Nintendo e-Commerce Plan Business Plan by Nicky

An e-commerce venture plan for Nintendo.
# 151018 | 3,011 words | 8 sources | APA | 2012 | US

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This paper describes a plan for a potential e-commerce site for Nintendo that is intended to increase company exposure and sales. Additionally, the paper details other features that would be included in the site to draw in traffic. The paper begins with a company description of Nintendo. Then, it discusses the platform for the website and the necessary specifications. Next, the paper presents an industry analysis which uses charts to further illustrate trends. The paper also analyzes the video game market, showing which sell best, such as the Wii system. Next, the paper highlights specific plans for Nintendo, citing development needs, product design and other applications necessary to put up the website. The paper concludes with other charts and graphs that show the projections for this site.


Executive Summary
Company Description
Industry Analysis
Market Analysis
Market Demographics and Needs
Marketing Plan
Company Structure and Management
Operation Plan
Product Design and Development Plan
Financial Projections
Ratio Analysis

From the Paper:

"Differentiating away from being purely an online retailer reselling Nintendo gaming modules, gaming software and interactive games and offering customizable games is the unique value proposition of this new venture e-commerce plan. In order to get an initial revenue stream generated, Nintendo-branded gaming modules, gaming software and interactive games will be offered globally with the added benefit of overnight shipping and exceptional service. Differentiating on the aspect of customer service is what gave a unique and highly profitable brand as a result (Chafkin, 2009). The same approach to exceptional service will be included in the business model of this e-commerce venture plan and will be supported with automated systems to better manage the more routine tasks. The proposed new venture e-commerce plan will first define ordering and shipping arrangements with Nintendo so that orders can be dropped shipped directly to customers from their locations. In conjunction with this strategy, the company will also create a create-your-own-game developers' kit and distribute it to the global Nintendo development base. Developers will be encouraged to create modules with royalties for each module purchased over the website, and also for the quality level of the module itself."

Sample of Sources Used:

  • Bernoff, J., & Li, C.. (2008). Harnessing the Power of the Oh-So-Social Web. MIT Sloan Management Review, 49(3), 36-42.
  • Chafkin, M. (2009, May). Get Happy: How Tony Hsieh uses relentless innovation, stellar service, and a staff of believers to make an e-commerce juggernaut-and one of the most blissed-out businesses in America. Inc, 31(4), 66-73.
  • Stephen Hammill (2007). Guess Who Got A Wii? McClatchy - Tribune Business News.
  • Thawatchai Jitpaiboon, Ramesh Dangols, & James Walters. (2009). The study of cooperative relationships and mass customization. Management Research News, 32(9), 804-815.
  • W Chan Kim, Renee Mauborgne. 2004. BLUE OCEAN STRATEGY. Harvard Business Review, October 1, 76-84.

Cite this Business Plan:

APA Format

Nintendo e-Commerce Plan (2012, May 18) Retrieved August 10, 2022, from

MLA Format

"Nintendo e-Commerce Plan" 18 May 2012. Web. 10 August. 2022. <>