Komori
Nintendo (7974) · InitiativeAdvanced

Maintaining customer touchpoints through My Nintendo and synergies across the gaming businesses

First written in FY2016. 24 of 30 entries say "Advanced", first in FY2017-Q2. Latest entry: 2026-11-05.

30entries
11years
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How it moved
ProgressHeldSoftenedWorseAdvancedFY2017-Q2 – FY2024-Q3OtherFY2024 – FY2026-H12016: 320162017: 220172018: 120182019: 220192020: 420202021: 320212022: 320222023: 420232024: 320242025: 220252026: 32026
Same theme, other companies
Strengthening customer touchpoints and synergies across game businesses through My NintendoA theme 1 companies write about · 0 as a headwind · 1 as a tailwind

No other company in this theme has enough history to compare yet.

Full recordFilings, disclosures and news, newest first
  1. FY2026AdvancedAnnual report

    「In the digital business for dedicated video game platforms, digital revenue was ¥407.6 billion, up 25.0% year on year, due mainly to higher sales of packaged and downloadable software.」

    In the dedicated video game platform business, including the launch of Nintendo Switch 2, revenue from ongoing customer engagement through downloadable software and other channels recovered to ¥407.6 billion, up 25.0% year on year.
  2. FY2026-H1Continued decline in digital revenueAnnual report

    「In the digital business for dedicated video game platforms, digital revenue was ¥155.5 billion, down 2.8% year on year, due mainly to foreign exchange effects and lower sales of download-only software.」

    Digital revenue was ¥155.5 billion, down 2.8% year on year, due to foreign exchange effects and lower sales of download-only software.
  3. FY2025Decline in annual digital salesAnnual report

    「In the digital business for dedicated video game platforms, mainly due to a decline in sales of packaged and digital versions of Nintendo Switch software, digital sales came to ¥326.0 billion, down 26.5% year on year.」

    Digital revenue fell 26.5% year on year to ¥326.0 billion for the full year, due to lower sales of packaged and downloadable Nintendo Switch software.
  4. FY2025-H1Decline in digital salesAnnual report

    「In the digital business for dedicated video game platforms, mainly due to a decline in sales of packaged and digital versions of Nintendo Switch software, digital sales came to ¥159.9 billion, down 26.5% year on year.」

    The decline in sales of packaged and digital versions of software resulted in digital sales of ¥159.9 billion, down 26.5% year on year.
  5. FY2024RestatedAnnual report

    「In addition, through Nintendo Account, we are building a system that connects a variety of entertainment experiences centered on “integrated hardware-software play” across platform generations, and are working to maintain long-lasting, positive relationships with each customer.」

    The company has reaffirmed its policy of using Nintendo Account as the connectivity platform for entertainment experiences across generations and building long-term relationships with customers.
  6. FY2024-Q3AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software and additional content remained strong, while sales from Nintendo Switch Online also increased. In addition, the impact of foreign exchange rates from the weaker yen contributed to digital sales of ¥346.4 billion, up 11.7% year on year.」

    Digital sales from download-only software, additional content and Nintendo Switch Online reached ¥346.4 billion, up 11.7% year on year. Monetization of ongoing customer touchpoints and online services is progressing.
  7. FY2024-Q2AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong, while sales from additional content and Nintendo Switch Online also increased. In addition, the impact of foreign exchange rates from the weaker yen contributed to digital sales of ¥217.5 billion, up 15.8% year on year.」

    Monetization of ongoing customer touchpoints through download-only software, additional content and Nintendo Switch Online progressed, resulting in digital sales of ¥217.5 billion, up 15.8% year on year.
  8. FY2024-Q1AdvancedAnnual report

    「In the digital business for dedicated video game platforms, in addition to the impact of foreign exchange rates from the weaker yen, strong sales of packaged and digital versions of Nintendo Switch software and increased sales from Nintendo Switch Online resulted in digital sales of ¥119.6 billion, up 35.9% year on year.」

    Increased sales of packaged and digital versions of software and Nintendo Switch Online resulted in digital sales of ¥119.6 billion, up 35.9% year on year. Monetization of ongoing customer touchpoints and online services is progressing.
  9. FY2023AdvancedAnnual report

    「In addition, Nintendo Switch Online began distributing Game Boy Nintendo Switch Online, while Nintendo Switch Online + Expansion Pack began distributing Game Boy Advance Nintendo Switch Online.」

    Game Boy and Game Boy Advance services were launched through Nintendo Switch Online and the Expansion Pack, expanding ongoing customer touchpoints built on Nintendo Account.
  10. FY2023-Q3AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong, and sales from Nintendo Switch Online increased, resulting in digital sales of ¥310.0 billion, up 21.5% year on year.」

    Increased sales of packaged and digital versions of software and Nintendo Switch Online resulted in digital sales of ¥310.0 billion, up 21.5% year on year. Monetization of customer touchpoints through the gaming business and online services is progressing.
  11. FY2023-Q2AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong, and sales from Nintendo Switch Online also increased. In addition, sales of additional content and download-only software for third-party titles, as well as first-party titles, grew, resulting in digital sales of ¥187.8 billion, up 30.2% year on year.」

    Through customer touchpoints and digital services such as Nintendo Switch Online, additional content and download-only software, digital sales reached ¥187.8 billion, up 30.2% year on year.
  12. FY2023-Q1AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong, and sales from Nintendo Switch Online also increased. In addition, sales of additional content for third-party software, as well as first-party titles, grew, resulting in digital sales of ¥88.0 billion, up 16.0% year on year.」

    Digital sales from Nintendo Switch Online, download-only software and additional content reached ¥88.0 billion, up 16.0% year on year, indicating progress in monetizing ongoing customer touchpoints and synergies across the gaming businesses.
  13. FY2022AdvancedAnnual report

    「In addition, Nintendo Switch Online launched the Nintendo Switch Online + Expansion Pack service, which provides access to titles such as NINTENDO 64 and paid additional content such as Animal Crossing: New Horizons in addition to the basic service.」

    Additional pricing plans and content were introduced for Nintendo Switch Online, expanding ongoing customer touchpoints built on Nintendo Account.
  14. FY2022-Q2AdvancedAnnual report

    「In addition, Nintendo Switch Online added a new pricing plan, Nintendo Switch Online + Expansion Pack. We are working to revitalize the platform by enhancing the service, including access to titles such as NINTENDO 64 and paid additional content for Animal Crossing: New Horizons (※) in addition to the basic service.」

    The service expansion has taken concrete form through the addition of a new pricing plan to Nintendo Switch Online and the provision of NINTENDO 64 titles and paid additional content.
  15. FY2021AdvancedAnnual report

    「Through Nintendo Account, we are building a system that connects a variety of entertainment experiences centered on “integrated hardware-software play” across platform generations, and are working to build long-term relationships with each customer.」

    Nintendo Account has been positioned as the connectivity platform for entertainment experiences across generations, and distribution began for the My Nintendo smartphone app, which provides access to the latest information.
  16. FY2021-Q3AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong. Sales of the Pokémon Sword and Shield Expansion Pass additional content, whose second installment, The Crown Tundra, began distribution in October, also grew. Sales from download-only software and Nintendo Switch Online remained steady, resulting in digital sales of ¥256.0 billion, up 104.9% year on year.」

    The launch of The Crown Tundra, the second installment of the additional content, together with growth in sales of download-only software and Nintendo Switch Online, resulted in digital sales of ¥256.0 billion, up 104.9% year on year. Monetization of customer touchpoints across the gaming business and online services is progressing.
  17. FY2021-Q2AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software grew, while sales from download-only software, additional content and Nintendo Switch Online also remained steady, resulting in digital sales of ¥171.5 billion, up 139.4% year on year.」

    Digital sales from packaged and digital versions of software, download-only software, additional content and Nintendo Switch Online reached ¥171.5 billion, up 139.4% year on year.
  18. FY2021-Q1AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong. In addition, The Isle of Armor, the first additional content in the series, from the Pokémon Sword and Shield Expansion Pass, which began distribution on 17 June, proved popular and drove sales growth. Sales from download-only software and Nintendo Switch Online also remained steady, resulting in digital sales of ¥101.0 billion, up 229.9% year on year.」

    In addition to the launch of The Isle of Armor as additional content, sales of download-only software and Nintendo Switch Online grew, resulting in digital sales of ¥101.0 billion, up 229.9% year on year.
  19. FY2020AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of packaged and digital versions of Nintendo Switch software remained strong, while sales from download-only software and additional content grew steadily, and sales from Nintendo Switch Online were recorded throughout the year, resulting in digital sales of ¥204.1 billion, up 71.8% year on year.」

    Annual sales recognition for digital services, including Nintendo Switch Online, and growth in download-only software and additional content demonstrate synergies between customer touchpoints and the gaming businesses through sales results.
  20. FY2020-Q3AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of primarily packaged and digital versions of Nintendo Switch software and download-only software grew steadily, and sales from Nintendo Switch Online were recorded throughout the year, resulting in digital sales of ¥124.9 billion, up 48.3% year on year.」

    In addition to digital sales of Nintendo Switch software, sales from Nintendo Switch Online were recorded throughout the year, resulting in digital sales of ¥124.9 billion, up 48.3% year on year.
  21. FY2020-Q2AdvancedAnnual report

    「In the digital business for dedicated video game platforms, sales of primarily packaged and digital versions of Nintendo Switch software and download-only software grew steadily, while Nintendo Switch Online also contributed, resulting in digital sales of ¥71.6 billion, up 83.0% year on year.」

    Nintendo Switch Online is explicitly identified as a contributor to digital sales, which reached ¥71.6 billion, up 83.0% year on year. The company is demonstrating synergies from customer touchpoints across its gaming businesses and services through concrete sales results.
  22. FY2019AdvancedAnnual report

    「In addition, Nintendo Account, which is required to use various services provided by Nintendo, began offering the Save Data Cloud service under Nintendo Switch Online, which automatically stores save data for supported software online, as well as Family Computer Nintendo Switch Online, a collection of easily accessible Family Computer games.」

    Using Nintendo Account as its foundation, the company began offering concrete customer touchpoints, including save-data storage, Family Computer games and online multiplayer services.
  23. FY2018AdvancedAnnual report

    「In addition, we strengthened security for Nintendo Account by introducing two-factor authentication. We also expanded services under the comprehensive membership service My Nintendo, which serves as a bridge connecting dedicated video game platforms and smart devices, including enabling points accumulated through purchases of game software and other items to be used for digital purchases of Nintendo Switch software.」

    Two-factor authentication was introduced for Nintendo Account, while My Nintendo was expanded to allow accumulated points to be used for digital purchases of Nintendo Switch software, among other enhancements to connectivity between membership services, game platforms and smart devices.
  24. FY2017AdvancedAnnual report

    「In addition, we are developing and operating the Nintendo Account system as a new account system, as well as the comprehensive membership service My Nintendo, which serves as a bridge connecting dedicated video game platforms and smart devices.」

    The My Nintendo concept has progressed to the development and operation stage for membership services, including Nintendo Account.
  25. FY2017-Q3AdvancedAnnual report

    「Since the release of the smart-device app Pokémon GO, sales of software from previously released Pokémon titles have also grown. Overseas in particular, there were signs that this drove hardware sales, with worldwide hardware unit sales reaching 6.45 million, up 10% year on year, and software unit sales totaling 46.78 million, up 20% year on year.」

    The spillover effects from smart-device apps to dedicated video game platforms and software are quantified as hardware sales up 10% year on year and software sales up 20% year on year.
  26. FY2017-Q2AdvancedAnnual report

    「Since the release of the smart-device app Pokémon GO, sales of software from previously released Pokémon titles have also grown. Overseas in particular, there were signs that this drove hardware sales, with hardware unit sales reaching 2.71 million, up 19% year on year, and software unit sales totaling 19.23 million, roughly in line with the same period of the previous year.」

    The spillover effects from smart-device apps to dedicated video game platforms and software are described as concrete synergies, including increased overseas hardware sales.
  27. FY2017-Q1RestatedAnnual report

    「By continually releasing apps for smart devices, we seek to maximize the population exposed to Nintendo IP (intellectual property), create new demand and further enhance synergies with the dedicated video game platform business.」

    The company has reaffirmed its policy of enhancing synergies with the dedicated video game platform business through the continued release of smart-device apps.
  28. FY2016First statedAnnual report

    「By enhancing the new membership service My Nintendo, we aim to continuously strengthen our connection with customers, thereby creating synergies between the smart-device business and the dedicated video game platform business.」

    The strategy is to maintain customer touchpoints through the membership service and link the smart-device and dedicated video game platform businesses.
Moved together

"Making a software-led integrated hardware-and-software business the core business" moved the same way as this thread, in the same document, in 21 of its 30 moves.

212120191514★123456
  1. ★This thread
  2. 1Making a software-led integrated hardware-and-software business the core business21×
  3. 2Earnings volatility depending on whether hit products are released21×
  4. 3Expanding the population that engages with Nintendo IP20×
  5. 4Expansion of download and network services19×
  6. 5Build smart-device games into a core source of earnings15×
  7. 6Foreign-exchange risk associated with overseas sales and foreign-currency-denominated assets14×

★ is this thread; numbers match the list above. The number on a line is how many documents both moved the same way in; lines between the other threads count the documents they moved together in too. Threads that move together often sit closer.

When this could move next
Nintendo's next results are scheduled for 2026-11-05. Read the earnings preview It last moved in the Results of 2026-11-05: "Advanced".
News
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