-20.
  48. "Nintendo Switch™ Family - Nintendo - Official Site".
  49. "- YouTube". YouTube .
  50. "IR Information : Sales Data - Dedicated Video Game Sales Units". Nintendo Co., Ltd. Retrieved 2019-12-09.
  51. Our Favorite Ways to Play - 2019 - Nintendo Switch , retrieved 2019-12-09
  52. Doorhenge (2010-03-30), Nintendo Power Commercial , retrieved 2017-03-11
  53. America, Nintendo of (2007-04-20). "Pokémon Diamond and Pokémon Pearl launch event. April 22, Rockefeller Plaza, NYC 1 pm - 5 pm". @NintendoAmerica. Retrieved 2019-12-14.
  54. "Nintendo of America (@NintendoAmerica) | Twitter". twitter.com. Retrieved 2019-12-14.
  55. "Nintendo". www.facebook.com. Retrieved 2019-12-14.
  56. "Nintendo". www.facebook.com. Retrieved 2019-12-14.
  57. Nintendo 3DS - First Reactions , retrieved 2019-12-14
  58. "Nintendo". YouTube. Retrieved 2019-12-14.
  59. "Instagram post by Nintendo of America • Jun 4, 2012 at 12:23am UTC". Instagram. Archived from the original on 2021-12-24. Retrieved 2019-12-14.
  60. "Nintendo of America (@nintendo) • Instagram photos and videos". www.instagram.com. Retrieved 2019-12-14.
  61. "WiiU Price and Release Date Announced | Nintendo DS News". nintendo-ds.dcemu.co.uk. Retrieved 2019-12-14.
  62. "Nintendo Support: Miiverse Service Discontinuation FAQ". en-americas-support.nintendo.com. Retrieved 2019-12-14.
  63. 1 2 3 Lien, Tracey (December 2, 2013). "No Girls Allowed". Polygon .
  64. 1 2 Chess, Shira. "Getting Women in the Game". National Communication Association.
  65. Parish, Jeremy (August 2014). "Nintendo's Quest for Inclusivity". US Gamer.
  66. Croshaw, Ben. "Why the N64 Majora's Mask Could Not Be Made Today As a AAA Title". The Escapist.
  67. 1 2 Campbell, Colin (27 August 2014). "Miyamoto signals Nintendo desire to focus on hardcore". Polygon.
  68. 1 2 3 Kohler, Chris. "With New 3DS Model, Nintendo Continues to Woo Hardcore Gamers". WIRED.
  69. "Watch Nintendo's First-Ever Super Bowl Commercial". Time. Retrieved 2017-03-11.