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Nintendo Wii: A Cultural Phenomenon

Nintendo was finished. That was the buzz in the video game industry around the end of the life cycle for the Nintendo GameCube. The system had only modest success as Sony's PlayStation 2 dominates the video game market. The new buzzword was on the Xbox 360 and the PlayStation 3 Two machines, the promised high-definition gaming and multimedia functionality. Nintendo was in a rough and had to be hard. Your response, the Nintendo Wii.

After the announcement of the console name, the entire industry cringed. Wii not sound like a video game system, it sounded like a bad joke schoolyard. As this system was still an appeal to the typical 12 to 30 year old male video game player?

Nintendo, however, was not the purpose for this market. An attempt was made, a new audience to play video games. Especially women and adults. These are people who either stopped video games or never played them in the first place. But, as was Nintendo's about these people to play video games?

Nintendo's secret, it was in the motion controller and bundled with its game Wii Sports. The Wii Remote allowed people found the video games too complicated an easy way to play. Just swing the controller like a tennis racket, and your character swinging the racket like you have. It is so simple. And people love it. The Wii Sports contain interactive game versions of bowling, tennis, baseball, bowling and golf. It was something that appealed to all. And the video game industry grew because it is. Nursing homes began buying Nintendo Wiis to the older people more active. Families started playing together again. It was a new dawn in digital entertainment.

It is more than a year since the launch of the Nintendo Wii, and it is still not on the shelves sit on for more than a few minutes. Nintendo has record profits and looks to dominate an industry they seemed to have lost only a few years ago. Sure that the Xbox 360 and the PlayStation 3 have found their share of success, but also Nintendo, the market. Nintendo has paved the way for a future in the video games surpass both the film and music industry in relation to consumption and profits. Who would have thought this would come from a company that is close to folding tent-it's only a short time before.

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