Nintendo Co.’s Financial Statements Term Paper

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Introduction

First of all, it is necessary to state, that Nintendo Company Ltd. is a Japanese multinational corporation established on September 23, 1889, in Kyoto, Japan by Fusajiro Yamauchi to manufacture handmade hanafuda cards. In the mid-twentieth century, the corporation made attempts to get engaged in several small niche spheres, such as a love hotel and a taxi company. Eventually, it became a video game corporation, growing into one of the most influential in the business and Japan’s third most precious listed corporation with a market value of more than U$85 billion. With the exception of video games, Nintendo is also the preponderance possessor of the Seattle Mariners, a Major League Baseball team in Seattle, Washington, USA.

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In 2008 Nintendo was respected at the 59th Annual Technology & Engineering Emmy Awards for originating the development of handheld games with its Nintendo DS system, and for the exclusive user interface of the Nintendo Wii.

Wii Release Effect

It is significant to note there are differences among various electronic hardware. Electronic games can be console-grounded or computer-grounded. The newest generations of consoles include Microsoft’s Xbox 360, Sony’s Playstation 3, and Nintendo’s Wii along with handheld gadgets such as the Nintendo DS and Sony PSP. While some games are console precise, lots of games can be played on multiple platforms. This frame purposely addresses electronic-centered gaming, in spite of whether it is on a handheld, a console, or a PC.

Most of the study stated within these frames is located within its own linked theoretical backdrop. Nevertheless, a common strand within gaming is the concept of play as symbolized by the work of Piaget and Dewey. These academics are constantly cited relative to electronic game gaming, thus, it is necessary to apply some of their notions describing the effects of the Wii release by Nintendo. The cohesions of these notions of gaming entail the vigorous nature of the apprentice within the practice-grounded learning surroundings and the aim of negotiating by the means confronts and impediments offered in an attempt to make some reasonable meaning. Piaget argued on the matters of the role of gaming as serving a significant function in infancy, providing the beginner with an anxiety-free occasion to exploit existing skills to assist the acquirement of new knowledge. Electronic gaming surroundings offer learning capabilities for kids, where their psychological states can be contested and states of disequilibrium determined to keep knowledge attainment. Activity theory, as presented by Cole (1996) exemplifies the role of these symbolic gadgets as interceding tools for an individual’s structure of knowledge within the community.

Studying those results from the contact of a personality with their surroundings is also dependable with Dewey’s (1938) theories of gaming. Educational playing surroundings offer the space where the person’s purpose within them consequences in concrete skills that are basing on studying. These surroundings also support the individual’s succeeding likeness and repeated submission of the skills to make it tangible. The hypothesis of gaming based in the field of education maintenance the application of electronic gaming technologies by justifying the edifying assessment of gaming itself.

The junction of personal and social expansion with electronic gameplay is dependable with their depiction in classical theories of gaming. In order to converse the charge of electronic gameplay in relation to the classical theories, an introductory description of play that supports both must be identified. Some researchers define gaming as choice-based, where the action is unconcluded within the surroundings that are not grounded on veracity which is simultaneously rule-governed and doubtful. This description of play offers a context for making links with the classical hypothesis. Skills are expanded as electronic game surroundings encourage energetic, experience-centered commotion within the boundaries of the setting. The play-centered appointment in electronic gameplay is philosophical of John Dewey’s (1938) stance regarding the relations of knowing and doing, where gaming supports this communication and promotes the development of characteristics that are charged not only in schooling but also in the community

Throughout the year 2007, the Japanese financial system went on showing a pattern of recuperation despite apprehensions over crude oil price tendencies and rising interest charges. Strengthened capital ventures due to upgrading in commercial activities, as well as stabilized consumer expenditure ruled by developments in employment, helped to keep the Japanese financial system. Taking into account the foreign experience, it is necessary to mention, that, in the U.S., the financial system went on revealing stabilized performance kept by the preferred consumer expenditure and capital speculations although early notions of the financial holdback. As for the European economy, the business gaming environment revealed signs of moderate enhancement. In the video game sphere, the handheld market development overturned its long beg off, while the console market branch was advancing to the period of being revived with the start of the new game instruments by each hardware developer. In such circumstances, Nintendo incessantly performed its strategy to increase gaming to the groups and achieved great progression in cultivating the console gaming industry and implementing the innovative technologies into it. Until now, this strategy has been less applied in games, however, with the starting of the “Nintendo DS” project and its software arrangement known as “Touch! Generations”, Nintendo has productively expanded the description of video games in numerous software releases. Moreover, Nintendo’s new console, “ Wii ”, offers intuitive functioning and controlling technologies and unprecedented playing style with the application of the Wii remote, and is attracting enlarged audience demographics as well as unadventurous gamers following last year’s launch, and therefore is gaining prevalent reputation. The video game production sphere is now on a new expansion path with a strong presence in both “Nintendo DS” and “Wii”. In Japan, the general game market is increasing.

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Financial Accounting

Merged net sales for the year 2007 upshot in 9,3 billion USD, entailing overseas sales of 6,1 billion US Dollars, which resulted in 66.5% of total deals. Profits before income taxes and unexpected expenditures were 2,8 billion USD. Net income was 1,6 billion USD. Taking into account the sales by business sphere within the electronic activity inventions separation, “ Nintendo Wii” sold a total of more than 2,3 million units worldwide since its release, showing the increased rate of sales, outlining from incessant robust sales of Nintendo Wii after its release in Japan and strong vends following its June discharge in foreign sales. Additionally, Nintendo software also experienced an increase in deals and vends. For example, “New Super Mario Bros”, the side-scrolling action game with simple admission and user-welcoming functioning and control, sold 9.5 million items on in the whole world, and ” Brain Age: Train Your Brain in Minutes a Day!”, which was presented abroad after achieving reputation in Japan, has developed a new video game market of brain training overseas. “Brain Age” has sold a total of 8.08 million units in the whole world comprising its development version presented in Japan (12 million items life-to-date). “Nintendogs” went on enjoying sympathetic vends abroad, attaining a total of 6.95 million sales items (13.6 million items life-to-date). “Pokémon Diamond and Pearl”, the newest series of “Pokémon” launched last September in Japan, sold 5.21 million items and has yet to be presented abroad. Consequently, the significant number of innovative software titles and long-term vending titles has augmented, providing an essential increase in handheld software vends. As for the console business, “Wii” hardware got off to a constructive start with sales of 5.84 million items within the original five months after launch. “Wii” software, such as “The Legend of Zelda: Twilight Princess”, which permits the player to sense the virtual world come animated by hand ruling the Wii remote as swords or bows and arrows, and “Wii Sports”, which consists of five various games simulating real-life sports sold tremendously well. Consequently, net sales in the electronic amusement inventions distribution were 9,7 billion USD, while trades in the other production division were 200 thousand US Dollars.

Taking into account the results by geographic section, vends in Japan were nearly 9.1 billion USD comprising inter-section trades of 5,5 billion USD. Operating profit was 2,2 billion USD. Sales in the American continents totaled 3,4 billion USD, comprising intersegment vends of 220 thousand USD. Operating profit accounted for 1,3 billion USD. European sales were 2,6 billion USD. The total income resulted in 1,7 billion USD.

Nintendo will go on chasing the development of the gaming populace, with a different software schedule, and through the increase of the classification of video games. Nintendo will offer a variety of new amusement that takes ground in our everyday lives, as has previously been attained with the “Touch! Generations” software sequence. As for “Nintendo DS”, by positioning it as “a appliance that augments the owner’s daily lives”, Nintendo aims to speed up the recent sales thrust of “Nintendo Wii” from “must-have for every family” to “must-have for everyone”. Nintendo also has positioned “Wii” as “a device that puts smiles on the people’s faces”. In particular, Nintendo will not just supplement the appropriate package software array for “Wii” but will further strengthen Wii’s “Channel” notion which previously entails the abilities for the “Wii” possessors to create their sketches, inspect weather forecasts, news, and surf the web. “Wii” will inspirit communication among family members as each of them is now able to sense something applicable to them and be stimulated to turn on the power every day in order to get amused with the “new life with ‘Wii’”. With regard to combined performance estimates for the year 2008, with some reasonable expectations of “Wii”, which donates to operating presentation for the full-year, and additional increase of “Nintendo DS”, net vends are planned to get 1,140 billion yen, operating profits 2,7 billion USD, income before profits taxes and unexpected items 2,9 billion USD, net income 1,8 billion USD. The exchange rates used for the forecast are 115 yen per U.S. dollar and 150 yen per Euro. Foreign exchange defeat of just about 20 billion yen is approximated as the exchange rates for the predict are set at a yen-valued level as contrasted with the swap rates as of the end of March 2008.

Cash Flow Index Trend

Cash flows from operating activities: Net cash from operating actions increased by 2,7 billion USD mainly due to augments in income before income taxes and minority attention and notes and trade explanations billed.

Cash runs from investing activities: Net cash from investing activities lessened by 1,7 billion USD centrally outlining from the reduction in time dumps exceeding the augment.

Cash flows from financing activities: Net cash from financing activities diminished by 0,5 billion USD mainly due to reimbursements for cash payments.

As of March 31, 2003As of March 31, 2004As of March 31, 2005As of March 31, 2006As of March 31, 2007
Capital adequacy ratio82.0 %88.1%81.4%83.9%69.9%
Capital adequacy ratio at market value118.8139.1134.4194.0278.0

It is the Company’s key policy to inside provide the capital essential to fund future increases, including capital Speculations, and to keep a strong and gooey financial location in preparation for modifications in the business situation and intensified opposition. As for direct profit revisits to our investors, dividends are paid on the basis of profit levels attained in each fiscal period.

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The annual payment per share will be stated at the superior of the amount calculated by dividing 33% of combined operating profit by the total numeral of outstanding dividends, excluding reserves stock, as of the end of the fiscal year rounded up to the 10 yen digit, and the total calculated grounded on the 50% consolidated net income standard encircled up to the 10 yen digit.

Consequently, the bonus for the fiscal year 2007 has been instituted at 690 yen (interim: 70 yen, yearend: 620 yen) and dividend for the fiscal year 2008 will be 700 yen (interim: 140 yen, year-end: 560 yen) if earnings are in line with the financial forecast herein.

Preserved earnings are preserved for efficient use in the investigation of new machinery and the progress of new creations, capital speculations and securing textiles, enhancement of selling power including announcement, and common stock exchange whenever deemed suitable.

Works cited

Cocheo, Steve. “Can Community Banks Win over the “Nintendo Generation” While Still Appealing to Their Grandparents?.” ABA Banking Journal 92.9 (2000): 66.

Dipietro, Meredith, Richard E. Ferdig, Jeff Boyer, and Erik W. Black. “Towards a Framework for Understanding Electronic Educational Gaming.” Journal of Educational Multimedia and Hypermedia 16.3 (2007): 225.

Guilloud, Sam. “Video Games: Video-Game Virgin Alert! Never Played Video Games before? Two New Electronic Hotties Will Be Battling It out for Your Attention This Holiday Season. So Dust off the Top of Your TV and Make Room for Sony’s PS3 and the Nintendo Wii.” The Advocate 21 Nov. 2006: 50.

“Let the Gaming Begin.” USA Today (Society for the Advancement of Education) Nov. 2007: 80.

Newman, James. Videogames. London: Routledge, 2004.

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IvyPanda. 2021. "Nintendo Co.'s Financial Statements." October 25, 2021. https://ivypanda.com/essays/nintendo-cos-financial-statements/.

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