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Nintendo

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Title: Nintendo


1
Nintendo
  • Joe Romano
  • Bill Zopf
  • Abby Croner
  • John Ross

2
Table of Contents
  • History Joe Romano
  • Resources Joe Romano
  • Opportunity Costs of Nintendo Joe Romano
  • Specialization Abby Croner
  • Complements Abby Croner
  • Substitutes Abby Croner
  • Demand Bill Zopf
  • Price Discrimination Bill Zopf
  • Perfect Competition John Ross
  • Government Intervention John Ross

3
History of Nintendo
  • The original Nintendo Entertainment System (NES)
    is released in 1985. Becomes 1 selling toy in
    U.S. by 1987.
  • Game Boy is released in 1989.
  • Super NES is released in 1991.
  • Nintendo 64 is released in 1996 and sells all
    350,000 available units in 3 days.
  • Source www.nintendo.com

4
History Contd
  • Game Boy Color is released in 1998.
  • Game Boy Advanced is released in 2001 selling one
    million units in 6 weeks.
  • Gamecube is released in 2001. Sold 500,000 units
    in 2 months.
  • Source www.nintendo.com

5
Resources
  • 3 types of resources are Land, Labor, Capital
    (Includes both types of capital).
  • Land is the physical space on which production
    occurs, and the natural resources that come with
    it.
  • Labor is the time spent producing goods and
    services

6
Resources Contd
  • Physical Capital is the long lasting tools used
    in producing goods.
  • Human Capital is the skills and training of the
    work force.

7
Nintendos Uses of Resources
  • Land Production plants where gaming hardware
    and software is produced.
  • Labor Programming software, and packaging
    products are just a small example of the labor
    used by Nintendo.
  • Physical Capital Computers used to program and
    produce hardware and software.
  • Human Capital The knowledge possessed by the
    programmers.

8
Resources Contd
  • Scarcity in each of resources leads to
    opportunity costs.

9
Opportunity Costs
  • The value of the next best alternative given up
    when making a choice or taking action.
  • Nintendo must consider the opportunity costs when
    deciding what to produce and how much to produce.
  • If it costs 15 to produce a Gamecube and 5 to
    produce a game, Nintendo must decide how much
    resources get allocated to each product.

10
Opportunity Costs Contd
  • The Gamecube retails for 149.99 while a game
    retails for 49.99.
  • The opportunity cost for producing a game rather
    than a Gamecube is 90.
  • 149.99 - 15 134.99
  • 49.99 5 44.99
  • 134.99 44.99 90

11
BUT!!!
12
Opportunity Costs Contd
  • Due to factors of production Nintendo can produce
    3 games for every one Gamecube.
  • This means Nintendo will receive 134.99 in
    revenue for the sale of one Gamecube, but will
    receive 134.97 in revenue for producing 3 games.
    Thus eliminating almost all opportunity costs of
    producing games rather than a single Gamecube.

13
How is it possible to produce 3 games in the same
time it takes to produce 1 Gamecube???
14
Specialization
  • Specialization is a method of production in which
    each person concentrates on a limited number of
    activities.
  • An example is having trained programmers
    programming games and not putting together the
    actual product.

15
Specialization Contd
  • Absolute advantage vs. Comparative advantage
  • Absolute advantage is the ability to produce a
    good using fewer resources than other producers.
  • Comparative advantage is the ability to produce a
    good at a lower opportunity costs than other
    producers.

16
Specialization Contd
  • Mario can program 8 games and build 2 Gamecubes
    in 1 hour.
  • Luigi can program 3 games and build 1 Gamecube in
    1 hour.
  • Mario has the absolute advantage in both
    programming games and building Gamecubes.
  • So why do we need Luigi???

17
Specialization Contd
  • Luigi has the comparative advantage in building
    Gamecubes.
  • If Mario were to build Gamecubes then Nintendo
    would lose 4 games for every Gamecube. But with
    Luigi building Gamecubes Nintendo only loses 3
    games.
  • Thus Luigi has the comparative advantage in
    building Gamecubes.

18
Specialization Contd
  • By recognizing who has comparative advantages in
    production Nintendo can cut down Opportunity
    Costs.
  • This lets Nintendo produce as much as possible in
    certain amounts of time.

19
Complements
  • Complement is a good that is used together with
    some other good.
  • To save information from the Gamecube it is
    necessary to use a memory card thus making memory
    cards complements.

20
Complements Contd
  • The software is a complement because the Gamecube
    is useless without the games.
  • Controllers are also complements because it is
    impossible to play Gamecubes without the
    controllers.

21
Substitutes
  • Substitute is a good that can be used in place of
    another good and it fulfills the same purpose.
  • Playstation 2 and X Box are both substitutes for
    Gamecube.
  • Sega produced video games are substitutes for the
    ones produced by Nintendo.

22
  • Both Substitutes and Complements play a role in
    the demand of products.

23
DEMAND
  • Is a relationship showing the various amounts of
    an item which buyers are willing and able to
    purchase at various possible alternative prices,
    during a given period of time.

24
Ceteris Paribus Factors For Demand
  • Income
  • Number of Consumers
  • Expectations of Consumers
  • Price of related goods
  • Tastes

25
Demand (Cont.)
  • Demand has been very high for Gamecube. From
    August 2002 to December 2002 Nintendo shipped
    over 1 million systems to be put onto store
    shelfs.

26
Price Discrimination
  • Is when a seller charges different prices to
    different consumers for reasons other than
    differences in production costs.

27
Price Discrimination (cont.)
  • An example of Price Discrimination through
    Gamecube is the use of coupons.
  • Another example is Nintendo usually lowers the
    price of a game as it gets older.

28
Perfectly Competitive Market
  • Large number of buyers and sellers.
  • Sell homogenous product.
  • No artificial barriers for entry or exit.
  • Perfect knowledge about market.
  • Price takers.

29
Perfect Competition Contd
  • There are many video game producers in the same
    market as Nintendo
  • Consumers perceive all video games to be the same
  • Very easy to begin producing video games

30
Perfect Competition Contd
  • Each company knows the same as the other
    companies and the consumers as well.
  • Each firm understands the value of the product
    and realizes how much they can charge.

31
Government Intervention
  • Government has placed a rating system on video
    games
  • Comparable to the rating system of movies.

32
Government Intervention Contd
  • A Adults only
  • EC Early Childhood
  • E Everyone
  • M Mature
  • T - Teen

33
Conclusion
  • The previously mentioned topics are just a few
    ways that what we have learned in Micro Economics
    applies to Nintendo.
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