We Define CSR As “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR Report Is a Digest Version of the Acti

We Define CSR As “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR Report Is a Digest Version of the Acti

We define CSR as “Putting Smiles on the Faces of Everyone Nintendo Touches.” This CSR report is a digest version of the activities Nintendo has been working on to achieve our CSR goal. Please refer to the Nintendo Co., Ltd. website for more detailed information about our CSR activities. We welcome your opinions and comments about the CSR Report 2015 on our website. The cover Digest Version (this report) features the faces of Nintendo employees. Detailed Version (website) http://www.nintendo.co.jp/csr/en/ Reporting Scope Nintendo Overview The scope of this report covers the activities and data of the Nintendo Group (Nintendo Co., Ltd. and its main subsidiaries). Company Name Nintendo Co., Ltd. Any information not within this scope is explicitly identified as such. For the purposes of this report, the term “Nintendo” Location refers to the entire Nintendo Group. Nintendo Co., Ltd. is 11-1 Hokotate-cho, Kamitoba, Minami-ku, Kyoto, Japan referred to by its complete name. Founded September 1889 Reporting Period Incorporated This report mainly covers activities in fiscal year 2014 (from November 1947 April 2014 through March 2015), in addition to some recent Capital activities and some activities prior to fiscal year 2014. 10,065,400,000 yen Sales Publication Date 549,780,000,000 yen (fiscal year ended March 2015) Publication date of English report: July 2015 (The next English report will be published in July 2016) Number of Consolidated Employees 5,120 employees (as of the end of March 2015) Business Description Manufacture and sale of home leisure equipment President’s Message Smile Value Creation for the Future Using Intangible Assets Sharing Enduring Values take them beyond the game world through this new this belief, we revised our definition of entertainment as platform in the form of figures that are compatible with “improving people’s QOL (Quality of Life) in enjoyable Nintendo has been delivering smiles to consumers multiple games and create new play styles. We also ways.” through entertainment since its establishment. The hope they will bring smiles to the faces of consumers QOL refers to the quality of the content of each existence or nonexistence of hit products causes and connect them in a way that transcends the barriers individual’s life and lifestyle from a social perspective. inevitable fluctuations in the entertainment industry of language and culture in the real world. Our understanding of what it means to improve people’s because entertainment is not a daily necessity. amiibo has presented Nintendo with the opportunity QOL does not simply pertain to living a long life but Consumers always are seeking new surprises, and they to work with new production partners because it is our that, through living life in your own way, you will find eventually will become tired of even a highly rated first full-fledged production of figures. For these happiness. Many aspects of our lives require consistent product. Precisely for this reason, we must avoid a partnerships, we first confirm that we share the goals of effort and perseverance in order to improve QOL, but if short-term outlook and always think about how we can not only making high-quality products but also we can leverage our know-how in continuous enjoyment make not only consumers, but also everyone involved contributing to society and collaborating to make a that we have cultivated through video games, we can with Nintendo, smile over the mid-to-long term. better world through CSR procurement* efforts. In help people to improve their QOL without losing The key to achieving this goal is found in our three order to produce high-quality products, we believe it is interest. core values – originality, flexibility and sincerity – which imperative that we share an understanding with our QOL includes many themes such as good physical we define as Nintendo DNA. Since all Nintendo employees partners of the kind of business relationship we would health, healthy social relationships, fulfilling work, a fully share the Nintendo DNA and act based on these like to have, as well as the kinds of products we would comfortable living space, sufficient education, and unwavering values, we have been able to continue like to create. leisure time. Nevertheless, the first theme we will focus taking on new challenges and providing value to society. Our many IP assets, our strong relationships with our on is health in terms of “sleep and fatigue.” While sleep Nintendo has continued to offer entertainment business partners, and our employees, are not items and fatigue affect everyone throughout the world, products that can be enjoyed regardless of age or gender that appear on our financial statements. However, I many aspects have yet to be sufficiently clarified from a and, as a result, I hope that as signs of trust in the firmly believe that these intangible assets are essential scientific perspective, so I think there is great significance Nintendo brand, people feel safe letting their children for Nintendo to continue to achieve sustainable growth in taking on this challenge. In addition, if we are able to play with our products and know that these products and to enhance corporate value. make proposals incorporating systems that, for example, always make their families smile. enable people to check the sleep conditions of parents who live far away and watch over them, this theme Improving Quality of Life could provide something of great value to society. Nintendo’s Important Assets are Looking to the future, we hope to create value by Intangible Nintendo is a company that has innovated flexibly making the impossible a reality with Nintendo products, throughout its history to provide a variety of and bringing smiles and surprises to everyone. As a new challenge, we released “amiibo,” a new entertainment offerings. However, I feel that having the product line that uses the IP characters that appear video game business at our core for such a long time th * CSR Procurement President, Nintendo Co., Ltd. in our games. The year 2015 is the 30 anniversary has caused many people to put up an imaginary wall Our production partners are also required to be involved in of Super Mario Bros., and one of our goals for these that Nintendo is a company that should only make CSR and to encourage the promotion of CSR activities characters, which are loved by so many people, is to products related to video games. In order to overcome throughout the entire supply chain. 01 02 History of Nintendo Creating New Entertainment That Brings Smiles to People All Over the World Since its establishment in 1889, Nintendo has continued to innovate itself in order to deliver smiles to generations. At Nintendo, our goal is to provide entertainment products and services that everyone can play easily with peace of mind, and enjoy with many other 1989 2003 2011/2012 Game Boy Game Boy Advance SP Nintendo 3DS people. We will continue to seek out new potential for entertainment and put smiles on Nintendo 3DS XL the faces of everyone Nintendo touches. 1990 2004 2012 Super Famicon Nintendo DS Animal Crossing: New Leaf (1991 Super NES) 1968 Ultra Machine 1981 2005 Coin-operated arcade Brain Age: 1953 1970 video game machine 1996 Train Your Brain in 2012 Plastic playing cards Beam Gun series Donkey Kong Nintendo 64 Minutes a Day Wii U 1889 - Card Games 1966 - Toys 1980 - Video Games (One Hardware-One Software) 1983 - Video Game Platforms 2015 - QOL Platform 2008/2009 1980 1985 Nintendo DSi GAME & WATCH Super Mario Bros. Nintendo DSi XL 2014 1966 New Nintendo 3DS Ultra Hand 2001 New Nintendo 3DS XL Nintendo GameCube 1889 Hanafuda 1983 2001 2006 Family Computer (1985 NES) Game Boy Advance Wii * Launch dates appearing here are for the Japanese market. Birth of Nintendo - Aiming to be Becoming a Video Game Improving People’s Seeking Unique Toys Delivering Japanese Video Game Culture to the World a World Leader in Entertainment Company QOL in Enjoyable Ways Founded as a manufacturer of Japanese The company started developing original Based on technologies the company After the launch of the Family Computer home video game console (known as Nintendo Nintendo redefined entertainment playing cards, Hanafuda, in the Meiji era, products such as the Ultra Hand. In addition, developed for its electronic toys, it started Entertainment System outside Japan) in 1983, Nintendo integrated its hardware and software as “improving people’s QOL (Quality Nintendo became the first manufacturer in order to offer unique entertainment developing and selling arcade video game departments and began providing the world with new entertainment. The Super Mario Bros. of Life) in enjoyable ways,” and, now, of western playing cards in Japan in 1902, not offered by conventional toys, the machines. It created the arcade video side-scrolling game was released in 1985, and sold approx. 40 million units globally as home in addition to our core video game and became the first company to succeed company also incorporated electronic game Donkey Kong with a storyline, which video games spread around the world. Since 2004, Nintendo has focused on the basic platform business, we will expand in mass-producing plastic playing cards technology and launched a wide range was unusual for games at that time. In 1980, strategy of expanding the gaming population by offering products which can be enjoyed our business with the QOL-improving in 1953. The company provided a variety of electronic toys. the company developed and started by everyone regardless of age, gender or gaming experience. platform. With the first theme set of playing cards that everyone, including selling its first handheld game device as “Health,” we intend to connect families, could play and enjoy together.

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