Product Profile: Nintendo

 

INDUSTRY

entertainment

Category

game platforms

products Profiled

Nintendo Switch, Nintendo Switch – OLED Model, Nintendo Switch Lite and related accessories

 

H-Score

 

33

ranked 8th of 20 within the entertainment industry

ranked 55th of 76 overall

 

product descriptions

 

The Nintendo Switch is a video game console developed by Nintendo with about 102 million users(1) in 2022. The console is a tablet that offers users three different modes, a portable handheld mode, a tabletop mode, or TV mode. Nintendo currently offers three versions of the Switch: the original Nintendo Switch, Nintendo Switch – OLED model, and Nintendo Switch Lite (handheld only). The hybrid design of the Switch gives users the option to play games on the go.

 

product use

 

The Nintendo Switch is primarily used for playing video games where users have access to diverse gaming titles including single and multiplayer options. The Nintendo Switch comes with two Joy-Con controllers that can be detached and used separately for in-person multiplayer games or put together on the grip to be used as a regular-sized controller. Users can enjoy the Nintendo Switch in two ways, as a portable device where users can enjoy games anywhere or dock as a home console to be enjoyed on a bigger screen. 

After starting the console, users are taken directly to their most recently played game or their home screen. On the home screen, users have access to any downloaded apps,  all their games in the order of most played, and several other user icons like play store and settings. Users can also access their profile to view play activities like hours played, chat services, and friends list. Users have the option to download games or purchase them in-store. Store-bought games give users a chip that can be inserted into the console.

 

who’s affected

 

In Building H’s survey data, 53% of Nintendo users were male, 46% were female, and less than 1% identified as other. Thirty-one (31) percent of Nintendo users were between the ages of 18 and 29, 50% between 30 and 49, 12% between 50 and 64, and 6% 65 or older. Among heavy Nintendo users (defined as using the console ≥1 hour per day), 55% were male, 43% were female, and 1% identified as other. Thirty-three (33) percent of heavy Nintendo users were between the ages 18 and 29, 54% between 30 and 49, 9% between 50 and 64, and 3% 65 or older. Nintendo users' incomes skewed higher from the general population: 23% made less than $50,000 per year, 43% made between $50,000 and $100,000 per year, 17% made between $100,000 and $150,000 per year, and 16% made at least $150,000 per year.(2)

 
 

influence on health-related behaviors

 

EATING

slight to moderate negative influence

 

The Nintendo Switch, like other video game consoles, can negatively influence eating habits. Playing video games on consoles like the Nintendo Switch can decrease users' ability to estimate the amount of food they have consumed and can influence the consumption of unhealthy foods. 

Several studies have documented the overconsumption of food caused by the absence of hunger(3) and impairment to satiety cues(4) following video game playing though not specific to the Nintendo Switch. Playing video games, which can be a form of distraction while eating, puts gamers at a higher risk of overconsuming food.(5) Playing video games on consoles like the Nintendo Switch has been linked with greater consumption of sugary foods,(6) fatty foods,(7) and salty foods.(8) Studies have also reported that video gamers eat fewer fruits and vegetables and foods high in fiber.(9,10) In addition, gamers may be likely to consume energy drinks, especially those that are specifically marketed to them, which claim to enhance attention and reaction time.(11)

In Building H’s consumer research, we found that 58% of Nintendo users reported snacking always or almost always (18%) or frequently (30%). Heavy Nintendo users reported snacking always or almost always (21%) or frequently (33%) 54% of the time.(12)

Nintendo users did report that these snacks were predominantly healthy: 63% reported consuming either very healthy (25%) or somewhat healthy (38%) snacks and 68% of heavy Nintendo users reported consuming very healthy (28%) and somewhat healthy (40%) snacks.(13)

Our research also found associations between Nintendo use and other eating habits: 58% of heavy Nintendo users have three (3) or more meals delivered per week compared to 5% of non-gamers.(14) In addition, 31% of heavy Nintendo users reported eating three (3) or more fast food meals per week compared to 14% of non-gamers. Note that researchers have found 70% of meals served at fast food restaurants to be of poor nutritional quality.(15) 

Lastly, 45% of heavy Nintendo users reported consuming energy drinks while gaming either frequently (30%) or always or almost always (15%).(16) Research has linked energy drink consumption to metabolic disorder due to their high added sugar content.(17)

 

opportunities:

  • Create opportunities for users to manage the amount of time they play overall and the duration of any one session in order to discourage unhealthy snacking, energy drink consumption and to create time for healthy eating habits.
 
 

PHYSICAL ACTVITY

slight negative influence

 

Playing video games is largely, if not exclusively, a sedentary activity with 78% of heavy Nintendo users reporting playing while sitting or reclining – 33% frequently and 45% always or almost always.(18) 

As a popular leisure activity, playing video games limits the time available for physical activity. Forty-six (46) percent of Nintendo users report playing one (1) hour or more per day. Also, 42% of Nintendo users reported playing five (5) or more hours per week compared to 38% of gamers in general.(19) In addition, increased gaming predicts less time spent on physical activity due to the limited time available to participate in other activities including outdoor activities or sports.(20) Research has shown a significant association between individuals playing video games for more than 7 hours per week and reduced vigorous physical activity.(21) Our research did not reflect this relationship. In Building H consumer research, 32% of heavy Nintendo users reported engaging in at least 2 ½  hours of physical activity per week compared to 27% of non-gamers. Ten (10) percent of heavy Nintendo users reported engaging in less than ½ hour of physical activity per week compared to 36% of non-gamers.(22)

The hybrid design of the Nintendo Switch gives users flexibility on how they choose to interact with the system. The portability or tabletop mode of the Nintendo Switch might encourage users to sit or lie down while gaming. Users also have the option to play active video games that would require them to get up from the sitting position to interact with the game engaging in some form of physical activity. Nintendo Switch Joy-Con controllers, which track movements, can be combined with motion-controlled games to encourage users to move around and be active. Nintendo currently offers an extensive list of active video games giving users more active video game options.(23)

For example, Ring Adventure, designed for the Nintendo Switch, combines minigames with real-life exercises, allowing users to stay moving while enjoying games. Users have the option to jump right into minigames or customize workout routines for more formal workouts.(24) A recent study found that Nintendo Ring Fit Adventure improves physical activity through changes in running time.(25) In Building H survey data, 46% of heavy Nintendo users reported frequently (25%) or always/almost always (21%) standing and actively moving while gaming.(26)

 

opportunities:

  • Promote more movement during game play by incorporating motion sensing controllers and augmented reality capabilities into the platform and promote the capabilities to developers.
  • Enable users to set time preferences, based on daily usage and on set periods of time, and then respect those intentions by enabling game developers to adapt their play accordingly.
 
 

Sleeping

moderate negative influence

 

Gaming on consoles like the Nintendo Switch is associated with longer onset of sleep, short sleep duration, and poor sleep quality.(27) Recent findings suggest that with each additional hour of gaming per day, bedtime is delayed by 6.9 minutes, wake-up time by 13.8 minutes, and the odds of having poor sleep increased by 31.0%.(28) In addition, it was found that gaming exceeding an hour per day decreases sleep quality with unfavorable sleep resulting from gaming for more than two hours per day.(29)

Recent US survey data indicates that 53.8% of adult gamers reported delaying sleep in order to game and 37.8% got less than five (5) hours of sleep per night.(30)

Consistent with this information, in Building H research data, 70% of heavy Nintendo gamers reported delaying sleep at least two (2) nights per week compared to 46% of all gamers. However, the impact of this behavior did not show in our data on overall sleep: 24% of heavy Nintendo users reported getting six (6) or less actual hours of sleep per night compared to 38% of non-gamers.(31)

Late-night gaming also leads to exposure to the blue light emitted by the TV screen on which the game is displayed. Blue light enhances alertness and arousal and delays melatonin production – all of which impact sleep-wake cycles.(32)

Blue light from the Nintendo Switch can affect sleep, although Nintendo Switch users have the option to enable dark mode on their devices which reduces the blue light emitted.(33) We do not have information on how often users enable dark mode. 

Finally, consumption of energy drinks has been tied to an increased risk of poor sleep(34) and, as noted above, nearly half of heavy Nintendo users report consuming energy drinks frequently (or even more often) while they play.

opportunities:

  • Enable users to set a bedtime mode, as with iOS and Android, such that they can specify in their profiles the hours when they hope to go to sleep and then respect those intentions by enabling game developers to adapt their play accordingly.
 
 

Engaging Socially

neutral to slight positive influence

 

The portability of the console allows users to take the Nintendo Switch anywhere and connect in person with others through multiplayer games. The two controllers make it easy for users to play in person with family or friends even while the console is being used in portability or tabletop mode. The Nintendo Switch has multiple controller capacity which encourages group play with the ability to connect up to eight controllers at a time. Nintendo offers users two membership subscription options: Nintendo Switch Online and Nintendo Switch Online + expansion pack.(35) These memberships enhance the online gaming experience by giving users access to online gaming, cloud saves, the Nintendo Switch Online app, and access to a library of classic games. The Online + option gives users access to a larger selection of games. These memberships are required to play online and provide an opportunity to make connections and add friends. The online app is mainly used to connect with friends, where users can check their active status and directly communicate with them.  

Building H consumer research shows that 24% of Nintendo users play single-player games always or almost always. Sixteen (16) percent of Nintendo users play multiplayer games always or almost always (4%) or mostly (12%).(36) Research has shown that video games offer shy, socially anxious, and socially inhibited players the opportunity to strengthen pre-existing friendships built online and generate additional social support.(37)

Online video games offer gamers the opportunity to engage actively with others compared to other on-screen behaviors by allowing gamers to participate in a shared activity with a common goal.(38) A recent study found a correlation between multiplayer online games and a sense of social identity, which corresponded with higher self-esteem and more social competence along with lower levels of loneliness.(39) Another study that focused on men, found that those with more depressive symptoms and less real-life support were roughly 40% more likely to form and maintain social ties with fellow gamers than those reporting more real-life support.(40) Increasingly users play video games to stay connected with friends and family, with 53% of US gamers (not specific to the Nintendo Switch) reporting online gaming as a way to spend time with others that they don’t get the chance to see often.(41) Furthermore, 74% of parents report playing video games with their children at least weekly.(42)

In Building H consumer research, 51% of heavy Nintendo users reported being lonely compared to 41% of non-gamers. Yet, Nintendo users appear to engage in more in-person social activity. Seventy-two (72) percent of heavy Nintendo users reported having two or more in-person social visits with people from outside of their household per week, as compared to 45% of non-gamers.(43)

The quality of social experience might differ depending on the game being played or the source of communication being utilized. Gamers have identified co-players who are close, trusted, and valued friends with 75% of individuals surveyed reporting making good friends online and 40% of those discussing offline issues online.(44) Even when voice chat is not being used meaningfully social interactions can still occur where users exchange positive social-emotional messages more than task-oriented messages.(45) Even though features offered by developers and gaming platforms provide a source for people to connect and meet new people, toxic behaviors experienced during gameplay can deteriorate from the overall experience. After experiencing these toxic behaviors, gamers might change session length, session frequency, and retention.(46)

In Building H consumer research, respondents were asked how playing games had influenced their relationships and social interactions in 13 different ways, including, for example, “meet new people,” “give emotional support to others,” and “feel less excluded.” Nintendo users reported a slight positive effect: on a scale of +3 to -3, the average score was 0.91 with the low being 0.72 and the high being 1.07 across all 13 questions.(47) They gave their highest scores to “interact with people I know” and “meet my desired levels of socializing” and their lowest scores to “meet new people” and “make new friends.” Heavy Nintendo users also said that the platform had a positive influence: the average score was 1.18 with the low being 0.96 and the high being 1.29.(48)

 

opportunities:

  • Subject to rigorous safety measures, explore additional opportunities to help players find and connect to other players.
  • Regularly measure how many new friends users are making through game play.
  • Developing augmented reality platforms that facilitate gaming outside of the home (see below) could facilitate greater social connection.
 
 

Getting Outdoors

slight negative influence

 

Gaming consoles are stationary devices and therefore are not intended for outdoor use. With that in mind, handheld devices are portable and more likely to be used outdoors by gamers. In Building H consumer research, 48% of heavy Nintendo users reported gaming outdoors frequently (32%) and always or almost always (16%) compared to 27% reporting rarely or never. In addition, our research revealed 66% of heavy Nintendo users reported being outdoors for an hour or more per day in summer compared to 51% of non-gamers.(49)

 

opportunities:

  • Develop platforms for augmented reality games that draw users to play outside and encourage movement while playing.
 
 

Notes

 
  1. Financial Results Explanatory Material. Nintendo website, accessed December 1, 2023.

  2. Evan Cook. Measuring the Product Environment: How do Video Games on Health Behaviors? Building H on Medium. April 23, 2024.

  3. Mario Siervo et al. Acute effects of video-game playing versus television viewing on stress markers and food intake in overweight and obese young men: A randomised controlled trial. Appetite. Volume 120 (January 2018), pp. 100- 108.

  4. Jean-Philipe Chaput et al. Video game playing increases food intake in adolescents: a randomized crossover study. The American Journal of Clinical Nutrition. Volume 93, Issue 6 (June 2011), pp. 1196-1203.

  5. Rose Oldham-Cooper et al. Playing a computer game during lunch affects fullness, memory for lunch, and later snack intake.The American Journal of Clinical Nutrition. Volume 93, Issue 2 (2011), pp. 308-313.

  6. Mario Siervo et al. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial. European Journal of Clinical Nutrition. Volume 67, Issue 12 (2013), pp. 1322-1324.

  7. Dustin Moore and Jesse Stabile Morrell. Do dietary patterns differ with video game usage in college men? Journal of American College Health. Published online Aug 23, 2022.

  8. Siervo et al. (2018).

  9. Mario Siervo et al. Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption. Eating and Weight Disorders. Volume 19, Issue 4 (2014), pp. 515-520.

  10. Siervo et al. (2018).

  11. Dana Roscoe et al. Fueling the Games”: Energy Drink Consumption, Marketing, and the Associated Perceptions and Behaviors in Video Gaming. Journal of Electronic Gaming and Esports. Volume1, Issue 1 (2021), pp. 1-9.

  12. Cook (2024).

  13. Ibid.

  14. Ibid.

  15. Junxiu Liu et al. Quality of Meals Consumed by US Adults at Full-Service and Fast-Food Restaurants, 2003–2016: Persistent Low Quality and Widening Disparities. The Journal of Nutrition. Volume 150, Issue 4 (April 2020), pp. 873–883.

  16. Cook (2024).

  17. Laila Al-Shaar et al. Health Effects and Public Health Concerns of Energy Drink Consumption in the United States: A Mini-Review. Frontiers in Public Health. Volume 5, Article 225 (2017).

  18. Cook (2024).

  19. Ibid.

  20. Beate Hygen et al. Longitudinal relations between gaming, physical activity, and athletic self-esteem. Computers in Human Behavior. Volume 132 (July 2022).

  21. Siervo et al. (2014).

  22. Cook (2024).

  23. Nintendo Switch games that can replace your workout. TimeOut website, accessed November 30, 2023.

  24. RingFit Adventure. Nintendo RingFit website, accessed November 30, 2023.

  25. Yi-Syuan Wu et al. Effect of the Nintendo Ring Fit Adventure Exergame on Running Completion Time and Psychological Factors Among University Students Engaging in Distance Learning During the COVID-19 Pandemic: Randomized Controlled Trial. JMIR Serious Games. Volume 10, Issue 1 (March 2022).

  26. Cook (2024).

  27. Joaquim Kristensen et al. Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis. Frontiers in Psychiatry. Volume 12 (2021).

  28. Chadley Kemp et al. Sleep in Habitual Adult Video Gamers: A Systematic Review. Frontiers in Neuroscience. Volume 15 (2021).

  29. Ibid.

  30. Lauren Gravitz. How Gamers Actually Sleep. Sleep Foundation website. November 18, 2022.

  31. Cook (2024).

  32. Kristensen et al. (2021).

  33. Quina Baterna. How to Enable Dark Mode on Nintendo Switch. Make Use Of, July 2021.

  34. Al-Shaar et al. (2017).

  35. Nintendo Switch Online. More Games. More Features. More Fun. Nintendo website, accessed Dec 1, 2023.

  36. Cook (2024).

  37. Rachel Kowert and Linda K. Kaye. Video Games Are Not Socially Isolating, in C. Ferguson (ed) Video Game Influences on Aggression, Cognition, and Attention (2018), pp. 185–195.

  38. Stephen Gossett. The Real Social Benefits of Video Games. Built In. January 23, 2023.

  39. Kowert and Kaye (2018).

  40. Tyler Prochnow et al. Online Gaming Network Communication Dynamics, Depressive Symptoms, and Social Support: A Longitudinal Network Analysis. Sociological Focus. Volume 56, Issue 3 (2023).

  41. Entertainment Software Association. 2021 Essential Facts About the Gaming Industry. The ESA website, July 2021.

  42. Ibid.

  43. Cook (2024).

  44. Kowert and Kaye (2018).

  45. Andrew Fishman. Video Games Are Social Spaces: How Video Games Help People Connect. Response for Teens website, accessed November 14, 2023.

  46. Otto Soderlund. Voice Chat is Popular with Gamers - It's also the Top Source of Toxic Behavior. Speechly. March 8, 2023.

  47. Using an adaptation of the Retrospective Assessment for Connection Impact (RACI) scale developed by Matthew Smith.

  48. Cook (2024).

  49. Ibid.