NTDOY on NASDAQ

Nintendo

Logo: Nintendo, Public domain, via Wikimedia Commons4

Japanese video game company

Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops, publishes, and manufactures both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi founded the company in 1889 to produce handmade hanafuda playing cards.2 It was founded by Fusajirō Yamauchi.1 Its chief executive is Shuntaro Furukawa (since 2018).1 It employed 7,317 people in 2023.1 Its shares trade on NASDAQ under the symbol NTDOY.1 Wikipedia text CC BY-SA 4.0

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Last updated Oct 21, 2026.

Overview

Sep 23, 1889Founded1

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  • TickerNTDOY on NASDAQ1
  • Industryvideo game industry1
  • HeadquartersKyoto1
  • Founded inJapan1
  • Websitewww.nintendo.com/jp/index.html
  • Legal formkabushiki gaisha, private company limited by shares1
  • Listed onFrankfurt Stock Exchange (NTO), Nasdaq (NTDOY), OTC Markets Group (NTDOF), Tokyo Stock Exchange (7974)1
  • LEI353800FEEXU6I9M0ZF273
  • StatusActive3
  • LEI statusIssued and current3
  • Registered address上鳥羽鉾立町11番地1, 601-8501 京都府 京都市南区, Japan3
  • Registered withLegal Affairs Bureau, 1300-01-0114203
Headquarters of Nintendo Co., Ltd
Photo: Tokumeigakarinoaoshima, CC BY-SA 4.0, via Wikimedia Commons6

Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops, publishes, and manufactures both video games and video game consoles.2

Corporate structure

Nintendo sits at the top of its group. 42 entities, 8 countries on record. Switch between the flow chart and the network, and select any entity to see its details.

Built from parent and subsidiary links from GLEIF, the Global Legal Entity Identifier Foundation (CC0); subsidiaries, stakes and holdings from Wikidata (CC0). Each entity in the chart links to its source.

What it owns

What Nintendo reports owning in its annual reports to the SEC: buildings, land and equipment, real estate and locations, investments, intangible assets and inventory, at the end of its latest fiscal year and a year before.

Stakes and holdings (Wikidata)

Things Wikidata records the company as owning, with the share when stated.1

The story

Founded by Fusajirō Yamauchi on Sep 23, 1889, in Japan.1

1889–1932: Origin as a playing card business

Nintendo was founded as Nintendo Koppai on 23 September 1889 by craftsman Fusajiro Yamauchi in Shimogyō-ku, Kyoto, Japan, as an unincorporated establishment, to produce and distribute Japanese playing cards, or karuta (かるた; from Portuguese carta, 'card'), most notably hanafuda (花札, 'flower cards'). The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but the assumption lacks historical validation; it has also been suggested to mean "the temple of free hanafuda", but even descendants of Yamauchi do not know the true intended meaning of the name. Hanafuda cards had become popular after Japan banned most forms of gambling in 1882, though tolerated hanafuda. Sales of hanafuda cards were popular with the yakuza-run gaming parlors in Kyoto. Other card manufacturers had opted to leave the market, not wanting to be associated with its criminality, but Yamauchi persisted despite such fears to become the primary producer of hanafuda within a few years. With the increase of the cards' popularity, Yamauchi hired assistants to mass-produce them to satisfy the demand. Even with a favorable start, the business faced financial struggles due to operating in a niche market, the slow and expensive manufacturing process, high product price, alongside long durability of the cards, which impacted sales due to the low replacement rate. As a solution, Nintendo produced a cheaper and lower-quality line of playing cards, Tengu, while also conducting product offerings in other cities such as Osaka, where card game profits were high. In addition, local merchants were interested in the prospect of continuous renewal of decks, thus avoiding the suspicions that reusing cards would generate.

According to Nintendo, the business' first western-style card deck was put on the market in 1902, although other documents indicate the date was 1907, shortly after the Russo-Japanese War. Although the cards were initially intended to be exported, they quickly gained popularity within and without Japan. During this time, the business styled itself as Marufuku Nintendo Card Co. The war created considerable difficulties for companies in the leisure sector, which were subject to new levies such as the Karuta Zei ("playing cards tax"). Nintendo subsisted and, in 1907, entered into an agreement with Nihon Senbai—later known as the Japan Tobacco—to market its cards to various cigarette stores throughout the country. A Nintendo promotional calendar from the Taishō era dated to 1915 indicates that the business was named Yamauchi Nintendo but still used the Marufuku Nintendo Co. brand for its playing cards.

Japanese culture stipulated that for Nintendo to continue as a family business after Yamauchi's retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, Sekiryo Kaneda adopted the Yamauchi surname in 1907 and headed the business in 1929. By that time, Nintendo was the largest playing card business in Japan.

1933–1968: Incorporation and expansion

In 1933, Sekiryo Kaneda established the company as a general partnership named Yamauchi Nintendo & Co., Ltd. investing in the construction of a new corporate headquarters located next to the original building, near the Toba-kaidō train station. Because Sekiryo's marriage to Yamauchi's daughter produced no male heirs, he planned to adopt his son-in-law Shikanojo Inaba, an artist in the company's employ and the father of his grandson Hiroshi, born in 1927. However, Inaba abandoned his family and the company, so Hiroshi was made Sekiryo's eventual successor.

World War II negatively impacted the company as Japanese authorities prohibited the diffusion of foreign card games, and as the priorities of Japanese society shifted, its interest in recreational activities waned. During this time, Nintendo was partly supported by a financial injection from Hiroshi's wife Michiko Inaba, who came from a wealthy family. In 1947, Sekiryo founded the distribution company Marufuku Co., Ltd. responsible for Nintendo's sales and marketing operations, which would eventually go on to become the present-day Nintendo Co., Ltd., in Higashikawara-cho, Imagumano, Higashiyama-ku, Kyoto.

In 1950, due to Sekiryo's deteriorating health, Hiroshi Yamauchi assumed the presidency and headed manufacturing operations. His first actions involved several important changes in the operation of the company: in 1951, he changed the company name to Nintendo Playing Card Co., Ltd. and in the following year, he centralized the manufacturing facilities dispersed in Kyoto, which led to the expansion of the offices in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. In 1953, Nintendo became the first company to succeed in mass-producing plastic playing cards in Japan. Some of the company's employees, accustomed to more cautious and conservative leadership, viewed the new measures with concern, and the rising tension led to a call for a strike. However, the measure had no major impact, as Hiroshi resorted to the dismissal of several dissatisfied workers.

In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku in Kyoto. The company entered into a partnership with Walt Disney Productions to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo's playing card business. Nintendo automated the production of Japanese playing cards using backing paper, and also developed a distribution system that allowed it to offer its products in toy stores. By 1961, the company had established a Tokyo branch in Chiyoda, Tokyo, and sold more than 1.5 million card packs, holding a high market share, for which it relied on televised advertising campaigns. In 1962, Nintendo became a public company by listing stock on the second section of the Osaka Securities Exchange and the Kyoto Stock Exchange. In the following year, the company adopted its current name, Nintendo & Co., Ltd. and started manufacturing games in addition to playing cards.

In 1964, Nintendo earned ¥150 million. Although the company experienced a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as pachinko, bowling, and nightly outings. When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation. After the 1964 Tokyo Olympics, Nintendo's stock price plummeted to its lowest recorded level of ¥60.

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In 1965, Nintendo hired Gunpei Yokoi to maintain the assembly-line machines used to manufacture its playing cards.

1969–1972: Classic and electronic toys

Yamauchi increased Nintendo's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company. Yokoi was moved to the newly created department and was responsible for coordinating various projects. Yokoi's experience in manufacturing electronic devices led Yamauchi to put him in charge of the company's games department, and his products would be mass-produced. During that period, Nintendo built a new production plant in Uji, just outside of Kyoto, and distributed classic tabletop games like chess, shogi, go, and mahjong, and other foreign games under the Nippon Game brand. The company's restructuring preserved a couple of areas dedicated to playing card manufacturing.

In 1970, the company's stock listing was promoted to the first section of the Osaka Stock Exchange, and the reconstruction and enlargement of its corporate headquarters was completed. The year represented a watershed moment in Nintendo's history as it released Japan's first electronic toy—the Beam Gun, an optoelectronic pistol designed by Masayuki Uemura. In total, more than a million units were sold. Nintendo partnered with Magnavox to provide a light gun controller based on the Beam Gun design for the company's new home video game console, the Magnavox Odyssey, in 1971. Other popular toys released at the time included the Ultra Hand, the Ultra Machine, the Ultra Scope, and the Love Tester, all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan.

1973–1978: Early video games and Color TV-Game

The growing demand for Nintendo's products led Yamauchi to further expand the offices, for which he acquired the surrounding land and assigned the production of cards to the original Nintendo building. Meanwhile, Yokoi, Uemura, and new employees such as Genyo Takeda continued to develop innovative products for the company. The Laser Clay Shooting System was released in 1973 and managed to surpass bowling in popularity. Though Nintendo's toys continued to gain popularity, the 1973 oil crisis caused both a spike in the cost of plastics and a change in consumer priorities that put essential products over pastimes, and Nintendo lost several billion yen.

In 1974, Nintendo released Wild Gunman, a skeet shooting arcade simulation consisting of a 16 mm image projector with a sensor that detects a beam from the player's light gun. Both the Laser Clay Shooting System and Wild Gunman were successfully exported to Europe and North America. However, Nintendo's production speeds were still slow compared to rival companies such as Bandai and Tomy, and their prices were high, which led to the discontinuation of some of their light gun products. The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the oil crisis.

Yamauchi, motivated by the successes of Atari and Magnavox with their video game consoles, acquired the Japanese distribution rights for the Magnavox Odyssey in 1974, and reached an agreement with Mitsubishi Electric to develop similar products between 1975 and 1978, including the first microprocessor for video games systems, the Color TV-Game series, and an arcade game inspired by Othello. During this period, Takeda developed the video game EVR Race, and Shigeru Miyamoto joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles. In 1978, Nintendo's research and development department was split into two facilities, Nintendo Research & Development 1 and Nintendo Research & Development 2, respectively managed by Yokoi and Uemura.

Shigeru Miyamoto brought distinctive sources of inspiration to the company, ranging from the natural environment and regional culture of Sonobe, to popular culture influences like Westerns and detective fiction, and to folk Shinto practices and family media. They are seen in most of Nintendo's major franchises which developed following Miyamoto's creative leadership.

1979–1987: Game & Watch, arcade games, and Nintendo Entertainment System

By the late 1970s, Nintendo was struggling financially. Two key events in Nintendo's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. In 1980, one of the first handheld video game systems, the Game & Watch, was created by Yokoi from the technology used in portable calculators. It became one of Nintendo's most successful products, with over 43.4 million units sold worldwide during its production period, and for which 59 games were made in total. The success of Game & Watch led Yamauchi to shift the company towards more electronic games in the years that followed.

Nintendo entered the arcade video game market with Sheriff and Radar Scope, released in Japan in 1979 and 1980 respectively. Sheriff, also known as Bandido in some regions, marked the first original video game made by Nintendo, and was published by Sega and developed by Genyo Takeda and Shigeru Miyamoto. Radar Scope rivaled Galaxian in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company. To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of Donkey Kong in 1981, one of the first platform video games that allowed the player character to jump. The character Jumpman would later become Mario and Nintendo's official mascot. Mario was named after Mario Segale, the landlord of Nintendo's offices in Tukwila, Washington. Donkey Kong was a financial success for Nintendo both in Japan and overseas, and led Coleco to fight Atari for licensing rights for porting to home consoles and personal computers.

In 1983, Nintendo opened a new production facility in Uji and was listed in the first section of the Tokyo Stock Exchange. Uemura, taking inspiration from the ColecoVision, began creating a new video game console that would incorporate a ROM cartridge format for video games as well as both a central processing unit and a picture processing unit. The Family Computer, or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: Donkey Kong, Donkey Kong Jr. and Popeye. Its success was such that in 1984, it surpassed the market share held by Sega's SG-1000. That success also led to Nintendo leaving the Japanese arcade market in late 1985. At this time, Nintendo adopted a series of guidelines that involved the validation of each game produced for the Famicom before its distribution on the market, agreements with developers to ensure that no Famicom game would be adapted to other consoles within two years of its release, and restricting developers from producing more than five games per year for the Famicom.

In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by third-party developers, which oversaturated the market and led to the video game crash of 1983. Consequently, a recession hit the American video game industry, whose revenues went from over $3 billion to $100 million between 1983 and 1985. Nintendo's initiative to launch the Famicom in America was also impacted. To differentiate the Famicom from its competitors in America, Nintendo rebranded it as an entertainment system and its cartridges as Game Paks, with a design reminiscent of a VCR. Nintendo implemented a lockout chip in the Game Paks for control on its third party library to avoid the market saturation that had occurred in the United States. The result is the Nintendo Entertainment System, or NES, which was released in North America in 1985. The landmark games Super Mario Bros. and The Legend of Zelda were produced by Miyamoto and Takashi Tezuka. Composer Koji Kondo reinforced the idea that musical themes could act as a complement to game mechanics rather than simply a miscellaneous element. Production of the NES lasted until 1995, and production of the Famicom lasted until 2003. In total, around 62 million Famicom and NES consoles were sold worldwide. During this period, Nintendo created its Official Seal of Quality, added to their products so that customers recognized authentic Nintendo products compared to bootleg cartridges that required unusual means to play as to bypass the NES lockout chip. By this time, Nintendo's network of electronic suppliers had extended to around thirty companies, including Ricoh (Nintendo's main source for semiconductors) and the Sharp Corporation.

1988–1994: Game Boy and Super Nintendo Entertainment System

In 1988, Yokoi and his team at Nintendo R&D1 conceived the Game Boy, the first handheld video game console made by Nintendo. Nintendo released the Game Boy in 1989. In North America, the Game Boy was bundled with the popular third-party game Tetris after a difficult negotiation process with Elektronorgtechnica. The Game Boy was a significant success. In its first two weeks of sale in Japan, its initial inventory of 300,000 units sold out, and in the United States, an additional 40,000 units were sold on its first day of distribution. Around this time, Nintendo entered an agreement with Sony to develop the Super Famicom CD-ROM Adapter, a peripheral for the upcoming Super Famicom capable of playing CD-ROMs. However, the collaboration did not last as Yamauchi preferred to continue developing the technology with Philips, which would result in the CD-i, and Sony's independent efforts resulted in the creation of the PlayStation console.

The first issue of Nintendo Power magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988. In July 1989, Nintendo held the first Nintendo Space World trade show with the name Shoshinkai to announce and demonstrate upcoming Nintendo products. That year, the first World of Nintendo stores-within-a-store, which carried official Nintendo merchandise, were opened in the United States. According to company information, more than 25% of homes in the United States had an NES in 1989.

In the late 1980s, Nintendo's dominance slipped with the appearance of NEC's PC Engine/TurboGrafx-16 and Sega's Mega Drive/Genesis, 16-bit game consoles with improved graphics and audio compared to the NES. In response to the competition, Uemura designed the Super Famicom, which launched in 1990. The first batch of 300,000 consoles sold out in hours. The following year, as with the NES, Nintendo distributed a modified version of the Super Famicom to the United States market, titled the Super Nintendo Entertainment System. Launch games for the Super Famicom and Super NES include Super Mario World, F-Zero, Pilotwings, SimCity, and Gradius III. By mid-1992, over 46 million Super Famicom and Super NES consoles had been sold. The console's life cycle lasted until 1999 in the United States, and until 2003 in Japan.

In March 1990, the first Nintendo World Championship was held, with participants from 29 American cities competing for the title of "best Nintendo player in the world". In June 1990, the subsidiary Nintendo of Europe was opened in Großostheim, Germany; in 1993, subsequent subsidiaries were established in the Netherlands (where Bandai had previously distributed Nintendo's products), France, the United Kingdom, Spain, Belgium, and Australia. In 1992, Nintendo acquired a majority stake in the Seattle Mariners baseball team, and sold most of its shares in 2016. On 31 July 1992, Nintendo of America announced it would cease manufacturing arcade games and systems. In 1993, Star Fox was released, which marked an industry milestone by being the first video game to make use of the Super FX chip.

The proliferation of graphically violent video games, such as Mortal Kombat, caused controversy and led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, in whose development Nintendo collaborated during 1994. These measures also encouraged Nintendo to abandon the content guidelines it enforced since the release of the NES. Commercial strategies implemented by Nintendo during this time include the Nintendo Gateway System, an in-flight entertainment service available for airlines, cruise ships and hotels, and the "Play It Loud!" advertising campaign for Game Boys with different-colored casings. The Advanced Computer Modeling graphics used in Donkey Kong Country for the Super NES and Donkey Kong Land for the Game Boy were technologically innovative, as was the Satellaview satellite modem peripheral for the Super Famicom, which allowed the digital transmission of data via a communications satellite in space.

From Wikipedia’s article on Nintendo, shared under CC BY-SA 4.0.5

Leadership

Who has led Nintendo, and when. Pick a name to see everywhere that person has worked.

Products and brands

  • software
  • video game
  • video game console

Listed on Wikidata.1

Products

Nintendo's central focus is the research, development, production, and distribution of entertainment products—primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories. As of May 2025, Nintendo's game consoles have sold over 860 million units, for which more than 5.9 billion video games have been sold globally.

Video game consoles

Since the launch of the Color TV-Game in 1977, Nintendo has produced and distributed home, handheld, dedicated, and hybrid consoles. In the 1980s, its first consoles to be successful were the Game & Watch and Nintendo Entertainment System. In the 1990s Nintendo launched new generations of home consoles with the Super Nintendo Entertainment System and Nintendo 64 and achieved global success with the Game Boy handheld console. In the 2000s, Nintendo found wide success again, with both the Nintendo DS and Wii. Each has a variety of accessories and controllers, such as the NES Zapper, the Game Boy Camera, the Super NES Mouse, the Rumble Pak, the Wii MotionPlus, the Wii U Pro Controller, and the Switch Pro Controller.

Video games

Nintendo's first electronic games are arcade games. EVR Race (1975) was the company's first electromechanical game, and Donkey Kong (1981) was the first platform game in history. Since then, both Nintendo and other development companies have produced and distributed an extensive catalog of video games for Nintendo's consoles. Nintendo's games are sold in both removable media formats such as optical disc and cartridge, and online formats which are distributed via services such as the Nintendo eShop and the Nintendo Network.

Marketing

Nintendo of America has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you're playing with power!", used first to promote its Nintendo Entertainment System. It modified the slogan to include "SUPER power" for the Super Nintendo Entertainment System, and "PORTABLE power" for the Game Boy.

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Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation. During the Nintendo 64 era, the slogan was "Get N or get out". During the GameCube era, the "Who Are You?" campaign suggested a link between the games and the players' identities. The company promoted its Nintendo DS handheld with the tagline "Touching is Good". For the Wii, it used the "Wii would like to play" slogan to promote the console with the people who tried the games including Super Mario Galaxy and Super Paper Mario. The Nintendo 3DS used the slogan "Take a look inside". The Wii U used the slogan "How U will play next". The Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" elsewhere.

Trademark

During the peak of Nintendo's success in the video game industry in the 1990s, its name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent its trademark from becoming generic, Nintendo pushed the term "game console", and succeeded in preserving its trademark.

Stores

Nintendo operates or licenses retail stores across the world.

Hong Kong

In Hong Kong, a third-party franchisee operates several Nintendo Switch-focused retail stores under the name of NSEW. The first store opened in March 2020 in Sham Shui Po. Two additional stores later opened, alongside a temporary pop-up store in the Hong Kong International Airport.

Another Nintendo Switch-focused store, Assemble, is located in Wan Chai. This store opened on 14 November 2024. This store features a dedicated section to third-party developer and publisher Cygames.

Israel

In June 2019, Nintendo's official Israeli distributor TorGaming Ltd. opened the second brick-and-mortar Nintendo retail store in the world, entitled Nintendo Israel, at Dizengoff Center in Tel Aviv. The store was Dizengoff Center's second largest launch.

Japan

On 1 February 2019, Nintendo announced that it would open Nintendo Tokyo as a facility at the then-under-construction Shibuya Parco department store in the Fall of that year, being its first self-managed store in the country. The store opened with the complex on 22 November 2019.

Since Nintendo Tokyo's opening, two additional Nintendo stores have opened in Japan. Nintendo Osaka opened on 11 November 2022, located on the thirteenth floor of the Daimaru Umeda department store in Kita-ku, as a store-within-a-store. Nintendo Kyoto, located within the Takashimaya Department Store building in Kyoto, opened on 17 October 2023.

Saudi Arabia

In May 2012, Shas Samurai, Nintendo's official representative in Saudi Arabia, opened a "Nintendo World Store" at Al Faisaliah Mall in Riyadh.

United States

Nintendo opened its first retail store, Nintendo World (now Nintendo New York), on 14 May 2005, at the former location of the Pokémon Center at Rockefeller Center in New York City.

Nintendo opened its second US store called Nintendo San Francisco in the city's Union Square neighborhood on 15 May 2025.

The Nintendo of America headquarters in Redmond, Washington has a private store which is open only to employees and invited guests.

Pop-up stores

Additionally, Nintendo launched official pop-up stores in 2021 at various Japanese cities, and later in 2023 in Seoul, Singapore, and Hong Kong.

Logos

In use since the 1960s, Nintendo's most recognizable logo is the ovoid racetrack shape, especially the red-colored wordmark typically displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo's own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing, using the blue color. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. A white variant on a red background has been used since 2016, and has been in full effect since the launch of the Nintendo Switch in 2017.

Business strategy and "Nintendo DNA"

Nintendo defines the core of its business activities as entertainment, with a particular focus on family-oriented experiences. The company has identified “expanding the Nintendo IP fanbase” and “fostering long-term relationships with consumers” as its two primary strategies.

In terms of employee development, Nintendo emphasizes what it refers to as "Nintendo DNA," consisting of three elements: originality, flexibility, and sincerity. The company describes originality as the continuous provision of new forms of entertainment and distinctive experiences. Flexibility is defined as the ability to adapt to changes in the business environment without being constrained by past successes or established conventions. Sincerity is explained as the accumulation of small but reliable actions that can lead to significant outcomes over time, accompanied by a commitment to humility and sustained effort.

Nintendo states that it regards teamwork as essential to the creation of new forms of entertainment and emphasizes fostering a workplace environment in which team members exchange ideas through discussion and receive appropriate guidance when needed. It further explains that employee evaluation at Nintendo Co., Ltd. is based not on innate personal traits or short-term results, but on demonstrated behaviors related to "Nintendo DNA," individual development, and teamwork.

Nintendo emphasizes its so-called "Nintendo DNA," continues to expand its development staff, implements wage increases, and maintains the systematic transfer of knowledge from veteran employees to new hires. These practices have been analyzed by game journalists and discussed by players as reflecting an employee-focused approach and as part of a more sustainable long-term strategy in terms of the company's continuity.

From Wikipedia’s article on Nintendo, shared under CC BY-SA 4.0.5

Subsidiaries and ownership

Owners

Subsidiaries

All 26 subsidiaries

Divisions

Also owns

From Wikidata.1

Acquisitions

  1. Apr 1, 2025Acquired Nintendo Stars1
  2. Oct 3, 2022Acquired Nintendo Pictures1
  3. Apr 1, 2022Acquired SRD1
  4. Mar 1, 2021Acquired Next Level Games1
  5. Oct 2011Acquired Nintendo European Research & Development1

Employees over time

Nintendo employees by year17.3K in 2023+14% since 2020
02.0K4.0K6.0K8.0K2020: 6.4K6.4K20202022: 6.7K6.7K2022+5%2023: 7.3K7.3K2023+9%
  • 20237,3171
  • 20226,7171
  • 20206,4131

Timeline

  1. Jun 28, 2018New chief executive Shuntaro Furukawa becomes CEO1
  2. Sep 16, 2015New chief executive Tatsumi Kimishima becomes CEO1
  3. May 24, 2002New chief executive Satoru Iwata becomes CEO1
  4. Jul 21, 1983Went public Listed on Tokyo Stock Exchange1
  5. 1963Renamed Name changed to 任天堂株式会社1
  6. 1963Renamed Name changed to Nintendo Co., Ltd.1
  7. 1951Renamed Name changed to 任天堂骨牌株式会社1
  8. Sep 1949New chief executive Hiroshi Yamauchi becomes CEO1
  9. 1929New chief executive Sekiryo Kaneda becomes CEO1
  10. Sep 23, 1889New chief executive Fusajirō Yamauchi becomes CEO1
  11. Sep 23, 1889Founded Founded in Japan1

Held by these funds

The largest holders among investment managers' 13F reports for the quarter ending Jun 30, 2026. Change is in shares since the quarter before.

FundSharesValueShare of the fundChange
Moran Wealth Management, LLC465,831$4.9M0.1%New
Lyrical Asset Management LP244,323$2.6M0.0%−41,443
Generali Investments CEE, investicni spolecnost, a.s.180,000$1.9M0.1%No change
Rhumbline Advisers83,646$876.6K0.0%−1,623
Gagnon Securities LLC70,675$740.7K0.1%+978
DRW Securities, LLC42,751$448.0K0.0%New
O'Brien Greene & Co. Inc41,650$436.5K0.1%+1,000
GAMMA Investing LLC16,926$177.4K0.0%−5,850
PNC Financial Services Group, Inc.6,943$72.8K0.0%−3,044
Thurston, Springer, Miller, Herd & Titak, Inc.3,100$32.5K0.0%+1,000
Salomon & Ludwin, LLC1,788$19.2K0.0%−1,262
Mark Sheptoff Financial Planning, LLC868$9.1K0.0%No change
Ancora Advisors LLC583$6.1K0.0%−373
Oakworth Capital, Inc.337$3.6K0.0%No change
Main Street Group, LTD296$3.1K0.0%+6
IMA Advisory Services, Inc.214$2.2K0.0%+78
First Command Advisory Services, Inc.177$1.9K0.0%+162
Appleton Partners Inc/ma154,355$1.6K0.1%−8,680
Ascentis Wealth Management, LLC93$9740.0%No change
Richardson Financial Services Inc.21$2200.0%No change
Sankala Group LLC13$1820.0%No change
Heritage Wealth Advisors15$1570.0%New
Hantz Financial Services, Inc.11$00.0%−495

13F reports cover disclosed long positions in U.S. stocks only.

Members of Congress who traded it

12 trades disclosed by members of Congress. “Vs S&P since” is the stock’s change since the trade minus the S&P 500’s.

DateMemberTradeAmountVs S&P sinceFiling
Jun 17, 2026Josh GottheimerDemocratic, HousePartial sale$1,001 - $15,000−14.6%Report
Apr 9, 2025Josh GottheimerDemocratic, HousePartial sale$1,001 - $15,000+64.9%Report
Mar 19, 2025Sheri BiggsRepublican, HouseSale$15,001 - $50,000+61.8%Report
Feb 21, 2025Josh GottheimerDemocratic, HousePartial sale$1,001 - $15,000+59.4%Report
Jun 21, 2024Josh GottheimerDemocratic, HousePartial sale$1,001 - $15,000+41.8%Report
May 22, 2024Josh GottheimerDemocratic, HouseBuy$1,001 - $15,000−46.3%Report
Jul 10, 2023Daniel S. GoldmanDemocratic, HouseSale$15,001 - $50,000+56.4%Report
Apr 13, 2023Daniel S. GoldmanDemocratic, HouseBuy$15,001 - $50,000−56.8%Report
Feb 27, 2023Daniel S. GoldmanDemocratic, HousePartial sale$15,001 - $50,000+53.5%Report
Jul 15, 2022Josh GottheimerDemocratic, HouseBuy$1,001 - $15,000−82.5%Report
Jun 14, 2022Josh GottheimerDemocratic, HousePartial sale$1,001 - $15,000+81.2%Report
Oct 9, 2020Joe CourtneyDemocratic, HouseSale$15,001 - $50,000+126.2%Report

Members report amounts as ranges, not exact figures. Returns are price-only (no dividends).

Sources

The numbers on this page point here. Each one links to the record it came from.

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