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Commander nintendo switch pack fortnite cultura et avis nintendo switch pro

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du « tout console » est suffisamment pérenne; le demi–échec du cube et surtout l’échec cuisant de la wii u sont encore dans toutes les têtes…
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nintendo (nasdaqoth:ntdoy)stock has climbed to the neighborhood of a nine-year high thanks to strong sales for its switch gaming platform and impressive results across its first few years as a mobile games publisher
however, prior to entering the mobile market and the success of its latest console, nintendo was a company that was pursuing new business avenues in hopes of orchestrating a turnaround
roughly four years ago, former ceo satoru iwata introduced a new business that would see nintendo make a concentrated push in the health-and-wellness space
the project was dubbed « quality of life » (qol) and intended to be the company’s next big audience expander, but that hasn’t happened yet
 following the leadership transition to current president tatsumi kimishima after iwata’s passing in 2015 and promising results with the switch and mobile, news on the qol front has pretty much dried up
i asked nintendo of america if it was still pursuing the quality of life initiative, and the company replied that it had nothing to announce on that front, but it’s worth taking a deeper look at the progression of qol and whether the project might still turn into a meaningful growth driver for the company
the quality of life business was announced by satoru iwata in 2014 and was intended to branch the company into a new category of products
with the company’s wii u platform recording dismal sales and its 3ds handheld tracking to put up roughly half of the hardware sales of the original ds system, nintendo began experimenting with non-wearable health with the hopes of finding a new, untapped market
here’s iwata describing qol at the investor meeting where it was first announced:
we wish to achieve an integrated hardware-software platform business that, instead of providing mobile or wearable features, will be characterized by a new area of what we like to call « non-wearable » technology
when we use « health » as the keyword, some may inevitably think about wii fit
however, we are considering themes that we have not incorporated to games for our existing platforms
including the hardware that will enable such an idea, we will aim to establish a blue ocean
the first device was planned to use radio waves to track a user’s sleep and give data visualizations and health suggestions based on its readings
 this product was initially planned to launch sometime in 2015
it was later delayed and expected to debut in march 2016, though a release never materialized
nintendo is most known for its video game software and consoles, but the company actually has a history of being at the forefront of some revolutionary hardware innovations before they go mainstream
the first touch screen computing device to sell 10 million units wasn’t apple’s iphone in 2007 — it was nintendo’s ds handheld console, which released in 2004
its wii console was the first device to use mainstream gesture-based input, and the wii fit game on the platform caused a brief explosion in the popularity of exercise themed games and prefigured the rise of health and exercise trackers
iwata envisioned a 10-year timeline for developing its quality of life business, starting with a range of non-wearable health tracking devices and services
now that the company’s gaming business is thriving again, there’s less pressure to find new growth markets outside of its core competency, but the company’s history of innovation suggests an innovative and unexpected breakthrough isn’t out of the question
in a 2016 press conference, kimishima indicated that the company’s first qol project was not fit to be released at the time and that the company still needed to work out how to get it to a marketable state
he later clarified that the company did not see a future for its sleep-and-fatigue hardware but that it was looking at other opportunities within the quality of life space
it’s possible that with the success of mobile and the switch console, kimishima has opted to further de-emphasize qol and focus the business intently on gaming and the licensing of its characters and franchises
this potential change seems to be reflected across the company’s last few 10-k reports
nintendo’s full-year report for fiscal 2015 included the following description of the upcoming qol initiative under the report’s research-and-development activities section:
moreover, by redefining entertainment as something that improves people’s qol in enjoyable ways, nintendo is working on the development of a

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