Nintendo International Business
Nintendo was founded in 1889 by Fusajiro Yamauchi in Kyoto, Japan. The company deals in video games and has grown to be influential in the industry since the 1970s. To date, Nintendo offers varieties of gaming consoles, toys and electronics. It has not only earned a global presence but also become the best provider of gaming software and accessories. Ideally, the company’s primary form of international business is a franchise. Examples of its all-time franchises include Mario, Animal Crossing, and The Legend of Zelda. It has established two major management quarters, Nintendo of America situated in Redmond, Washington and Nintendo Europe located in Frankfurt, Germany.
The organization is affected by two major trade agreements, the North American Free Trade Agreement (NAFTA) and the European Union (EU). NAFTA has directly affected Nintendo of America. NAFTA protects member companies, those in Canada, US and Mexico. As a gaming software provider, Nintendo is protected by NAFTA’s provision that protects computer programs as literary work and provides rental rights. Besides, through the European Union, an understanding was established between European markets and American market that further facilitated Nintendo’s globalization. EU entities trade with member nations, the U.S., Canada, and other countries in the world. Although the EU has opened greater market opportunities for Nintendo, NAFTA plays a better part in enhancing competitiveness. By giving legal rights and recognizing gaming as a literary work allows the organization to pursue innovation and produce more market-oriented games. Don't use plagiarised sources.Get your custom essay just from $11/page
Some games are more successful in some parts of the world than others. Sociocultural differences play a part in how video games are accepted in different societies. Nintendo has been affected by such differences in its global market. To deal with this, the organization has chosen to pursue a customer-oriented production strategy. This means that the organization produces customized games that target specific people. This way, the company has been able to maintain its market shares, and hence stand out in the competition.
References
DuBrin, A. J. (2011). Essentials of management. Cengage Learning.
Garrett C., and Kurniawan O, (2018). Nintendo Cross-Cultural Analysis: the United States and Japan