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Innovative Strategies Assignment
Where Would You Locate the Wii in Terms of the Degrees of Innovation Matrix
and Why?
I would locate Wii in the disruptive innovation. Initially, it presented a unique feature which was revolutionary to the gaming scene. In particular, it introduced the wireless game controllers. As a consequence, its introduction necessitated competitors to come up with equally appealing features. In light of this, it is in the disruptive distribution since it changed the entire gaming industry.
What Was the Value Proposition Being Put Forward by the Wii and How did This
Differ From the PlayStation and the Xbox? Who Was the Value Proposition Aimed
at and Why?
Conventionally, both X-Box and PlayStation utilised advanced processing power, graphics, and storage (Campbell-Kelly & Aspray 2004). As a result, Wii had to be unique in order to compete in this market. In effect, Wii was introduced with no buttons and joysticks. In essence, the value proposition of Wii was the ease of using this gaming device to play video games. Further, this feature was aimed at the non-conventional gamers. Notably, these included female, the elderly, and family gamers (Fawkes 2008). Basically, this segment of gamers needed something fun. Importantly, the Wii Remote made it possible to play games “physically”. In essence, this group was targeted as they formed a large portion of untapped market (Campbell-Kelly & Aspray 2004).
 
 
 
What Was the Business Model and the Associated Revenue Generation Mechanism
Used for the Wii?
Ideally, the Wii capitalized on identification of an easy-to-use and fun gaming console. In essence, this was expected to drive up sales leading to increased market share from the existing players (Jevic, Howlett, & Jain 2007). Noteworthy, the available gaming technologies at that time were so inflexible that they had the risk of rendering each other extinct (Hertz et al. 2013). In effect, Wii created a system that used add-ons as a source of revenue. Noteworthy, the company’s add-ons provided customers with health information on their health-gaming devices such as the Wii Fit (Halton 2010). In brief, the Wii Fit was a fitness tool that resembled a bathroom weighing scale. Ideally, a gamer could do yoga or aerobics while the Wii Fit took their body mass index (BMI). Accordingly, the provision of relevant health information to gamers-cum-fitness enthusiasts was another revenue stream for the company (Chaplin & Ruby 2006).
Reference List
Campbell-Kelly, M, & Aspray, W 2004, ‘Computer: A history of the information machine (Sloan Technology’) (2nd Ed.), West View Press, Boulder, Colorado.
Chaplin, H, & Ruby, A 2006, ‘Smartbomb: The quest for art, entertainment, and big bucks in the videogame revolution,’ Algonquin Publishers, New York, NY.
Fawkes, P 2008, Stephen Fry on the Wii’s popularity, viewed 11 June 2016, <http://www.psfk.com/2008/09/stephen-fry-on-the-wiis-popularity.html>
Halton, J 2010, ‘Rehabilitation with the Nintendo Wii: Experiences at a rehabilitation hospital,’ Occupation Therapy Now vol. 12, no. 3, pp. 1-14.
Herz, N, Mehta, S, Sethi, K, Jackson, P, Hall, P, & Morgan, J 2013, ‘Nintendo Wii rehabilitation (“Wii-hab”) provides benefits in Parkinson’s disease,’ Journal of American Medical Association, vol. 6, no. 2, pp. 1-13.
Jevic, G, Howlett, R, & Jain, L 2007, ‘Agent and multi-agent systems: Technologies and applications: 9th KES-AMSTA 2015 Sorento, Italy, June 2015, Proceedings,’ Springer, New York, NY.