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How Nintendo Makes Money Beyond Video Games

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0:08These characters like Mario and  Pikachu, they're obviously Nintendo's  
0:12main IP franchises, because they are so  recognizable, they have a mass appeal.
0:18Nintendo has been able to um foster  that Disney feel through this really  
0:23powerful harnessing of nostalgia  and also I think accessibility.
0:27The fact that you can go in and immediately engage  with these characters without prior knowledge.
0:33In 2017, the the company really transformed itself  
0:37internally. And I think it was around  that time when the idea was born that,  
0:42you know, hey, we need to create more  touch points. We need to create more  
0:45um revenue with our IPs and we need to get out  there and get into the minds and hearts of people.
0:50Nintendo's edge extends beyond  hardware. It's in its characters,  
0:55worlds, and franchises they've nurtured  for decades that span generations.
1:08I'm Arjun Kharpal. In this episode of Built for  Billions, I'm exploring the gaming giant's next  
1:14frontier. How it's turning nostalgia into an  engine for growth by expanding its characters  
1:20beyond consoles and building a universe that  stretches across screens, parks, and toys.
1:26"Pikachu, I choose you."
1:29Nintendo's characters have been woven  into popular culture for nearly half a  
1:33century. And because they're family-friendly and  instantly recognizable, they provide the company  
1:38with a unique and highly profitable advantage.  Intellectual property that spans generations.
1:45The first Nintendo game that I played was  Duck Hunt that you could play on the NES. Um,  
1:50and uh I think uh around that  time I also had a Game Boy with  
1:55Tetris and I was one of the cool  kids in school because I had it.
1:59I first engaged with um Nintendo  with the original Game Boy. My mom  
2:05was a little bit obsessed with Tetris  and uh Super Mario. It's always that  
2:09first interaction with a game or a or or  a franchise that you cherish and remember.
2:14It's a safe space. It feels like it's  always going to be there for you.
2:18When I was a child, my parents didn't play  games. That wasn't the thing they did. And  
2:22so now we've got into this situation where  the kids today have been brought up with  
2:25gamer parents who at least understand  games if not necessarily play games.
2:29First thing I got when I got a Switch 2 um is  I showed it to my son. The joy on his face,  
2:34I wish I'd filmed it. It was  just he was just so happy.
2:37For me, the N64 was the height of nostalgia.  It wasn't just about the games. It was the  
2:43controller. It was weird. It was bulky. It  was like nothing else on the market. And  
2:47it was the perfect symbol of Nintendo's  fun over fidelity ethos. A strategy that  
2:53prioritizes engaging experiences  over realistic high-end gameplay.
2:59But for Nintendo, nostalgia isn't just sentiment.  It's a business engine. Characters that first  
3:04appeared on a pixelated Game Boy screen in  the '90s are now the stars of billion-dollar  
3:09theme parks and global movie franchises.  But this universe wasn't built overnight.
3:16"Yo Yo. It's the Mario Brothers."
3:17Nintendo first tested the waters beyond  gaming in the late 80s, licensing its  
3:22icons for the Super Mario Bros Super Show. But  a jump to the big screen in 1993 backfired.
3:28"They're brothers. They're plumbers."
3:31By trading the bright Mushroom Kingdom  for a gritty dystopian setting,  
3:35the live-action Super Mario Bros. movie  alienated its core audience and flopped hard.
3:40The failed experiment made the company notoriously  
3:43cautious about Hollywood  for the next three decades.
3:46Through the late '9s and early 2000s,  Pokémon evolved from a sleeper hit  
3:51into a global phenomenon. It became the  blueprint for a new kind of business model.
3:56Pokémon was probably one of the  first sort of biggest transmedial  
4:01franchises to come out of Japan  and sort of take over globally.
4:04It started as a video game, became a manga,  
4:07then became an anime, and now  its pretty much everywhere.
4:11Even so, for years, Nintendo remained primarily  focused on its own consoles. That changed in  
4:17the mid-2010s when the failure of the Wii U  combined with the rapid rise of smartphone  
4:22gaming led to three consecutive years of financial  losses, forcing a dramatic shift in strategy.
4:30By 2016, the expansion was in full swing.  Nintendo launched its first mobile games  
4:36and finalized a landmark theme park deal with  Universal. The goal was simple but massive.  
4:42move beyond the screen and let fans step  into these iconic worlds in real life.
4:47Nintendo developed them themselves. You get  wristband and you're supposed to complete a  
4:50series of tasks throughout the theme park and  then you get to fight the boss at the end and  
4:53it's like a video game and that's how Nintendo  approached these things. It connects to what  
4:57they do. It's authentic with what they create.  Fans love it and it keeps that touch point going.
5:02Super Nintendo World opened in Japan in 2021,  
5:05sparking a global expansion that has  since landed in Hollywood and Orlando.
5:10But Nintendo doesn't own the parks.  Instead, they license their creative  
5:14world to Universal while maintaining  creative control over the experience.
5:18It's a Marvel style playbook that protects their  
5:21icons while letting the rest  of the world build around them.
5:24You get all of these recognizable  features from the games in real life  
5:28and sort of fostering both nostalgia  and that first sort of sense of wonder  
5:32that young children get with seeing these  things on the screen at the first time.
5:36So I think Nintendo very much can foster  that element of of being social together,  
5:41having a playful experience into a theme  park which is immediately recognizable but  
5:46so big and has all of these immersive elements  that I think particularly children and sort of  
5:51more nostalgic adults um can really find  themselves in and sort of interact with.
5:56Other moves include the 2022 acquisition of Dynamo  Pictures, now rebranded as Nintendo Pictures.  
6:03This gives the company direct in-house  control over its animation pipeline,  
6:07ensuring their cinematic worlds  match the quality of their games.
6:11The 2023 Super Mario Bros. movie proved  the power of this strategy. It wasn't  
6:16just a box office smash. It was a massive  revenue driver for the games themselves.
6:21Now, the stage is set for even bigger projects,  
6:24including the highly anticipated  live-action Legend of Zelda film.
6:28Beyond the screen, Nintendo is reinventing  
6:31how we play in the physical world. Their  collaboration with LEGO is a good example.
6:36Instead of a standard plastic set, they built an  
6:38interactive experience that bridges the  gap between digital and physical play.
6:43So, when they decided to work with Lego,  they didn't just go, "Let's make me a Mario  
6:47um Lego set." They they made a game where Mario  is a character and and you you move him around  
6:52the Lego set and he has a screen in his belly  which you know you've got a coin and all this,  
6:57they didn't just make a Lego set they  completely made something unique.
7:00And in September 2025 Nintendo went further still,  
7:04launching its first dedicated Southeast  Asian subsidiary in Singapore.
7:08For decades Nintendo relied on third party  distributors to operate in the region. But  
7:13this move changed that. It was the first major  step in Nintendo taking direct control of its  
7:19destiny and its data in one of the world's  fastest growing entertainment markets.
7:24Nintendo's characters are everywhere  now. Games, films, theme parks, toys,  
7:29and that's a big win for the brand, but it  comes with risks. The more you build a universe,  
7:34the harder it is to keep that initial magic alive.  Push too far and fans might feel their favorite  
7:41worlds are being defined for them rather than  being a playground for their own imaginations.
7:46It's not always necessarily the best idea to  
7:50um use those elements to tell new  stories that already set in these worlds.
7:55Trying to sort of over-canonize might  be a problem for Nintendo where giving  
7:59too much backstory to certain characters might  actually draw audiences away from being able to  
8:05identify them with on on a more personal level.
8:07The the Super Mario movie did did this very well  in the sense that the film very much focused on  
8:13all of the elements that we know from the games.  The story wasn't necessarily anything new. Like it  
8:18was still Super Mario trying to save Princess  Peach. We get these sort of good voice actors  
8:24that we know, Chris Pratt and Jack Black,  which attracts audiences, but the story it  
8:29was telling wasn't necessarily new or expanding  on anything that we weren't already aware of.
8:34Nintendo's next chapter depends on more  than just parks or films. They are now  
8:38playing to a global audience  of over 3.5 billion people,  
8:42a demographic that is nearly half female and  where the average gamer is now 36 years old.
8:48Fans still expect innovation, new gameplay,  
8:51fresh worlds, and the surprises the  company has long been known for. 
8:54But don't expect Nintendo to hand over  the creative reigns to Generative AI.
8:59The company's president, Shuntaro  Furukawa, and legendary designer,  
9:02Shigeru Miyamoto, have taken a  hard stance against the trend.
9:07"There's always, always going  to be a human touch and a human  
9:10engagement in how we develop and build our games."
9:13Instead, Nintendo is focusing  its tech on machine learning,  
9:17using it behind the scenes to boost graphics and  frame rates for a new generation of hardware.
9:22I think that Nintendo's um approach of  of innovating good things that exist has  
9:28really benefited them over um over their history.
9:32Nintendo at its core will  always be a video game company,  
9:35but I think that their IP monetization  strategy has probably just started.  
9:40I think you will see more theme  parks, you will see more movies.
9:44From its beginnings as a card company in 1889 to  the global Nintendo world of 2026, the company  
9:50has proven that nostalgia, creativity, and iconic  characters can power growth for over a century.
9:58If Nintendo could come up with  a new IP, with a new character,  
10:01I think that would serve them very well.
10:03At some point in time, people could grow tired of  the same IPs that Nintendo produces games around.
10:12So Nintendo is sitting on a treasure trove of IPs,  
10:15but the top three are Zelda, Mario, and  Pokémon. So right now, everybody is happy  
10:21with these IPs. But what about 10 years  in the future or 20 years in the future?