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Reader's Theater Worksheets

Nintendo Intro to Business Case Study | Reader’s Theater Format | Econ 101

Nintendo Intro to Business Case Study | Reader’s Theater Format | Econ 101

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This Nintendo Intro to Business Case Study in Readers’ Theater format will engage your business, marketing, or entrepreneurship class with the thrilling ascent of Nintendo and Atari through the lens of economics and entrepreneurship. Sick of dry textbook lessons? This educational narrative features key characters—Nolan Bushnell, Hiroshi Yamauchi, Minoru Arakawa, Howard Lincoln, and Shigeru Miyamoto. Explore Atari’s arcade innovations and Nintendo’s strategic conquest of the U.S. market. From Nolan’s garage dreams to Nintendo’s 95% market share triumph, this resource offers a captivating case study of ingenuity, resilience, and empire-building that resonates with teens navigating their own entrepreneurial futures.

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What's included?

1) Teacher's Guide & Answer Key

  • Standards Alignment (CCSS, NCSS, NCSEE, NCHS, CEE)
  • Teacher Tips for use as RT
  • Answer Keys for all worksheet sections
  • Themes & Discussion Question Prompts
  • Format: MSWORD DOC (8 pages)

2) Readers Theater Script

  • ~23 Characters, 8400 words,
  • Format: Google Doc (24 pages) (Can be downloaded to PDF, etc)

3) Script Worksheet

  • 10 Vocabulary Words
  • 10 Short-Answer Questions: Comprehension and recall questions based solely on the script.
  • 3 Primary Source Exploration: Students must connect concepts in the script with outside sources (links to primary source text provided).
  • Fact vs. Fiction: Identifying whether script details are fact or fictional narrative elements within the script.
  • 10 Business Concepts in the Case Study: 10 Questions that explore how the story demonstrates key business concepts and application of them in students' lives.
  • Format: Google Slides (32 Slides) (Can be downloaded to PDF, etc)

Teaching Tips for Using the Script:

  • For More Students: Main character can be read by multiple students.
  • For Less Students: Minor characters can be read by just one student.
  • This script should take about 30~40 minutes and depending on your classroom's level it may be suitable for other grade levels.
  • An extra ~25 minutes for prep, discussion, vocabulary or short answer comprehension questions should also be planned.
  • The included primary source exploration and business concept questions can be assigned for homework.

SAVE 35% and get this resource in a bundle of 10 Case Studies.

Script Summary:

(Note: Each act covers an important business/entrepreneurship concept)

Act 1: Scarcity and Choice

• In 1968, Nolan Bushnell, restless at Ampex, envisions video games as the future, convincing Ted Dabney to join him despite limited resources, birthing Atari.

• By 1969, Nolan commits to Computer Space, choosing arcades over costly home consoles, betting on scarcity to fuel ingenuity with Al Alcorn’s help.

Act 2: Supply and Demand

• In 1971, Computer Space flops in bars, revealing oversupply and weak demand, prompting Nolan to pivot toward simplicity.

• By 1972, Pong explodes at Andy Capp’s Tavern, overwhelming supply with soaring demand, proving Atari’s potential and drawing venture capital interest.

Act 3: Entrepreneurial Mindset

• In 1974, Nolan pitches Atari’s home console future to skeptical investors, selling to Warner to fund his vision, showcasing bold risk-taking.

• In 1982, Hiroshi Yamauchi watches Atari’s crash, rejecting quick gains to focus on quality home gaming, setting Nintendo’s long-term course.

Act 4: Business Idea Generation

• In 1981, Shigeru Miyamoto reworks unsold Radar Scope cabinets into Donkey Kong, introducing storytelling to arcades.

• Minoru Arakawa stakes Nintendo of America’s survival on Miyamoto’s untested genius, turning failure into opportunity.

Act 5: Market Research

• In 1983, Yamauchi analyzes Atari’s collapse, using Donkey Kong’s arcade success to plan a quality-driven U.S. entry.

• In 1982, Arakawa and Howard Phillips observe Donkey Kong’s universal appeal in Seattle, confirming home gaming’s potential.

Act 6: Product Development

• In 1980, Gunpei Yokoi crafts Game & Watch from cheap tech, proving simplicity’s market power.

• In 1982, Yamauchi refines the Famicom, balancing cost and quality for Japan’s families, targeting arcade precision at home.

Act 7: Competitive Analysis

• In 1983, Yamauchi eyes Atari’s $283 million loss, plotting to exploit their weakness with a controlled Famicom launch.

• At CES, Arakawa and Howard Lincoln reject Atari’s sinking distribution deal, choosing independence for Nintendo of America.

Act 8: Initial Traction

• In 1983, Yamauchi recalls glitchy Famicoms, prioritizing trust over cost, cementing Japan’s loyalty.

• By 1984, Famicom fever grips Japan, hitting 20 million homes with an 11-game attach rate, proving demand’s depth.

Act 9: Business Model

• In 1984, Arakawa and Lincoln design the NES with a lockout chip and strict developer rules, ensuring quality and profit control.

• In 1985, Miyamoto unveils Super Mario Bros., Duck Hunt, and Zelda, anchoring Nintendo’s ecosystem with irresistible fun.

Act 10: Scaling the Business

• In 1985, the NES test launch in New York sells 50,000 units, reviving a $100 million market with scarcity tactics.

• By 1988, Arakawa and Lincoln celebrate 7 million NES units and $3 billion in revenue, dominating 95% of the U.S. market with a locked-in empire.

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