有人可以告诉我任天堂wii的main target market and major ob...

财报Q&am A(个别翻译)
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2006-6-27 1
发表于 2008-5-2 10:40 财报Q&am A(个别翻译)
文章太长了,时间充裕的话,我会全部翻译的。。。
Q1 谈谈你关于今年硬件有没有可能降价的看法吧? A1 Satoru Iwata (President):
We have not made our financial forecast with the premise of a hardware price cut. Also, we are not foreseeing the nece ity for us to do a price cut in this fiscal year. If it i redetermined that the hardware price shall gradually decrease, then that model reiterates the notion that early purchasers will suffer a lo , which I do not believe is the right busine model. I believe that something must be wrong if we conduct our busine with the premise that we will need to cut prices of our hardware as time goes on. 一句话,船到桥头自然直。该降就降。现在卖那么好。。。
Q2 I personally believe that Fire Emblem is one of the best software Nintendo has ever produced. I have seen Mr. Yamauchi and Mr. Iwata listed as executive producers in the end credits of the game. What kind of involvement have you had with the series? 请谈谈关于你和YAamauchi出现在火焰纹章的制作人名单里,你们到底参与了哪方面的工作呢?
A2 Iwata:
Fire Emblem’s current producer has been co ulting with me, so my job for the Fire Emblem development team is to be the co ultant to the producer of the game. The role of an executive producer has been changing with the times, and I imagine my involvement must be slightly different from how Mr. Yamauchi used to be involved. 其实啥,我就是顾问,反正现在执行制作人的解释有很多种。然而我和Yamauchi却不一样哦。
Q3 Tell me more about WiiWare. Now that the service has started in Japan, have there been any changes in the reactio from new software publishers? I am anticipating growth in this field, but I would like to know your thoughts on how many software titles will be sold and how much sales will be generated? 请谈谈WIIWARE吧。
A3 Iwata:
As to the number of software developers entering the WiiWare market, I have the impre ion that it is gradually increasing. As for the initial reactio from software developers who have already started selling their software, some of them have already started working on their second titles because the initial download sales so far in Japan alone where service is available has been relatively good, and global sales can be expected to be several times as much as the Japanese sales. They are thinking that We definitely want to work on the next title now that we know what to expect with Japan sales alone.
On the other hand, I think it is very difficult to predict how fast WiiWare will be expanded to customers. Should we have to prepare physical inventories in order to deliver the goods to our customers, we would need to make the best gue on the potential sales and make the inventory available. However, as we electronically distribute, we do not need to prepare for physical stocks. Accordingly, we have not made the forecast on the precise busine potential, and we are not in a position to a wer to that question today.
Having said that, I am expecting it (electronic distribution busine like WiiWare) will play important roles in the long run. Will it go pa the ti ing point just in one year, or will it take 3 or 5 years? The future of the electronic software distribution busine is not very clear today, but it is something that we need to prepare for. On the other hand, I do not believe that today’s packaged software busine will simply be replaced by electronic distribution busine all together. The packaged software busine has its own up side, as does the electronic distribution busine . We would like to establish a busine model in which both can pro er. Q4 I would like to ask about one of the subjects you mentioned today, " latform cycles. You said that DS started off its explosive sales in Japan around 2006, and, in 2007, the sales pace was somewhat calmed. Now that Europe has been experiencing excellent sales, aren’t you concerned that it will go through the same path as Japan did? Some say that both DS and Wii can be played intuitively but that they do not have deeper elements for players to explore so that it can get boring. So, i ’t there any concern that both DS and Wii might lose the current popularity in Europe in the future? A4 Iwata:
About the point that the U.S. and Europe might tread the same path in a year, a year and a half later as Japan did with DS sales calming down after 2 years, it may not be a ropriate to lump together natio such as the UK, which tends to catch onto trends very quickly, and Germany, which is relatively slow in a reciating the same product.
One thing for certain is that both the U.S. and Europe have far larger population than Japan. As I have mentioned before, the ultimate goal of any video game system i tall rate is to achieve one game system per individual, and more population mea more market potential. As they (the U.S. and Europe) have a larger population than Japan and the eed at which any new information is read and co umed is exceptionally high in Japan and slower in these countries, my hypothesis here is that they shall experience a longer cycle than those seen in Japan.
Of course, we do not intend to let our guard down at all. It is just that we are not anticipating the overseas market to change at the same cycle as we have experienced in Japan. We have been carefully o erving any symptoms of change (in the market places), but so far have not se ed them.
As to the depth i ue of games, the game elements which encourage players to play again and again are not determined by hardware characteristics. It is the matter of how many game replay incentives the game developers include into one software and of how to balance between very easy-to-be-understood a ect for anyone and the additional excitements only those who have played hard can experience. For example, while a number of DS software currently available in Japan are highlighting their intuitive game plays, many others are including the elements that must be explored by inte ive plays. The balance between the two will change as time goes by. Such notio as all the Wii and DS software can be intuitively played but shallow in the contents are superficial o ervatio .
About a year ago today, I know that many people were talking about how the Wii’s great momentum few months after its launch would soon fade. Now that a year has pa ed, there must be different opinio even among these same people as to whether the Wii’s momentum will pa or whether the Wii has just begun its great cycle where quality software are developed one after another.
Nintendo is increasing Wii’s manufacturing capability for this summer in order to meet global demands. We are challenging ourselves to sell hardware at a level where Nintendo has never sold before, and for that matter, where no other video game home co ole has ever sold in a record one-year period. So, we are basing our judgment upon the fact that the current momentum is something real. On the other hand, our busine can be finished as soon as our customers become indifferent to our products. Accordingly, we are always reminding ourselves that we need to offer something new before our customers get bored of our current proposals. Q5 Japan had suffered a serious gamers’ drift situation during the preceding hardware generation because the busine back then was placing too much emphasis on hardware ecificatio . With the efforts of Nintendo, the market situation has finally been recovered. On the other hand, the growth ratio is slowing down a bit. If the current situation continues, I am afraid that the Japanese market share will be weakened to be le than 10% of worldwide market. So far, video game market has been introduced overseas as a sort of culture with Japanese origi , but I am concerned that this may not be the case in the future. I would like to know what you, Mr. Iwata, think about this situation. If you share my concer , do you have any pla to alter the situation? In Japan, I understand that the market has not reached a point where many small-scale developers are starting to work on WiiWare software. What is your o ervation on this? A5 Iwata:
Back in 2003, when I made a keynote eech at Tokyo Game Show, I compared the Japanese video game software companies’ presence in the global market then and 5 years before, in other words, 5 years and 10 years ago from today, and said that Japanese software manufacturers’ presence (including Nintendo’s) had dwindled in the overseas markets. That was the time when Nintendo’s own presence was shrinking, so I was not in a position to addre the i ue as someone else’s at all. About 10 years ago, the Japanese video game industry represented a significant portion of the global industry market, and the sales of Japanese software used to largely outnumber that of non-Japanese developers’. However, the new busine structure created by overseas software publishers fit well into the overseas markets and, accordingly, Japanese software makers’ presence dwindled. I am afraid to say that the Japanese video game industry as a whole is not completely ready to recover its past position yet.
In actuality, the Japanese market’s share is low when you o erve software sales data. When it comes to portable game system software, the Japanese share is still high. But when it comes to home co ole, the hardware sales in Japan is comparatively lower in Japan than in overseas markets, but the share of software unit sales is even lower. Your concern was that the Japanese market share may occupy le than 10% of the global sales, but in fact, the total number of home co ole software sold in Japan must now be le than 15% of the global home co ole software sales, I think. It used to occupy a quarter of the global sales, so it can be said that the Japanese home co ole video game software are not selling the way it used to.
I think this is because Japanese people are becoming increasingly busy so that the game play style that requires them to sit in front of a TV for a long time no longer suites their daily lives and, i tead, the portable video game sales are increasing. On a global scale, the home co ole video game market is still huge, and thus it is important for us to develop (home co ole) software that can be a reciated by the global markets.
As for WiiWare, at this point in time, there seems to be a higher number of major publishers in Japan, while there are more small-scale developers overseas working on WiiWare software. I am hopeful that a small developer will succeed in their WiiWare software and the news will be introduced as a succe story of WiiWare so that more small developers will be willing to create unique WiiWare a licatio . I am really hopeful that there will be one such a good example to trigger this good cycle in the future. Nintendo would like to co ider what Nintendo can do to most effectively make that ha en.
Nintendo has had a long-standing relatio hip with Japanese publishers and major developers, and overseas expa ion is a major topic when we get together. A unique example that I am proud of is the Mario &am Sonic Olympic Game that we collaborated with Sega. Sega had obtained the Beijing Olympic lice e to make exclusive video games and offered to cooperate on a game in which Mario and Sonic a ear together, which was the starting point of this project.
In Japan, Nintendo is selling this Mario &am Sonic game, In the U.S. and in Europe, however, it is Sega who is selling the same game. Sega has recently a ounced that the cumulative sales of Wii and DS Mario &am Sonic games have reached 5 million units. It has been a while since a Japanese publisher had produced this kind of smash hit in the overseas markets, so I felt that this set a great example. Of course, I am not suggesting that merely lice ing Mario will generate good results. However, if there is a good idea, and if we can understand the advantages of each company that can be leveraged in the project, we would like to cooperate in such a project that can help heighten Japanese software manufacturers’ presence in the global market. Q6 I am personally enjoying WiiWare and Virtual Co ole but feel Wii’s flash memory size is not enough and a oyed that I need to use a SD memory card. Will this situation be improved? 我觉得内存太小啦,每次都用SD卡移来移去的,太麻烦了。。。
A6 Iwata:
Statistically eaking, it is true that there are a small number of customers who feel that the flash memory is too small, while many others find that they have plenty of memory. However, because this small number of people are none other than the most avid players, we know we have to review the best po ible solution to eliminate their inconvenience. 这个,你们是小部分人。我们要从大局考虑。。。。
Q7 What is the Unrealized lo es on investments in securitie quot; in the Statement of Income for the fiscal year just ended? A7 Mori (General Manager, Corporate Analysis and Admi tration Division):
Most of it can be attributed to the reevaluation lo of the securities in U.S. dollars due to the stronger yen. Q8 When I look at the su lemental material distributed for this Financial Results Briefing, I feel that the number of titles prepared for the latter half of the year is small. Are you intending to a ounce the software lineup for the latter half of the year in mid-July at E3? When I compare with the software you have actually sold from the end of last year to the former half of this year, I feel the future lineup is not strong enough. Are you preparing for some big title? 看了下财报里为WII所准备的游戏似乎并不那么充足,请问你们是要将神秘保留到E3吗?
A8 Iwata:
When we prepared the Wii software lineup from the end of last year to the first half of this year, we were very co cious of the fact that we had to make a strong enough lineup in order to expand the Wii platform i tall base. Of course, we are preparing for a variety of software for the latter half of this year. However, we are now feeling that the eed at which new information is co umed and made o olete has become quicker than ever. When I think of today’s situation as a co umer, when I am exposed to new information too early on, I find that I am already tired of it when the product is launched. This is one of the reaso why we would like to keep news at bay until we really have to disclose them.
Rest a ured that we are preparing for a variety of products for the latter half of this year and early next year. Also, you will begin to see the many results of our third party partners, who have since recognized that Wii will be a platform for their succe . So, I am hopeful that there will be rich contents available for Wii software in general. I am sorry but we are not ready to a ounce the details today. 不好意思,只能说,我们已经考虑到这点了,我们的软件发现计划是从去年底开始制定的,已经排到了今年年底和明年初。而且我们还有考虑到第三方的情况。他们已经意识到WII是一个成功的平台了。
Q9 Mr. Iwata, you told us before that you would like to establish some new busine by utilizing this highly prevalent DS as an infrastructure. When will you start this? What kind of impact are you expecting for your sales and profits? Anything you can tell since you oke to us the last time? A9 Iwata:
As that was one of the topics I discu ed with you last fall, it would have been ideal if I could have shared additional details today. With regards to the use of DS in public aces, however, there are elements Nintendo alone ca ot complete. We were not able to complete the nece ary coordination with our partners in time to prepare a detailed plan to be shared today. However, it is true that we are making progre , and we think that we will be able to start several experiments in the near future.
Of course, in the long run, we are hopeful that such new projects will yield (direct) profits to us. Before doing so, however, it is important for us to create situatio to which we can point and say if you bring your DS to a public ace, there will be something nice for you or there a number of people playing their DS, making use of them and enjoying themselves in public because it would imply that DS’ activity rates are on the rise. In other words, we would like to see a situation where DS usage will be ubiquitous, and this, for the short-term, will be the greatest benefit.
Although more than 22 million DS hardware has been sold in Japan alone, what we are most afraid is a situation where people stop playing with their DS. Before DS launched, people lived without DS without experiencing any inconvenience back then. But as software caught their attention, provided entertainment, and the DS became a part of their daily lives, there is now an u recedented phenomenon where those who had never played any video games have started playing and, on average, three people per household today are playing DS.
However, whether or not we can keep this momentum is really important. Of course, we need to provide them with interesting proposals one after another in order to keep their interests. At the same time, we think it is nece ary to increase the number of places where you can feel it more advantageous to bring your DS with you. This is a concept behind our idea of using DS in public aces. Of course, we are not forgetting to co ider it from a revenue source per ective, and they may be able to actually contribute to our financial results sometime in the future.
What I can say at the very least is that within this year, we are thinking of starting several projects. Q10 I heard that the initial sales of Mario Kart Wii that you just launched have been good, which reminds me of the arcade version of Mario Kart that was also a hit just sometime ago. On the other hand, someone attribute the recent slump of arcade busine in general to the succe of Wii. What are Nintendo’s position and thoughts on arcade busine ? Does it have potential to become another new busine model for Nintendo? 马车WII现在已经是大红大紫了,那么相对于一年以前的发售的街机版的马车来说,你们有什么其他计划吗?
A10 Iwata:
Nintendo lice ed the arcade version of Mario Kart to Namco Bandai, who rolled out the game and with whom Nintendo has collaborated on many other fronts. For example, the Flash Focus software to which I was referring in my earlier presentation, was originally developed by Namco Bandai. Nintendo saw the potential for it to develop into an excellent software if it finished up well and, accordingly, we proposed to Bandai Namco to jointly develop it. As a result, more than 2.5 million units of Flash Focus software were sold on a global basis, and I imagine that they are as ha y as we are. So, we are working together on many other projects, and the Mario Kart arcade project was one of the many collaboratio with them, which ca ot be compared to any other Mario Kart developments for the Wii or DS.
街机版我们是授权给了NB公司,我们同时还讲眼锻炼交给了他们,他们也很出色的完成了任务,全球有250W销量的成绩。我们合作都很愉快。街机版的开发是我们的之前的合作之一,这是不能和WII版和DS版的开发相比的。
When any arcade software is developed, the a lication must provide players with unique, fun experiences that can be realized only by the medium of the arcade. As for Nintendo, it has been a while since we withdrew from the arcade busine when Mr. Yamauchi was the company president. I myself have been concentrating upon how we can make DS and Wii a reciated by customers all around the world, so I have not had a time to think about arcades nor do I have any idea about arcade busine at present.
In the entertainment busine , however, it is my fundamental belief that we ca ot think that a form of entertainment ca ibalizes another. People are attracted to a form of entertainment because it offers something that no other form of entertainment can offer. I think we should think in this way. In general, if I were to think about entering the arcade busine , I would disregard Wii’s influence and first think about what it can offer that could never be experienced at home. 我们现在都太忙了。估计WII和DS都来不及。暂时不想考虑ARC。
Q11 The American economy is slowing down, and people are concerned of similar trends surfacing in Europe. How do you perceive that these factors will affect the sales of Wii and DS? A11 Iwata:
Looking back in history, it has been about 25 years since the current form of the U.S. video game busine was established, during which economic conditio were good and bad. Based on our experiences, our busine has not been largely affected by the u and dow of economic climate. For example, people may say, " ecause the economy is bad, I should refrain from big purchases for now, we should forget about travel this year, or we will eat at home rather than dining out, but they hardly say, we should cut back on ending on gaming. Rather, they may have opted for video games as a cheaper alternative. It is only our feeling, but it a ears historically that our sales have hardly been affected by economic conditio .
When we look at NPD data for this January to March, the whole U.S. video game industry sales were up 27% over the last year. While I a ume that many other indexes in other industries in the U.S. for the same time period show downward trends, video games might have been an exception. Therefore, I feel that there will be small direct impact on video games’ sales, if any, of the U.S. rece ion, which was triggered by sub-prime loa . We are receiving weekly sales reports from the U.S. and Europe, but so far, there has been no sign of slow down for our sales. Q12 I imagine there are many non-traditional gamers who are purchasing Nintendo’s games. I ’t there any impact of the economy even among these new customers? A12 Iwata:
I am feeling that there have not been direct influences. Of course, we have to be very se ible to any changes in the market and have been carefully monitoring the sales of software that have contribute to expanding the gaming population every week, but we have not found anything. Probably, as long as Nintendo’s projects are concerned, they are le susceptible to the changes in the economy. Q13 I think it was last year when you said that you wanted to challenge the old convention that increased hardware i tall base will result in lower hardware-software tie ratio, by expanding the dynamic range of software both in terms of play volume and price, but I feel that your efforts seem slow to progre . I do not know if this has something to do with it directly or indirectly, but you reportedly ent 37 billion yen for R&am D in the fiscal year that just ended although you had originally pla ed to end 45 million, and the actual result was similar to the result of a year ago. I heard that the reaso behind this are focus upon select titles and delays of some software launch timings. However I have another hypothesis here, and that is the lack of man power. On a co olidated basis, you increased your employees by around 400 people during the fiscal year just ended but most of them were people from Monolith Software, newly grads and people employed by your foreign su idiaries.
My question is, can you further increase productivity per capita? You are not engaged in physical labor, so you do not have a limit for that, but I also understand that only increasing the number of people will not do any good. I just want to know if there is room for improvement in individual productivity. A13 Iwata:
I think there are few past examples of a company our size with a unique busine style that has tripled its sales in two years. Without much reference I am thinking how to move forward day by day. When one busine rapidly expands, there is always the i ue of labor shortage.
On the other hand, we also have to co ider whether increasing the number of people where we feel are short-staffed will really solve the i ue. If we could lit one person into two in order to double the number of employees, it should probably work out. However, merely recruiting a large number of external people who is not familiar with what Nintendo is about nor with the unique characteristics of the video game busine would pose a danger to us because we would see a sudden increase of people at Nintendo who could not comprehend the unique Nintendo way or DNA which is sometimes regarded by the public as offbeat. So, I have been trying to reinforce Nintendo’s workforce by identifying the fine line between increasing head count and keeping the Nintendo culture intact.
Having said that however, I do not think that we have done everything po ible to maximize individual productivity yet, even though we believe Nintendo is one of the more efficiently-operated companies. Although there is le now, there is still wasted energy in Nintendo. Also, I think we can do better in identifying what tasks Nintendo should take care of internally and what we’d like to share with our partners. Also, as being explained in the Theory of Co traints, the phenomenon that one bottleneck situation can determine the overall performance and through-put is found in a variety of busine es including ours. So, we have to always think, What is the bottleneck? and How we can strengthen that area?
It is true that our busine has expanded rapidly in a short time period, so our workload has increased along with our potentials. There are things that we may want to do but have to refrain from doing so because we know that if we attempt to do everything that we want to, many of them would end up being just halfway done, so the final outcome will be worse. So, there are things that we could have done but have refrained from doing so. From an external point of view, Nintendo may be criticized as slow in development, but Nintendo would like to carefully identify our limit as to how far we can expand without losing our Nintendo style. However, please understand that we are aware of opinion like yours, and we have been making efforts and trying to implement our own unique tweaks in order to strengthen our productivity. I think I can also be proud of the fact that the total number of Nintendo’s productivity today is significantly higher than that of a few years ago. Q14 You said that platform cycle may change. What are the things you can identify as the factors to generate the new platform cycle today? 你说过现在的主机周期已经改变了。那么是什么影响了它呢?
A14 Iwata:
I personally feel that, when software creators have done everything po ible with one hardware platform to offer ideas and tricks to generate pleasant surprises to the customers, it is the end of the hardware lifecycle. As Nintendo has its own hardware development team, they are always researching into new hardware. Also, while they are working on new video game hardware, they are also working on hardware acce ory to the video game hardware, such as Wii Balance Board, which can add extra functio to the original hardware in order to add an element of surprise for people. Such developments by the hardware team can be co idered as a way to expand the hardware platform’s life an. Most recently, the wheel acce ory for Mario Kart Wii falls in that same category.
我个人觉得,如果开发者已经在一个平台上,尽可能的挖掘出他的想法,去让玩家玩的尽兴,这个时候就已经是这个平台的末日到了。我们的开发团队也在努力,就想平衡板一样,这样的外设可以让游戏主机保持新鲜感。我们的团体也在努力想办法去扩大硬件周期。
On the other hand, any technology has a breakthrough point. Even today, there are many things that we want to materialize, but that is limited by the currently available technologies or that can be done today but would be costly to be sold as a game co ole. But when a breakthrough takes place in the future, that technology can be incorporated into a hardware that can be reasonably priced for our customers. At that time, if the software developers believe they have done everything po ible on the current platform to surprise the customers but ca ot do anything further, that is when a new hardware platform is needed.
另一方面,技术就是一个突破口。就算是现在,我们还有很多想法想要去实现,但是由于技术的限制,或者说做出来以后可能不符合今后的主机发展需求。
As semiconductor technology makes progre and the width of the proce rule has become thi er, we can put more tra istors and the total functionality will increase. However, that alone will hardly surprise the customers any more. So, we have to think in terms of other elements as well. Q15 Do you mean that the factor which will trigger the new platform to emerge into the market will be from within the company and not initiated from outside? A15 Iwata:
We are always trying to be the first to offer fun proposals to our customers, and many companies in this industry are eager to do the same and putting in the utmost efforts in order to find the concept that can give pleasant surprises. From that per ective, when another company comes up with an idea that can totally surprise customers, our way of thinking on what we should do might be altered. So, as principle, we would like to generate such (factors to initiate the new product cycle) from among ourselves, but we ca ot say for sure that the trigger won’t result from action of other companies. Q16 Could you explain your idea that the past platform cycle can not be a lied today and its relatio hip to DS’ Japanese sales? Can I a ume that DS may someday exceed the peak the Japanese sales realized for the term ending in March 2007? Or, has the Japanese DS sales already entered into different phase? A16 Iwata:
We should not conclude that the Japanese sales of DS have peaked. In our busine , one single software can change the entire picture completely. For example, there was a time when people thought the Game Boy platform was virtually over. However, a software called Pokémon single handedly changed the situation and expanded the platform’s life an by several years. Just as we were able to do so with Nintendogs and Brain Training, if we are able to provide customers with an unexpected product, the situation can drastically change.
I said earlier today that the (past) product cycle ca ot be a lied today, but I did not mean that the notion of product cycle will disa ear. What I was trying to say was that, thinking such as " ince the past generation’s product cycle was 4 years or 5 years, this generation’s cycle must be 4 years or 5 years too or as the past generation hardware followed this path so will the current generatio quot; will not hold as cycle length and patter will differ with different environment and customers. Simply because the same patter have taken place for many years in the past, many tend to think that the same pattern should be repeated next. However, when I hear that kind of traditional platform cycle theory, it reminds me of how people o osed our ideas of products for 5 to 95 years old, regardle of age, gender and their past gaming experiences. So, what I really wanted to say today was, i ’t it time for us to rethink of product life cycle in a le static ma er. Q17 Do you mean that the past platform cycle may or may not be a lied in the end? Or, are you saying that Nintendo is making efforts to not repeat the same product cycle? If the a wer is the former, how will you cope with the prolonged cycle? If it is the latter, what efforts are you making to prolong the product life an? A17 Iwata:
First of all, our traditional customers are mainly those who proactively seek game-related information for themselves, and we could quickly deliver the information they needed. This is because they are acting to obtain the information from their side. On the other hand, what we are attempting today is to ask those who openly states that they have no interests in video games to give Nintendo’s products a chance and enjoy our games, which takes time. From this per ective, I have to wonder if it is all right to think that this current generation of hardware will have a 4-year life an just because the past generation’s life an was 4 years. I believe a different time cycle must be co idered.
Now that they have kindly purchased hardware, it is desirable for us if they can enjoy the machine as long as po ible. We are selling the hardware just because we want our customers to enjoy software. This is something that Mr. Yamauchi (the former president of Nintendo) was saying and not something I myself started. But Nintendo thinks that our customers reluctantly buy our hardware (in order to play software). Accordingly, we would like to offer new proposals one after another as long as that hardware can still provide fresh and pleasant surprises. If such efforts can be resulted in the prolonged life an of a hardware, that is good to us.
So, we are trying to offer new proposals one after another and trying to maintain a high activity ratio of the hardware. At the same time, there are still many people in the world who have not played video games, so if we can reach out to them, the total life cycle will change. The main point of my addre today is that, we have reached a stage where an analysis of past busine es that targeted traditional gamers in Japan, the US, and the European markets alone ca ot be an a ropriate indicator for the future. Q18 About DS, I understand that you are trying to increase the hardware operation ratio. When I compare the actual unit shipment result of DS software for the term just ended and your DS software unit shipment forecast for the current fiscal year that has just started, it a ears to be flat. Why are you expecting similar software sales while you are expecting to sell 28million more of DS hardware in this fiscal year? A18 Iwata:
As of the time when financial forecasts are made, we only know what we are currently making at Nintendo and the pla of third party software launches shared by software manufacturers. For example, Nintendo launched the Brain Training software in 2005, but at that time, even if we had said that this software could sell te of millio of units, nobody would have believed it. As a result, the internal expected shipment unit of the title was very co ervative in terms of the actual result.
Among all the software that we are pla ing to launch from now, if any one of them is going to be an unexpected smash hit all around the world, there is always room for upward revisio . However, we ca ot base such unknown factors when we a ounce our financial forecasts. As the result, we always have to base our forecasts on past trends. If any of them become an unexpected hit, that can contribute to market expa ion. Again, we ca ot tell which one of the proposals we are going to make may likely become the next smash hit, or how much they can sell beyond our expectatio . It is one of my jo to increase the po ibility of making that ha en, but I am not in a position to make our financial forecasts based upon such hypothesis, which may result in downward forecast revisio later on. This is the background for our financial forecasts. Q19 Tell us about the download distribution busine status of WiiWare and Virtual Co ole. Please also briefly explain the busine model of download distribution and existing packaged software as they must have different busine structures and profitability scales. A19 Iwata:
The total sales for the fiscal year just ended from Virtual Co ole and WiiWare, whose service started near the end of the term and were very limited in sales, was 7.8 billion yen. I really ca ot tell how this past year sales will evolve in the future. I personally feel that they have the potential to explode sometime in the future, but it is rather difficult to predict when the ti ing point will ha en. Since there are no inventory risks for WiiWare and Virtual Co ole, I believe that the busine efficiency will get better as soon as the services gain momentum.
For your information, the busine relatio hi between us and software manufacturers for Virtual Co ole and WiiWare are very different. As for Virtual Co ole, Nintendo manages the proce to make third party software ready for the download sales at Nintendo’s own busine risks. This is because when we started the service, the future pro ect of download sales on Wii hardware was totally unknown. Since Nintendo is shouldering a large portion of the busine risks, we are also receiving proportionally larger margi .
In case of WiiWare, all the development risks are a orbed by our software manufacturers. They shoulder the development risks for themselves, they submit the software to the rating board for the a ropriate rating to be determined, and they handle their marketing. Accordingly, the software makers’ margi are bigger. We are not in a position to disclose the margi as part of the contracts, but I just wanted to bring up this clear difference between Virtual Co ole and WiiWare. Q20 Will Virtual Co ole and WiiWare be able to coexist in the future? Or, will WiiWare become the mai tream and is Virtual Co ole co idered as a temporary bridge service until the software download busine becomes established? A20 Iwata:
As for Virtual Co ole, there is a limit in offering new titles as we only have a limited number of past software titles produced for past systems. So, eventually, the day may come when we ca ot offer any more Virtual Co ole software. Gradually, the ratio of WiiWare busine may become bigger.
On the other hand, as more and more Wii hardware are sold, and more customers co ect to the Internet and decide to purchase software via download, even games from 25 years ago must feel fresh to these new customers, so these games have room for further sales. While WiiWare busine will become proportionally bigger in the future, we are not expecting Virtual Co ole sales to suddenly fade away. I am of the opinion that Virtual Co ole will be cherished for a long time.
As a matter of fact, the ordinary packaged software are sold in the launch week or immediately thereafter and quickly lose sales momentum, except for Nintendo’s Touch Generatio series, I hear that the sales decrease is slower for Virtual Co ole software. I am expecting the same trend can be seen on WiiWare sales, but it is too premature to comment on this concretely. I am hopeful that, sometime in the future, when I can eak to you like this today, I will be able to discu our analysis on our future pro ect of the electronic software distribution busine . Q21 Tell us about your thoughts on M&am A. Also, apart from the conventional method you are using to take advantage of outside resources, is there anything you really want to acquire as your own property even by ending significant amount of money, or is there any particular technology or rights that you do not currently have but would really want to own in order to entertain or surprise your customer? A21 Iwata:
Many people point out what we will do with increased money or that we own too much money. First of all, please understand that Nintendo’s busine shoulders huge busine risks. For example, when we were still developing Wii or DS, no one could tell these products would be succe ful. Of course, Nintendo was doing its best to make them succe ful, but as of the time of developments, the reactio from the industry were rather skeptical. It was even said around that time that Nintendo was ru ing counter to the commo e e in the world.
What if Nintendo did not have enough money at that time? Our partner corporatio that have been providing us with many different technologies and components and our partner subcontractors to manufacture our products must have held grave concer . If they had been concerned and feared that Nintendo might not succeed and that Nintendo might not be able to pay as promised, they would not have maximized their cooperation with us when we really needed their efforts.
Also, if we had to disclose all of our pla on the new unique hardware a year and half or two years before its completion in order to solicit for nece ary money from the stock market or banks, what would otherwise have been a unexpected surprise would not have generated the positive effects on the potential customers when we would have finally demo trated the tangible product. In terms of the traditional efficiency of funds operatio , e ecially for those who are reading our financial statements from the outside of the industry, our situation may a ear inefficient. However, it is the unique characteristic of our busine operatio that you ca ot dare to challenge some bold tactics unle you have a strong enough financial backing.
To this end, we need our own capital adequacy. Also, the busine risks in our busine are increasing year after year. If we can come to the stage where no more risk increase can be forecasted, we may be able to tell our shareholders that we will return everything to them because we do not need them any more. But the fact is, we are not expecting such a day can come for sure. For now, therefore, our position is that, because Nintendo has been a ouncing one of the most aggre ive policies as a listed Japanese companies to return our profits to our stockholders by making the higher amount of 50% of co olidated net profit or 33% of co olidated operational profit as the source of dividend, we are asking you to allow Nintendo to keep holding a large amount of cash reserves and to continue investing in us.
Sometimes, some people say that Nintendo’s position will become even more solid if it purchased software companies by M&am A, but I have no such intention because buying such companies will not contribute to strengthening Nintendo in the true se e. I believe that it is not the company but the skills of the employees that matters most, and therefore regard M&am A as meaningle .
There are the cases where M&am A is effective. For example, if a company holds a very important patent that Nintendo wants to obtain that will help fight future battles in the video games busine with a huge advantage, that would be a time when Nintendo would co ider the po ibility of M&am A. When we determine we should, we should not hesitate to work on the M&am A at that time.
Once again, however, it shall be confined to the situation where owning a ecific expertise or intellectual property right which belongs to the company will be critical. I do not think that rapidly increasing the number of people who ca ot share Nintendo’s unique way of thinking or Nintendo DNA will do us any good. I have never thought that we should do an M&am A just because, for example, we have recently not been able to make the significant sales growth. Neither do I have such intention in the future.
Of course, there are technologies and rights that we are paying ecial attention to, but we ca ot disclose them. Q22 Tell me about the hardware profitability. I understand that you are not pla ing on a price cut in the current fiscal year. Are you taking into account the hardware production cost factors or are you anticipating the further cost down for the hardware? A22 Iwata:
As a matter of course, when we make more hardware, costs will go down as time goes by. On the other hand, whenever I read reports written by a number of people outside the company, I always have the impre ion that our video game busine would be much easier if the cost decrease could be realized as quickly as the writers are predicting. I mean, the costs ca ot be decreased that easily at all. From the very begi ing, the number of hardware units Nintendo guarantees to produce are fairly large in the first place. Because we guarantee a fairly big amount for a fairly long time period, video game hardware have been manufactured and sold with the relatively low costs for the functio realized by the machines.
So, the costs are actually coming down, but if you ask me if the cost of DS Lite will be going down the way it did since the time Nintendo started manufacturing it until today, I have to a wer that there will not be that much of a cost decrease in the future. The costs of DS Lite ca ot be drastically decreased from now. The costs cut we have experienced before ca ot be repeated in the same way. That is how I am feeling today. Having said that, as a matter of course, we are co tantly making efforts to cut costs and we are co tantly making efforts to improve profits.
Likewise, the costs for Wii are expected to decrease. However, when we compare Wii with other machines, whose core semi-conductor chip comprises a comparatively big share of the costs, there is a difference in how a price decrease of these semiconductor chi contributes to the total price cut, as the chip price is not a dominant factor in deciding Wii hardware’s price. So, I think this gap in the premise must make the cost down predictio made by people outside the company look rather fast in comparison with the actual cost down proce we are making. Q23 Could you tell us Wii’s internet co ection rate in each territory? Also, about WiiWare, I had the impre ion from today’s presentation that you would like to use it as a platform to discover new software and new developers as well. Who are the main WiiWare user targets in your opinion? A23 Iwata:
The Internet co ection rate is high at the early stage of the product’s availability in the market because the most avid customers are willing to purchase the machine first. If we did not make any efforts to increase the net co ection ratio, the rate will decrease gradually. We have been making various efforts, such as our collaboration with NTT in order to increase the rate. What our efforts have realized is the situation where we can just maintain or increase the net rate by a small margin which could have been decreased if we had done nothing. If we do not take any measures, the ratio of people who are willing to co ect their Wii to the Internet will decrease as the total number of Wii shipment increases.
For this reason, when we look at the overall internet co ection rate on a global scale, it has not changed drastically since the last time I disclosed these figures. In general, the internet co ection rate is comparatively high in the U.S., and comparatively low in Japan. The types of Wii user might be a small factor for this. In other words, the ratio of avid gamers is high among the total Wii purchasers in the U.S. and the types of software which are selling in the U.S. are also different. European internet co ection rate is between the U.S.’s and the Japan’s, but I have not brought with me any concrete figures to share today.
As for WiiWare, just as you pointed out, one of the mi io is to discover new developers and new software. We would like WiiWare to become the platform that can provide a unique o ortunity to developers to create games that they ca ot otherwise on other platforms. From the game players’ per ective, we would like to increase the po ibility for them to experience unique new games.
So, when it comes to WiiWare, rather than outlining who our primary target customers will be, we may want to co ider unique software and services that can only be provided only on WiiWare. It is po ible that companies from completely different industry may start an u recedented service on WiiWare. As this should be something our partner corporatio should a ounce, I ca ot identify their names today, but in Japan for example, we have already received a proposal from a company which has nothing to do with the video game industry for WiiWare software that looks exactly like a Wii Cha el. I think there will po ibly be WiiWare software that people ca ot think as video games at all when they are publicly a ounced. It is one of the unique characteristics of WiiWare that such software services can be started with a small risk and with a small start. Q24 I am concerned of two risks. One is about the rumor that Microsoft will launch a controller which will resemble a Wii Remote by the end of this year. What are your thoughts on this? The second is, even though this may be the matter of next year or thereafter, they often refer to A le and others as potential companies to enter into home co ole and handheld game busine es. What is Mr. Iwata’s opinion to this kind of move? A24 Iwata:
I am also aware of the rumor and have seen a fake image made by a fan on the web which looks like a Wii Remote with the rumor that such a controller may be launched, However there is no way for us to comment on such eculatio . All I can say today is, it is not that easy to develop software which leverages the characteristics of Wii Remote. We are not concerned about what other companies may do but rather more concerned with presenting them with new ideas to our customers based on the pro ect that our existing customers will surely get tired of the plays enabled by Wii Remote if we do not try to improve the experience. In other words, what matters to us is whether or not we can continue to co tantly create and offer new surprises one after another. If we can, then (other company’s attempt to launch Wii Remote-like controller) should not be a big threat. The efforts in this field to try to a eal to a wide variety of customers are something in which we saw potential early on and that we have been working on the longest, so there a ears to be no reason whatsoever why we need to be concerned.
About your next question about what we will do if other companies enter into the market, as I said earlier, the game busine comes with huge busine risks and it is becoming increasingly more difficult for new entrants. You mentioned the name of A le, but until any one of them can actually demo trate what they are willing to do in this game market, I ca ot make any comment.
Just like I said now, what matters to us is not who may be entering into the video game market with what kind of risks but how we can keep the interests of our customers because these customers, even though they are a reciating our offers today, will get tired of them if we ca ot provide them with new proposals before they get tired of them. If we can provide them with new surprises, they will continue to su ort Nintendo for longer, and if not, they will say in the near future, That was Nintendo’s peak. So, we want to make sure we will do our job right. Q25 Could you tell us what kind of criterion do you have regarding the lice ing of Mii? For example, I imagine that there is a po ibility of difference in sales between orts titles where Mii a ears or not. Have you already pla ed and disclosed such conditio from the outset? 请请谈谈关于第三方使用MII的情况吧,你们是怎么审核的呢?
A25 Iwata:
To Nintendo, lice ing Mii is identical to lice ing Mario. If you read Iwata Asks interview series in we ite, you can understand how Mii was created in detail, so I hope you can read them if you have time. Mii is actually the result of more than 10 years of efforts.
Mr. Miyamoto, the inventor of Mii, himself has been saying that, In a se e, lice ing Mii is same as lice ing Mario - Nintendo should grant the lice e when we can conclude that the proposed project is worthwhile. Should we allow any and all the lice ees to use Mii lice e for whichever projects, Mii’s brand image will be hurt. Because we are not granting Mario lice e to any and all, we should not do so with Mii either.
This is the current policy of Nintendo. So, at the software development stage, we are co ulting with the developers as to how they would like to make use of Mii, and our Lice ing Department handles on a case-by-case basis. 如果你有时间的可以去看看MII是怎么产生的,他花了10年的时间的努力,所以授权MII就像授权MARIO一样,我们并不喜欢因为随意授权MII而出现黑历史这样的事情。。。(就一句,看关系了,我并不觉得NBA做的比DECA SPORTS好。但是HUDSON却没拿到授权)
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发表于 2008-5-2 10:45 不降价
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发表于 2008-5-2 13:49 很有意义的一次Q&am A啊,把这几年任天堂的战略和市场的变化说得相当清楚。
本帖最后由 cloudchilya 于 2008-5-2 13:51 编辑
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发表于 2008-5-2 13:56 好长啊!!!
经物价局批准:与本人聊天每字5毛,标点符号半价收费,恐龙翻倍,美女8折,千字以上6折!1.2米以下儿童减半!
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发表于 2008-5-2 14:14 任天堂的授权从来都卡得很严啊
假使真有一种科学,能使人类灵魂高贵,脱离世间的污秽,这种科学一定就是天文学。
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版块跳转 ... 游戏业界综合讨论区 TGFC招聘求职 经典游戏怀旧专区 任天堂系列主机讨论区 Xbox & PC 主机讨论区 PlayStation 综合讨论区 PS3 破解与下载区 掌上娱乐游戏专区 硬件维修区 网游业界讨论区 龙之谷 魔兽世界专区 AION永恒之塔 梦幻之星专区 ChinaJoy 2011 完全数码讨论区 A le 专区 宠物乐园 摄影区 Sony俱乐部 汽车版 影视专区 动漫模型 三国志大战专区 无双专区 二手交易区 新品贩卖区 交易调解区 当前时区 GMT+8, 现在时间是 2011-8-2 06:22
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Treo 610 with bluetooth and major improvements
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Treo 610 with bluetooth and major improvements
Any idea if and when this is coming over here to the UK?
http://cellphones.engadget.com/entry/2487374415115827/
Posted 21:05 06 七月 04 by 12:03 11 七月 04
25 Posts
Resident genius
Orange HQ told me last week that "they had not heard of it".
I have an order for one in with them, regardle .
16:15 22 九月 04
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HP Training Generalist
Is the treo 610/650 fact or is it fiction. Is there an official release on this. I'm keen on the treo 600 and have been for a long time but never purchased due to lack of BT
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Sy Doveton
16:53 22 九月 04
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The Treo 650 is real, though there i 't an official release date.
Michael - eXpa ys
22:36 22 九月 04
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well thats something at least, do we have a rough time guide e.g. Q1/2 2005 etc
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Sy Doveton
09:02 23 九月 04
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There are rumours regarding the end of the year, though that is all that we have at the moment.
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HTC, the Taiwanese manufacturer of the Treo 650, began shipments of produciton units to Palm earlier in September and is likely to go to full production in October. I would expect to see the 650 hitting the retail market in November this year.
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自今年任天堂公布了它的最新次世代裸眼3D游戏机--3DS后,顿时在全球掀起了一股裸眼3D之潮!3DS就是一款可以裸眼玩3D游戏的掌上游戏机,而它其中一个好玩的应用就是AR卡了。
AR卡就是可以通过3DS把一张普通的平面卡片3D化,让卡片上的人物活起来,3D起来,很强大吧!可是那都是纸质的AR卡,而今在Android市场上我也下载到了支持任天堂3DS AR卡的Android应用。以后出门直接带着Android手机和3DS就可以随时随地AR了!
拥有Android手机的朋友,这款名为3DS AR CARDS的应用,相信会对你们有蛮大的用处。软件能够发挥的功能是替代实体的AR卡片。
由于3DS玩AR游戏,会受到周围环境光照的影响,程序本身也提供了完善的亮度调节功能,非常贴心!
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招聘人数 10人
学历要求
工资待遇
| 20110802 | 所属行业:汽车美容,快修,汽车养
1、汽车美容项目的操作,配合团队做好推广工作。  2、做好客户维护工作,做好客勤工作。  3、在日常工作中努力学习,做好自身素质提升。 冯***0757*81137020, 欢迎留言并注明联系方式...
招聘人数 20人
学历要求
工资待遇
20110802 | 所属行业:汽车美容,快修,汽车养
1.有较强的责任心和客户服务意识; 2.做事心细,比较注重细节,有超强的忍耐力和抗压能力; 3.有艰苦朴素的生活作风及吃苦耐劳的精神; 4.有过汽车美容行业经验; 5.有超强的团队合作意识;冯***0757*81137020,欢迎留言并注明联系方式...
招聘人数 10人
学历要求
工资待遇
| 20110802 | 所属行业:汽车
要求:熟悉各类大中小汽车的维修,沟通能力好,为人勤奋仔细,有责任心。
待遇:包食宿,工资看能力。面谈。
福利:每月带薪休息2天。
有意者请直接***联系谢生***13226708061进行面试或者发简历到qq邮箱:757519831@qq.com 。..
招聘人数 10人
学历要求
工资待遇
20110802 | 所属行业:日用品,化工
荣佳化工是一家集化妆品原料研发,代理,销售,兼营日用半成品制造为一体的日化类公司,因业务发展需要,急需原料销售工程师,半成品销售工程师加盟,诚邀有行业从业经验者前来洽谈,待遇从优。...
招聘人数 2人
学历要求
工资待遇
| 20110802 | 所属行业:
美容师助理要求:热爱美容,性格开朗,对工作认真有责任心,初中或以上学历,新手可免费培训上岗!{ 欢迎已婚女士的加入}
美容师待遇: 底薪+提成约800--2000以上;{公司提供食宿}
工作地点:茂名、高州、水东、赤坎、吴川、霞山);..
招聘人数 8人
学历要求
工资待遇
20110802 | 所属行业:
1、熟悉抛光、打蜡
2、能吃苦耐劳,听从上级指挥。...
招聘人数 3人
学历要求
工资待遇
| 20110802 | 所属行业:
职位名称:高级美导
职位要求:
1.具有医学或相关专业经验,形象佳,心理素质好,专业技能及销售能力优秀。
2.能独立培训市场,能迅速融入集体,团队合作精神好。
3.有专业演讲能力。
应聘要求:
1.高中毕业以上学历。
2.皮肤好。
3.身高160cm以上,身材标准。
4.年龄21-35岁。...
招聘人数 6人
学历要求
工资待遇
20110802
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| 2010-11-15 20:53
【陈怀临注:君正要上市了。其公司简介如下:
北京君正集成电路股份有限公司成立于2005年,由国产微处理器的最早倡导者在业内著名风投资金的支持下发起,致力于在中国研制自主创新CPU技术和产品,目前已发展成为一家国内外领先的嵌入式CPU芯片及解决方案提供商。北京君正拥有全球领先的嵌入式CPU技术和低功耗技术。针对移动多媒体产品的特点,北京君正创造性地推出了其独特的32位微处理器技术XBurst。XBurst技术采用了创新的微体系结构,微处理器能够在极低的功耗下高速发射指令。XBurst的主频、多媒体性能、面积和功耗均领先于工业界现有的32位RISC微处理器内核。在同样工艺下,XBurst主频提高50%,面积缩小50%,功耗降低75%。基于XBurst 内核的Jz47 系列嵌入式处理器自2007年初以来,凭借其优异的性价比、强劲的多媒体处理能力和超低功耗优势,迅速在MP4、学习机、电子书、指纹识别、上网本、学生电脑等领域得到大量应用,三年的时间里出货量超过2000万颗。Jz47xx系列芯片产品已成为我国出货量最大、应用领域最广的自主创新微处理器产品。
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