3-1 | I would like to ask about the profitability of handheld gaming systems. My understanding is that you are able to secure a decent profit from the sales of handheld hardware, but the margins of the software are lower than those for home console software. In such situation, if a loss should arise from the sales of handheld hardware, won't the overall profitability fall? Is there a possibility of introducing new methodology, such as paid add-on content, a charging service using AR cards or new Nintendo-original methods, in order to cover the falling profitability? |
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3-1 | Iwata: You have mentioned that the handheld gaming system business is always remunerative, but I think, for example, that there was not much margin when we set the price of the first Nintendo DS at 15,000 yen. It is true that the situation for the Nintendo 3DS (after the markdown) will be more challenging, but it is not true that all our past handheld gaming systems always had large margins. However, the cost-cutting effect of the mass production can be quite large. Manufacturing costs of the Nintendo DS decreased by volume efficiency from a certain point in time and the system rapidly spread around the world. As a result, the hardware itself was able to generate some profit. Therefore, it is not true that the overall handheld gaming business becomes balanced in a circumstance where generating some profit from handheld hardware sales and generating less profit from the software sales in comparison with software sales of home console business. Rather, please think in a way that the profitability becomes larger when a business starts to run well and a number of the hardware units sell. When the platform gains momentum and both hardware and software start to sell well, the manufacturing costs for hardware will be lower. Also, for software, most of the costs come from its development and marketing, so the profitability changes by how many units can write off the costs. When software is launched and sells steadily and for long time, which is often called an unexpected smash hit, the efficiency will improve drastically. Therefore, it is very important from the business perspective, whether we can provide such products or not. |
3-2 | You said, "in the near future," but can I understand that there will be a specific move during this fiscal year, which ends in March 2012? |
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3-2 | Iwata: There will be some developments in this fiscal year, and I think they will grow in thickness in the next fiscal year. |
4 | Please let me know about the sales situation of the Nintendo 3DS in each territory. I would especially like to know what age group is purchasing the device. I am also interested in knowing your take on what is the bottleneck of its spread into other demographics, and in that regard, what is the situation over the concern that the possible effect upon the eyes of children aged 6 and under might be preventing their parents from purchasing the Nintendo 3DS. Also, what is the likelihood of the just-announced price cut being able to eliminate these bottlenecks? |
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4 | Iwata: The release of the Nintendo 3DS was not in the year-end sales season, and the software lineup at its launch was mainly appealing to those who avidly play games, except for "nintendogs + cats" from Nintendo and "Professor Layton and the Mask of Wonder" from Level 5, which was only released for the Japanese market. Therefore, the main purchasers of the Nintendo 3DS are young men, and the ratio of women is relatively low for a Nintendo platform. On the other hand, the situation of gaming systems is not that simple. Who purchases a gaming system and who uses it are actually different. When the Nintendo 3DS comes to one's house, it will be shared among the family, so the actual female ratio of users will be higher than that of the actual purchasers. But one thing I can say is that young male enthusiastic game fans have constituted the biggest demographic group among all the initial purchasers of the Nintendo 3DS. Of course, children also purchased it, as well as girls who wanted to play "nintendogs + cats," but if we talk about what type of consumers have purchased the Nintendo 3DS the most, it is young men. Due to the difference in campaigns in each territory, this tendency is more prominent in the overseas markets than in Japan. |