9 | In your presentation today, you said that how to sell your products to the potential consumers who need some trigger or incentive to make the purchase decision is going to be one of the keys. Someone used the term, "late majority" in his question, but more costs are naturally considered to have to be spent in order to sell to the late majority than to early adopters. And, when it comes to the way to spend money, we can consider promotions and price cuts. You already mentioned the Super Mario 25th Anniversary Campaign and the anticipated campaign activities with your retailers, but they sound like campaigns which do not require a lot of costs. Cost-wise, how much is President Iwata willing to spend for the sales of Wii hardware from now? My next question may have some relation with the first one, but I'd like to also ask you about the year-end sales level that the company is expecting. When we look back at the end of 2009, "New Super Mario Bros. Wii" greatly contributed to drive Wii hardware sales, but it was not expected before the actual year-end sales. Given the current sales momentum of Wii, I assume that the company is working under a fairly severe premise. Let us know of your observation on my view. |
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9 |
Iwata: The so-called late-majority consumers are the ones to whom it is challenging to sell products to even when they have some interest in the subject products and, in the world of general marketing, in order to sell products to the late-majority consumers, it is said that we cannot use an effective marketing approach, that we need to spend additional costs, that we need to take extra time, that we need to repeatedly dispatch messages for them to increase their awareness and that, in the end, at the retail outlets, we need to encourage them to make the final step forward to purchase the products. As one of the reasons why we are saying that we can expect to sell our products to such consumers in the upcoming year-end sales season, I explained about the early indications of how they would positively react to the attractive offers from the retailers. In addition, we believe that "family agreement" will play an important role in their purchase decision making process at home. As I have often said in the past, we have an indicator called "number of users per household," which shows an average of how many people inside a household, which owns a game machine, are actually using the hardware. For years, we have been surveying this figure. Until Wii, there used to be no game machine which was able to have three or more users per household on average. However, this hardware (Wii) has been able to keep three or more users constantly since its launch. The average users per household includes the households of single people, so when the average number per household is three or more, it means, in the case of four-person households, everyone plays with the hardware at a substantial number of these subject households. Otherwise, the average user number could not exceed three. When we compare our numbers with that for other companies' platforms, there are clear differences. When one member of a family purchases and returns home with a new video game system, whether the entire family will welcome the purchase or if just a few of the members, if any, are expected to appreciate it will become a critical factor for the consumers who are hesitant in making a purchase decision, I believe. So, Nintendo has been trying to go beyond that threshold by adding to the number of evergreen titles such new titles as "Donkey Kong Country Returns" that will be launched this year and such endeavors as our collaboration in retailers' campaigns, not to mention the Super Mario Bros. 25th Anniversary Campaign and the launches of new dedicated hardware. If we can successfully pile up each one of these different incentives, the number of consumers who are willing to cross the final hurdle should be near the 2009 level even if it cannot actually reach the 2009 level. We cannot guarantee specific numbers for the future, but this is how we see the market today. |