Please use this identifier to cite or link to this item:
Title: Creating Discontinuous Innovation: The case of Nintendo's Wii
Keywords: discontinuous innovation, video game, inferior-technology, primary performance, secondary feature, competency
Issue Date: 24-Mar-2009
Citation: MU SHIFENG (2009-03-24). Creating Discontinuous Innovation: The case of Nintendo's Wii. ScholarBank@NUS Repository.
Abstract: An in-depth case in the video game industry is carefully studied to deliver an effective solution for "inferior-technology" incumbents in competing with their "superior-technology" peers. Nintendo, a historical player in this industry, successfully shifted its innovation direction along the traditional path and won over its "high-performance" competitors with its new generation game console "Wii", a product of discontinuous innovation. Through the secondary data and patent analysis, we concluded that it is possible for "inferior-technology" incumbents to overcome their weaknesses in technological competencies by pursuing a discontinuous path along a product's secondary features. And the competencies that effectively help established incumbents adapt to discontinuous innovation created by new entrants can also help established incumbents initiate discontinuous innovations when they are technologically inferior. These competencies are grouped together in the class named "cooperative competencies".
Appears in Collections:Master's Theses (Open)

Show full item record
Files in This Item:
File Description SizeFormatAccess SettingsVersion 
MU Shifeng, Creating Discontinuous Innovation, the Case of Nintendos Wii.pdf1.17 MBAdobe PDF



Page view(s)

checked on Apr 20, 2019


checked on Apr 20, 2019

Google ScholarTM


Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.