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Home > Business and Economics > Business and Management > Management and management techniques > Management decision making > Playing to Wiin: Nintendo and the Video Game Industry's Greatest Comeback
Playing to Wiin: Nintendo and the Video Game Industry's Greatest Comeback

Playing to Wiin: Nintendo and the Video Game Industry's Greatest Comeback


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About the Book

How Nintendo reclaimed its spot at the top of one of the world's most competitive industries Nintendo was once the dominant force in home video gaming--until Sony and Microsoft pummeled them with powerful new consoles. As those two giants battled each other for market share, Nintendo looked dead and buried. Then, true to its secretive, low-profile approach, Nintendo roared back into the market with its revolutionary Wii console and portable Nintendo DS system. Taking a completely different approach to gaming while embracing its creative roots, the company was back at the top of its game. But how did a struggling Japanese family company, with its origins in nineteenth-century playing cards, come to dominate a competitive, high-tech industry? Playing to Wiin details the key succession issue for Nintendo, the development of the DS and Wii consoles, and the creation of remarkable new gaming software. All these factors combined to drive Nintendo back to the top of the gaming world. Reveals the business strategy that led Nintendo back to the top of the gaming industry amidst fierce competition from bigger rivals An inspirational story of a stunning business turnaround and the hyper-creative minds behind it Written by an acclaimed financial and business journalist based in Tokyo Offering a fascinating inside look at a market-leading company once left for dead, Playing to Wiin is a must-read for executives and leaders interested in one of the greatest business turnarounds in history.

Table of Contents:
Acknowledgments. Introduction. Chapter 1: Leave Luck to Heaven. Chapter 2: The Kid. Chapter 3: Character Issues. Chapter 4: The Console Wars. Chapter 5: The Sony Shock. Chapter 6: Manifest DS-Tiny. Chapter 7: The Third Way. Chapter 8: Revolution in the Streets. Chapter 9: Wiining the Day. Chapter 10: Wealth and Legacy. Chapter 11: Bouts of Ennu-Wii. Chapter 12: 3D and the Next Small Thing. Epilogue. Index.

About the Author :
Daniel Sloan was born in Richmond, Virginia, in 1963. He studied English literature at the University of Virginia and received a master’s degree from the Columbia Graduate School of Journalism in 1991. He has worked in financial journalism for Reuters for more than 15 years, and his text and video reports have appeared in numerous global publications as well as in programs from international broadcasters, including CNN, CNBC, BBC, and CCTV. He is a frequent commentator for a variety of domestic broadcasters, a university lecturer, and a former president of the Foreign Correspondents’ Club of Japan. He and his family live in Chiba Prefecture outside Tokyo.

Review :
"Sloan tells the story well, offering detail and insight. As comebacks go, this is a story worth retelling." (Director, March 2011) "Nintendo was founded in 1889 as a playing card firm... a story wonderfully detailed in the new book Playing to Wiin." (City AM, February 2011) "... rarely told story of the comeback kids of Kyoto... thorough and well researched." (Financial Times, January 2011)


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Product Details
  • ISBN-13: 9780470826935
  • Publisher: John Wiley & Sons Inc
  • Publisher Imprint: John Wiley & Sons Inc
  • Language: English
  • Sub Title: Nintendo and the Video Game Industry's Greatest Comeback
  • ISBN-10: 0470826932
  • Publisher Date: 15 Feb 2011
  • Binding: Digital (delivered electronically)
  • No of Pages: 256


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