CSR Report 2010 PDF
Transcription
CSR Report 2010 PDF
CSR Report 2010 Contents • President’s Message 03 • Feature 1: Pursuing the New Potential of Video Games 05 • Feature 2: Working with Our Production Partners 09 • Everyone Nintendo Touches 13 • Bringing Smiles to Our Consumers 15 • Working with Our Business Partners 23 • Maximizing Our Employees’ Strengths 27 • Bringing Smiles to Future Generations 33 • Bringing Smiles to the Community 39 • Reliable and Trustworthy Business Practices 43 • A Message Regarding This Report 47 • Nintendo Overview 48 Our Editorial Policy As a global corporate citizen, we of the Nintendo Group (Nintendo Co., Ltd. - the parent company - and its consolidated subsidiaries) recognize that it is our responsibility to consider the interests of society when conducting business activities and to remain aware of how our actions impact consumers, business partners, employees, shareholders, communities and the environment. For Nintendo, our business is games and entertainment, so we believe our ultimate responsibility is to put smiles on the faces of everyone we touch. The 2010 Nintendo Corporate Social Responsibility Report describes how we are working to achieve this goal. Reporting Scope The scope of this report covers the activities and data of the Nintendo Group. Any information not within this scope is explicitly stated. For the purposes of this report, “Nintendo” refers to the Nintendo Group, and Nintendo Co., Ltd. itself is referred to by its complete name. In addition, the environmental data reported mainly applies to Nintendo Co., Ltd. and its primary overseas subsidiaries and branch offices. Nintendo Co., Ltd. is ultimately in charge of product planning, development and production, and considers the opinions and legal advice of its subsidiaries. Particularly with regard to the sections of the report that relate to product development policies (Product Safety), production (CSR Procurement) and Corporate Governance, “Nintendo Co., Ltd.” may also refer to the Nintendo Group in light of this business model. •Nintendo of America Inc. •Nintendo of Europe GmbH (Germany) •Nintendo Benelux B.V. (Netherlands) •Nintendo of Korea Co., Ltd. •Nintendo of Canada Ltd. •Nintendo France S.A.R.L. •Nintendo of Europe GmbH, UK Branch •Nintendo Australia Pty. Ltd. •Nintendo Ibérica, S.A. (Spain) •Nintendo of Europe GmbH, Italy Branch Reporting Period Fiscal year 2009 (from April 2009 through March 2010) as well as some activities that occurred prior to and after this period. The reporting period of Nintendo of Europe’s environmental data is from January 2009 through December 2009. Date of Publication (English version) September 2010 •“Wii” refers to Wii hardware. •“Nintendo DS” includes all hardware of Nintendo DS, Nintendo DS Lite, Nintendo DSi and Nintendo DSi XL. •For information supplementary to this report, please visit the Nintendo Corporate Information website at: http://www.nintendo.co.jp/en/csr/ • Voice Each section with this mark next to the title relates to the employee’s voice. Translation Note This document has been translated from the Japanese original for reference purposes only. In the event of any discrepancy between this translation and the original, the original shall prevail. President’s Message Continuing to Delight People Through Innovation Innovation is More about Breaking Through Imaginar y Walls Than about Technical Revolutions Nintendo is focused on its basic strategy of broadening the scope of the gaming population in order to bring smiles to even more people around the world. To achieve this, we released Nintendo DS and Wii, and aim to continue making products that entertain and enrich the lives of those who play with our products. To confirm our progress towards this goal, we periodically carr y out surveys to determine the number of our consumers in Japan, the United States and six countries in Europe. The results through the end of March 2010 showed that more than 230 million people own our products. When we first established our goal, it was strongly believed in the game industry that it was impossible to offer products which could attrac t people regardless of their age, gender, cultural background or gaming experience. However, the results have demonstrated that our goal was achievable. From this point on, we must not become complacent; we must continue to challenge ourselves. I b e l i e v e t h a t t r u e i n n o v a t i o n fi r s t b e g i n s w i t h overcoming psychological barriers and doing things thought to be impossible. It is natural to have psychological barriers. People tend to believe their first impressions and trust their own judgments. However, in order to give rise to innovation, we must be willing to question our preconceived ideas and view things from a different perspective. If every employee of Nintendo is open to questioning his or her own preconceptions, and by breaking down his or her imaginary walls, turns what has been thought to be impossible into possible, then we will have more opportunities to succeed in our mission of putting smiles on the faces of everyone we touch. Satoru Iwata President, Nintendo Co., Ltd. 03 Considering Our Consumers’ Views In keeping with our efforts to break through imaginary walls, in fiscal year 2009 Nintendo launched a project to consider the views of our consumers more closely when developing our products and services. Though Nintendo’s workforce is relatively small, each department tends to work on specialized areas, and as time goes on, it becomes challenging to see what other d e p a r t m e n t s a re w o r k i n g o n . Fo r e x a m p l e, t h o s e engrossed in produc t development had few opportunities to hear directly from customer relations what our consumers were saying, whether praise or complaints. As a result, we were sometimes unable to reflec t the voices of our consumers suf ficiently in our development process. If employees had a clear understanding of how their own departments were connected to other departments as well as to our consumers, not only would it benefit the company as a whole, it would also help make even more consumers happy around the world. To determine how to strengthen these connec tions, we launched a company-wide project to bring members from different departments together. During the agenda-set ting process, it became a p pa re nt t ha t t h e re w e re ma ny t hing s t h e p roje c t members did not know about each other’s departments, and it required more time and effort than expected to bring everyone to the same starting point. As a result, we realized it was ver y impor tant for ever yone to have a better understanding of what others at the company are res ponsible for and, at fir s t, we began an ef for t to periodically get people from dif ferent depar tments together to talk about their respec tive work. These foc used disc us sions have been immensely helpf ul, serving as the foundation on which employees now think beyond what would be best for their own department’s goals and also consider what would benefit all related departments. Through this project, we will continue to s te p up our ef for t s to im prove inter- d e par tment al communication in order to keep making people happy. Putting Smiles on the Faces of Everyone Nintendo Touches The Internet has been instrumental in expanding the new p ote ntial of g ame s, b u t Ninte nd o mu s t t read carefully when incorporating Internet-dependent features into its games. This caution is based on our belief that nothing is more important than protecting minors from any unwit ting engagement in potentially dangerous activities and dispelling concerns which our consumers may have about the online safety of our games. Some c o n s u m e r s w h o p la c e a n e m p ha s i s o n f re e d o m of communication may feel that Nintendo is being overly cautious, but we take various precautions in view of our strong motivation to put smiles on the faces of everyone Nintendo touches. Similarly, we are continuing our efforts to protect the environment for the smiles of future generations. To safeguard our consumers and reduce the environmental impac t of our produc t s, Nintendo limit s the use of harmful chemicals and utilizes safe substitute materials wherever practicable in the manufacturing process. At the same time, in order to address the environmental concerns that relate to climate change, we are not only refining our production processes and taking other steps in our business operations to reduce our consumption of natural resources; recognizing the fact that more than 200 million consumers play with our products, we are also working to design energy-ef ficient produc ts so as to lessen their impact on the environment. Relationships with our production partners are another important theme at Nintendo. Without the cooperation of our production partners, Nintendo cannot succeed in its business. Since fiscal year 2007, we have continued to c o nd uc t o n - si te in s p e c tio n s in w hic h we s e n d o u r e m p l oye e s to p ro d u c t i o n p a r t n e r s’ s i te s to g e t a first-hand look and a deeper understanding of local working conditions and hold discussions with management and workers regarding areas for improvement. I believe sharing our philosophies with production partners leads us to making our consumers happy, which in turn makes us happy. Our Commitment to Make More People Happy The American Heart Association, a global leader in the ef for t to prevent life s t yle disea se s, ha s confir med research which shows that people who make it a daily habit to play Wii Sports Resort or Wii Fit Plus reduce their risk of cer tain lifestyle diseases. The Association has endorsed the use of Wii to promote good health. This is no small achievement; Wii is the first game console to obtain an endorsement from the Association. Consumer feedback has also been overwhelmingly positive, with numerous users expressing gratitude for the benefits of using Wii and Nintendo DS. That being said, some data suggest that video games still are not receiving the same level of social acceptance as movies and other forms of entertainment. The data on this page show the situation in Japan only, but the survey carried out in the United States shows similar results. While taking issues like this seriously, we would like to continue to break down imaginar y walls so that even more people can live happier and more fulfilling lives through playing with Nintendo products. Social Acceptance of Entertainment TV Movies 44 37 Sports 38 30 18 Like it very much Don’t like it much (%) 46 33 Music Video Games 43 46 28 Like it Neutral Don’t like it at all Don’t know Source : Nintendo July/09 Interview Survey (Tokyo, Osaka) N=3,045 04 Feature 1 Pursuing the New Potential of Video Games Encouraging as Many People as Possible to Move Their Bodies and Enjoy Exercise at Home In November 2009, Dr. Motohiko Miyachi of the National Institute of Health and Nutrition (Japan) made a presentation to the American Heart Association* stating that 27 out of the 69 training activities in Wii Fit Plus have an exercise intensity of 3 METs or over. We would like to introduce you to Mr. Sugiyama, the development producer at Nintendo, who is responsible for the creation of health-promoting software; we also present an interview with Dr. Miyachi, a specialist in sports science and an adviser for Wii Fit Plus. * The American Heart Association is a global leader in the effort to prevent and cure various lifestyle diseases. For Snowboard Slalom, stand in a sideways stance and lean your body to each side to balance. A Developer’s Comments Conveying the Joy of Exercising to as Many People as Possible I magining a Fa mil y Ge t ting Together to Talk about Health Wii Fit Plus Wii Balance Board W i i Fi t a n d W i i Fi t Pl u s s u p p o r t fitness habits with ease. Users can determine their weight and do various exercises by using the Wii Balance Board. Wii Fit Plus, which is now on sale, is an advanced version of Wii Fit. It provides a total of 69 exercises and ac tivities, including aerobics, strength training, yoga and balance games. 05 The development of Wii Fit b e g a n w i t h t h e i d ea of ma k i n g health a common topic for families, by e n c o u r ag i ng t h e m to w e ig h themselves every day. However, we e x p e r i e n c e d a d i f fi c u l t y i n differentiating Wii Fit from existing products, such as bathroom scales or body fat scales, while achieving the goal of making it a “game.” It was the decision to implement a body balance checking func tion a n d e nla rg e t h e size of t h e W ii Balance Board to shoulder width that allowed the development to move for ward, which instantly broadened the scope of the content for Wii Fit. Using Ingenuity to Encourage Users to Play Every Day The most effective way of taking care of your health is to regularly check your weight, record it and be aware of its fluctuations. Training that enables users to easily measure body weight and balance, and a function that enables users to check their weight fluctuations graphically, were therefore incorporated into Wii Fit in order to motivate users to s te p o n t h e W i i Ba l a n c e B o a rd every day. Also, realizing that training can of ten become monotonou s, we incorporated into the game a character called “Wiibo”, in addition to both a male and a female trainer, and programmed them to encourage the users, simultaneously offer useful bits of advice on their movements and engage users in small talk, all of which are the results of our attempt to make the game more personal. In addition, we scored each training activity and added some exercises that beginner s like my self, w ho rarely play sports, can do easily. We also developed enter taining activities, such as balance games. These were just some of the ideas we incorporated to motivate users to continue playing while having fun. As Dr. Miyachi also mentions, the most important part of exercising is continuity. I would be very glad if the nature of a game, which makes users feel like playing because it is fun, led a user to continue training. over the world. I intend to continue working hard to develop software that incorporates users’ comments in order to make as many people smile as possible. Incorporating Users’ Comments to Make Even More People Smile User feedback was employed in creating Wii Fit Plus, an advanced version of Wii Fit, which enables users to weigh their babies or pets a n d to c rea te t h e i r o w n fi t n e s s routines. Also, thanks to Dr. Miyachi’s advice, the ef fec tiveness of each ac ti v i t y i s s how n in t he fo r m of calories burned (calculated based on scientific basis). Currently, over 35.26 million Wii Fit and Wii Fit Plus units (as of the end of March 2010) have been sold and are being enjoyed by people all Tadashi Sugiyama Manager, Software Development Group No.5, EAD Software Development Department, Entertainment Analysis & Development Division, Nintendo Co., Ltd. Dr. Miyachi’s Comments “I hope that many people will take the opportunity to exercise in their daily lives.” “I believe if we can make use of the fun nature of games for something such as exercise, in which continuity is essential, it could have a profound effect.” These words, from Dr. Miyachi, were consistent with Nintendo’s mission to put smiles on the faces of as many people as possible. So in 2009, we began joint research to rate the physical intensity of the training activities. We would like to explain the background of this research and to present our future plans. Q How much has the physical activity level of the modern Japanese population decreased? A I am currently working at the National Institute of Health and Nu t r i tio n. M y mi s sio n i s to create exercise guidelines in order to improve national health, but I have a strong sense that we are in the midst of a crisis regarding the decrease in the physical ac tivit y level of the Japanese population. The risk of lifestyle diseases, such as obesity, increases with reduced physical activity, but 60 - 70% of the Japanese population currently do not have an exercise routine. In addition, for both males and females, the average number of steps taken daily has decreased by about 1,000 steps compared to the number of 10 years ago. Recently, the number of people who do regular exercise in gyms has increased slightly, but the total amount of physical activity h a s s t e a d i l y d e c r e a s e d d u e to Dr. Motohiko Miyachi Project Leader of the Health Promotion Program/Fitness Guidelines, National Institute of Health and Nutrition (Japan) Profile Graduated from the National Institute o f F i t n e s s a n d S p o r t s i n K a n oy a i n 1988. He attained his current post after working at Kawasaki Universit y of Medical Welfare as an assistant professor and at University of Colorado (U.S.) as a v i s i t i n g f e l l o w. D o c t o r o f P h y s i c a l Science. Adviser for Wii Fit Plus. highly developed IT technology which enables people to shop in daily life without going outside and the introduc tion of the t wo -day weekend which has led to a more sedentary lifestyle. Q Why did you decide to conduct a study on Wii Fit? A We had been insistent in trying to f a milia r i ze a n d e d u c a te people about the impor tance of exercise or physical activity in daily life, but our efforts did not seem to have much ef fec t, so we were wondering how we could overcome the problem. It was at that moment that we first learned about Wii Fit. Subsequently, we found out there were as many users of this software as there were fitness club members in all of Japan (about 3.5 million people), which indicated that this software could motivate a multitude of people to star t exercising. Therefore, we felt that a study of Wii Fit would have social significance What are METs? for modern society. From our research, it bec ame clear that 27 out of the 69 training activities in Wii Fit Plus recorded 3 ME Ts or over, which meant that from a medical perspective, these activities proved useful in obtaining a h e a l t h y l i f e s t y l e . M o r e o v e r, people continued to exercise not necessarily because it was good for their health, but rather because it was “fun”, and if it was easy to do, they would ac tually continue to exercise, which I thought was the m o s t i m p o r t a n t fi n d i n g o f t h i s research. Q What features does Wii Fit have as exercise support software? A The most attractive aspect of Wii Fit is the convenience. User s c an s tar t training in their homes, whenever they want to, in any clothing they choose to wear. I think that this accessibility lowers the mental barriers that could The Average Number of Daily Steps Taken by the Japanese Population (over age 20) A metabolic chamber is a ground breaking apparatus that enables long-term measurements to be taken of the amount of energy people use in an environment close to everyday life. The MET values of the exercises in Wii Fit Plus were c alc ulated u sing t he met a bolic chamber, and the calories burned in each training activity were calculated based on these MET values. 8,000 7,000 7,503 7,474 6,762 6,378 6,000 (Steps) Male 2003 2004 7,561 6,526 7,413 6,590 7,321 6,267 Female 2005 2006 2007 7,011 5,945 2008 (FY) Source: Based on the Ministry of Health, Labor and Welfare’s “Overview of National Health and Nutrition Research Results, 2008” 07 Calculating the METs Wiibo talks to the users and gives them advice MET (metabolic equivalent) is a numeric unit expressing the level of physical exertion in exercising. 1 MET, equivalent to the body’s metabolism at rest, is used as a standard for calculating the level of other ac tivities. For example, the value for walking is 4 M E Ts , w h i c h e q u a t e s t o f o u r t i m e s t h e e n e r g y c o n s u me d w he n re s ting . In t he Ja pane s e heal t h exercise guidelines, it is recommended that people do exercise with an intensity of 3 METs or more. other wise p reve n t p e o p l e f ro m starting or continuing to exercise. F u r t h e r m o r e, W i i b o a n d t h e trainers in the game advise users on how to improve their movements, and also engage them in small talk like, “Long time no see!” These comments are not that different to what I ac tually say when I am coaching people who are training. In addition, because users receive advice which is based on their ind i vid ual weig ht and s t re ng t h fluc tuation data, it is ef fec tive in urging them to be more aware of their health. Also, new features, such as a function which shows the calories burned in each training activity and another function which recommends the appropriate training for users based on their aims, were added to Wii Fit Plus. I think this made it even easier for users to keep themselves motivated. A From now on, based on the results of this research, I would like to further verify the effects of Wii Fit by encouraging more people to use the game. I think that many other researchers share my views, and the result s of those s tudies could present Nintendo software with new possibilities. However, I think the most impor tant reason why this sof tware has been welcomed by such a large number of people is it s enter tainment aspec t. The idea that exercise is good for health is recognized worldwide, but there are few ways by which everybody can continue to train while having fun. In that regard, I think it is possible for the easy-and-entertaining Wii Fit Plus to encourage people to develop good training habits. I sincerely hope that Nintendo continues to pursue what only an entertainment company can achieve. Q What expectations do you have for the future prospects of Wii Fit Plus? Exercises with 3 METs or more in Wii Fit Plus 27 Grounded V Pose Rhythm Kung Fu / 69 activities Obstacle Course 08 Feature 2 Working with Our Production Partners Continuous Communication with Our Production Partners Three years have passed since Nintendo began conducting on-site inspections of its production partners. We are making some progress and starting to see the results of our informative discussions and suggestions for improvement. The following is an update of the inspection process. Facilit ating Communic ation through On-Site Inspections Nintendo employs a fabless prod uc tion mod el: we d o not maintain our own produc tion facilities so it is essential that we work closely with our produc tion p a r t n e r s (o u r c o m p o n e n t p a r t suppliers and assembly subcontractors). This practice promotes production efficiency and ensures i n c r e a s e d p ro d u c t q u a l i t y a n d safety, in turn making Nintendo’s consumers happy. To achieve this, we must go beyond simply advising produc tion par tners how to proceed. It is vitally important that the production partners share the same attitude and approach to CSR as Nintendo, especially with those who work at the actual production sites. On-site inspec tions are not simply to confirm the work being done; rather, the overarching goal 09 is to create dialogue with site workers. Arranging the meetings and touring the sites are valuable ways to mutually discuss issues and unearth solutions that may not be a p pa re nt f ro m w r i t te n re p o r t s . Furthermore, a more realistic grasp of most situations can be obtained by lis tening to the worker s who know both the site and the process. We initially struggled to find an appropriate way of conducting the on-site inspections, but now we are realizing the wide variety of benefits from this highly collaborative process. Procedure for On-Site Inspections On-Site Inspection Example • Interview administrators and supervisors Nintendo CSR Procurement Guidelines On-site inspection example • Inspect records for overtime work, holidays and employment agreements 1. Promote compliance and respec t for human rights • Check the operational status of both internal and working guidelines • Check labor unions and employee representation • Check the child labor protection guidelines and operational status • Check the wage structure • Check whether the probation period rules for new workers are being followed 2. Ensure occupational health and safety • Check whether the required certified personnel are present • Check the records of facility patrols by certified personnel • Check the status of employee medical checkups • Confirm the facility conditions 3. Practice of corporate ethics and fair trade • Confirm implementation of audits for internal controls 4. Environmental conservation • Confirm implementation of ISO 14001 5. Product safety assurances and quality guarantees • Confirm implementation of ISO 9001 6. Thoroughness of information management • Confirm implementation of document management policies and controls • Confirm implementation of rules concerning use of computers 7. Policies and controls for emergenc y response planning • Confirm the presence of adequate fire extinguishers, and whether fire drills are being carried out • Evaluate the country risk 8. Contributions to society • Review the status of the company’s community support activities 9. Adherence to delivery dates and stable supplies • Check the status of the facility’s authorized licenses • Review the status of parts and materials management, inventory and manufactured goods • Confirm the process and inspect the site by touring the facility • Conduc t discus sions and debrief s regarding observations with facility management and production operations • Check worker morale and satisfaction Past Record of On-Site Inspections (As of March 2010: 19 companies in China; 1 company in Taiwan) Number of on-site inspections (number of new companies) FY2007 8 companies (8 companies) FY2008 7 companies (5 companies) FY2009 14 companies (7 companies) Total 29 companies 10 People Involved with Nintendo What We have Learned from Our Discussions Even before commencing the CSR on-site inspections, Nintendo had been touring the facilities of its production partners and discussing issues relating to qualit y and deliver y time of produc t s and component parts. However, after we began the CSR on-site inspections we realized that our partners did not fully understand the background and objec tives of our qualit y requirements, and we found that we had not provid ed them with sufficient details regarding our own views and expec tations. We feel that the current mandatory on-site inspec tion process enables us to correct this and promotes not only CSR but also product quality and safety. The planning and follow-up disc us sions that are par t of the on-site inspec tion proces s give Nintendo an opportunity to provide greater detail regarding our views and expectations, thereby giving produc tion par tners a bet ter u n d e r s t a n d i n g o f N i n t e n d o ’s business and our CSR policy. This dialogue also gives Nintendo an oppor tunit y to gain a greater understanding of our produc tion partners. Simply completing a checklist does not mean that the inspection p r o c e s s i s fi n i s h e d . S i n c e t h e discussions provide opportunities for Nintendo and produc tion partners to deepen mutual understanding, the on-site inspections have a lasting effect in inc reasing the motivation of all involved. We hope the produc ts b o r n of t hi s p ro c e s s h e l p u s to achieve our mission. Protecting Minors As in many countries, including Japan, Chinese law also bans the use of child labor, which is defined as labor by children aged 15 and under. Once children reach age 16, they can be legally employed for work. However, workers that are 16 or 17 years of age are considered minor s, and so for the s ake of minor protection certain provisions have been set, including periodic health exams and restrictions on work tasks that could impede growth and development. In general, there are many minor s who work in production in the factories of China. The production par tners with which Nintendo conduc ts on-site inspec tions adhere to all laws and do not employ children, but it is not unusual for them to employ minors. Nintendo has found that these production partners in some cases lack sufficient awareness of and s y s te m s fo r s a fe g u a rd i n g mi n o r s . N i nte n d o ha s therefore made ef for ts to improve the work environment for minors, through discussions with produc tion par tners and by encouraging improvements. In the three years that Nintendo has been conducting on-site inspec tions, we have noticed a heightened awareness among factory management of the need to Minors Wear an Identifying Patch on the Job protec t minor s. In par tic ular, we have o bs er ved significant progress in introducing measures to clearly dif ferentiate minor s from other worker s. In such factories, minors wear an identifying patch on their uniforms that clearly indicates their status as minors so that supervisors are fully aware of this when assigning them tasks. Jobs that cannot be performed by minors are clearly labeled by posters that read: This work cannot be performed by a minor. In addition, adults and minors are clearly separated on worksheets used in tracking and managing work hours. Currently, the labor pool in China is very fluid, and one of the major issues with maintaining product quality is the lack of experienced employees. It is important to create a good work environment and retain a stable workforce in order to produce high-quality products. Owing to the facts that managers still lack sufficient awareness of the importance of protecting minors and many young people easily change jobs in the hope of earning more money, it is difficult to resolve this issue. However, Nintendo continues to implement on-site study sessions and make proposals to convey to its production partners the advantages of an improved work environment for all workers, including minors. Poster Indicating that an Operation should not be Performed by Minors Production Partners’ Comments Improving Work Conditions Based on the Feedback from Nintendo Establishing Targets for Improvement and Promoting CSR Activities Through our efforts towards embracing CSR, our manag ement ha s gained d ee p awarene s s of it s importance. These efforts have increased the amount of time factory floor managers spend to educate and mentor their employees, and promote communication in the workplace. Based on the suggestions provided b y N i n te n d o, w e h av e i m p rov e d o u r s y s t e m o f designated factory patrols to ensure implementation of occupational health and safety measures. This has led not only to a better working environment, but also to a bet ter standard of living for the employees. Looking ahead, we plan to enrich the CSR education provided to our workers in order to improve understanding of CSR within the entire company. When we first began our CSR efforts, most people in the company did not know much about CSR and believed that it was applicable only to specific employees. However, we created a CSR committee to educate our employees about CSR and have since succeeded in changing this perception. In particular, the employees who are involved in Nintendo’s on-site inspections have renewed their commitment to the CSR process. We will continue to work to make improvements to processes highlighted during the inspections and will enhance communications between the divisions in Japan, Chinese factories and sub-contractor factories, in addition to improving the internal auditing process of our managers. These are our main targets for improvement, and we will establish concrete plans to progress further in our efforts. Osamu Nishikawa Kiyoshi Koshikawa Factory Manager, China Hosiden Factory, Hong Kong Hosiden Ltd. Director General Manager, ZHUHAI MITSUMI ELECTRIC CO., LTD. Improving the Production Environment through Direct Discussions with Production Partners To create high-quality products that make consumers happy, I feel it is essential that the people who develop and manufacture the products are happy as well. In other words, if those involved in production are unhappy, it is difficult to produce high-quality products. Although we may have initially struggled with how to start the process, now the inspections involve more than just answers to questions on a checklist. We place greater emphasis on getting a sense of the atmosphere and morale in the facility, and on directly understanding the attitudes of the people working there. Our inspections are still somewhat limited in scope, but real progress has been made in terms of the production partners achieving a better understanding of Nintendo’s CSR activities, and of Nintendo’s grasp of the situation in their facilities. Our policy of on-site inspections, with its emphasis on direct examination of the worksite, is more in line with the Nintendo way of doing things as compared to other survey methods, such as those involving independent third parties. I believe that the most effective way to improve the production process in China’s complicated, rapidly changing environment is to communicate directly with the managers and workers. I also hope that this activity will lead to changes in the way of thinking at the production level. Hirokazu Shinshi 11 General Manager, Procurement Information Office, Uji Plant, Nintendo Co., Ltd. 12 Everyone Nintendo Touches We endeavor to put smiles on the faces of everyone we touch – directly or indirectly, now and in the future. Business Partners [PP. 23 - 26] Nintendo continuously s trives to build bet ter relationships with it s par tner s in the areas of planning and development, procurement and production, and sales and marketing. Communication Channel • New Product Information Sessions • CSR Procurement Employees [PP. 27 - 32] Consumers [PP. 15 - 22] Nintendo is committed to creating and maintaining an environment where all employees can exercise and expand their s trengths while realizing their maximum potential. Nintendo’s top priority is to ensure that all of our consumers can fully enjoy our products. In order to achieve this fundamental objective, we are committed to creating the highest-quality produc ts by listening carefully to consumers’ opinions and responding to their needs so that they are happy with what we deliver. Communication Channel • President’s Address • Health Consultation Room • Periodic Consultations • Health and Safety Committee • Sharing Information via the Intranet Communication Channel • Customer Service Window • Nintendo Repair & Maintenance Center • Retailers • Provide Information via Nintendo’s Website • Webpage for Reporting Counterfeit Products Shareholders and Investors [PP. 43 - 46] Nintendo strives to build positive, satisfying and trusting relationships with our investors and shareholders, through returns on profit and the timely and appropriate disclosure of important information. We devote great effort to increasing our corporate value so as to create long-term partnerships. Development Partners Communication Channel • General Meeting of Shareholders • Financial Results Briefing • Corporate Management Policy Briefing • Disclosure of Information Available via Nintendo’s Website • Disclosure of Information Available via the Annual Report Nintendo’s products include the innovative ideas and advanced technologies of many of our development par tners. Together with these par tners, we will continue striving to create ever-better products. Future Generations Production Partners (Suppliers and Production Factories) Nintendo employs the fabless production model, a system that outsources component part supply and product manufacture. We will continue working with our production partners to improve our production processes. Sales Partners In order to reach as many consumers in the world as possible so that they can enjoy our products, we are committed to building better cooperative relationships with our sales partners, including wholesalers and retailers. Publishers Together with the software makers that develop and sell their own branded sof t ware for Nintendo’s game systems, Nintendo seeks to promote the growth of the gaming industry. 13 [PP. 33 - 38] Nintendo’s goal is to put smiles on the faces of today’s children and those of future generations. We place great importance on handing down a better environment to them, and we endeavor to maximize environmental protec tion in our manufac turing processes and business activities around the world. Communication Channel • Green Procurement • CSR Report Society [PP. 39 - 42] As a corporate citizen, Nintendo deems it important to support society. We give serious consideration to the kinds of contributions that only we can make as a responsible and caring corporate citizen. Communication Channel • Community Contribution Programs in Various Countries 14 Achieving Quality and Safety At Nintendo, we emphasize safety and reliability in manufacturing products of the highest quality so that consumers of all ages can enjoy them with peace of mind. Product Safety Principle We believe safety and reliability are key factors for high-quality products. Quality Principle We provide high-quality products that meet consumers’ expectations. Framework for Product Safety Assurance 128.89 70.93 Nintendo Co., Ltd. established the Product Safety Committee, under direct supervision of the Executive Manag ement Commit tee, to ensure employees’ understanding of the Product Safety Principle and the Quality Principle. Through effec tive management, maintenance and improvement of Nintendo’s Product Safety Assurance System, the Product Safety Committee ensures the safe manufac ture and provision of our products at every stage: from planning, development and production all the way to after-sales service. To ensure that our software is safe to use, we make continual improvements to our company-wide content checking system (see PP. 19 - 20), which is applied from the earliest stages of product development. million units 1 FTA (Fault Tree Analysis) A system that analyzes the root causes of safety hazards, such as fire and injury, to develop suitable approaches to their prevention. * FMEA (Failure Mode and Effect Analysis) *A 2method of improving product safety and reliability by analyzing the possible ways in which components may fail and how each failure mode would affect the product. Design Safety Review Committee - Review Items 1 3 The Design Safet y Review Commit tee operates t h ro u g h s e v e r a l a r e a - s p e c i fi c s u b c o m m i t t e e s , i n c l u d i n g e n g i n e e r i n g , m a n u f a c t u r i n g , q ua l i t y assurance, legal affairs, marketing, procurement and repair/services, to screen product designs for safety, with particular focus on the design and development stage. This screening process is the most important component of the Product Safety Assurance System. Nintendo makes products of the highest quality in order to provide consumers with a safe and enjoyable gaming experience through a continuous improvement process that includes listening to consumer comments and concerns. 128.89 million units: Total number of Nintendo DS sold around the world 70.93 million units: Total number of Wii sold around the world (As of the end of March 2010) Nintendo has positioned Nintendo DS as “a machine that enriches the owner’s daily life”, and Wii as “a device that brings smiles to ever yone around it.” Through our products, we strive to put smiles on the faces of everyone we touch. Safety specifications Enhance produc t safet y and validate produc t conformance to any relevant safety specifications. Design Reviews at the Development Stage million units Laws/Regulations Confirm that products comply with all applicable legal regulations on safety. 2 Bringing Smiles to Our Consumers 15 The Committee reviews the reports and prototypes created by the product development departments to examine the safety of each product from a wide range of perspectives. F i s c a l yea r 2 0 0 9 s a w n o s e r i o u s a c c i d e n t s o r concerns arising from product design, so there was no need to implement design changes to enhance safety. However, in coming up with new and innovative ideas for gaming, Nintendo has examined ways to avoid potential product-related accidents, incorporating FTA *1 and FMEA *2 . We can confirm that all Nintendo products are thoroughly screened to meet the highest safety standards. Design safety standards Confirm that internal design safety standards are being observed. 4 Labeling standards Validate the appropriate display of all required labels and notices. 5 FTA, FMEA C o n fi r m c o m p l e t i o n o f F TA a n d F M E A s a f e t y evaluations. Product Safety Assurance System To ensure that our products are safe, from the planning stage all the way through to after-sales service, Nintendo implements the Product Safety Assurance System which involves the following procedure: Feedback Planning Procurement Production Inspection After-Sales Confirm that product designs meet the design safety standards. (P. 16) Verify that component parts satisfy Nintendo’s required criteria. (P. 35) Establish sound safety validation methods for production partners. (P. 17) Confirm that products m e e t t h e s p e c i fi e d safety standards. (P. 17) Ensure that end-user problems and feedback are promptly d e l i ve re d to t h e re l e v a n t departments. (PP. 21 - 22) Feedback 16 Safety Announcements Complying with Toy Safety Standards If concerns are repor ted abou t the sa fet y or qualit y of Nintendo produc ts, we immedia tely investigate such reports. We closely examine any problems associated with products or services, and act quickly to address them. To ensure that our products are safe for everyone, especially young children, Nintendo has made a special effort to fully comply with the European Toy Safety Direc tive*1 and the U.S. Consumer Produc t Safety Improvement Act (CPSIA) of 2008 *2 , in addition to the legal requirements of general product safety applicable to consumer elec tronic produc t s. Furthermore, Nintendo has established its own design safety standards for product development, based on the Safety Toy Standards of Japan*3 as well as toy safety standards applicable in other countries. 1 Toy Safety Directive A European Union (EU) directive regulating any product designed or clearly intended for use in play by children under 14 years of age. Such products must meet strict safety requirements related to physical, mechanical, flammable, chemical and elec trical proper ties. This directive has been revised and must be transposed into national law by the member states by July 20, 2011. * Product Safety Improvement Act of 2008 *A 2U.S.Consumer regulation which restric ts the use of phthalate compounds within any product, as well as the use of lead on the surface. 3 Safety Toy Standards The safety standards established by the Japan Toy Association, which cover chemical substances, flammability and mechanical safety. * Thorough Inspec tions throughout the Product Development and Production Stages To ensure product safety, we verify compliance with the aforementioned design safet y standards throughout a product’s lifecycle, starting with material selection for and the creation of prototypes. During the prototype stage, for example, mechanical and physical evaluations include drop tests, temperature resistance tests, electromagnetic waves evaluations, flammabilit y tests and tests for harmful chemical substances that might be contained in and eluted from the product (see P. 35). To perform these tests, we use a full range of testing devices at our facilities to check product compliance. We may, on occasion, require ex ternal agencies to cer tif y produc t compliance. We also require our production partners to confirm t ha t t h eir a s s e m b l y p ro c e s s e s c o m p l y w i t h o u r specifications and use prescribed testing methods. Fur t he r mo re, a s s e m ble d p ro d uc t s mu s t pa s s a finished-goods test and are then inspec ted a final time before being put on the market. Product Safety Announcements on the Nintendo Website and at Retailers For consumer protection and to ensure reliability of our products, we provide information about product safety on the Nintendo website as well as at all retail locations. Image from the Demonstration Video A Drop Testing Device Educating Employees about Product Safety Educating Nintendo employees about produc t safety is essential to ensure that all Nintendo products meet the highest standards of safety and quality. In order to instill in employees an appreciation of the critical importance of ensuring that our products are safe, Nintendo Co., Ltd. provides seminars to all new employees. In fiscal year 20 09, Nintendo Co., Ltd. provided product safety seminars for 109 new recruits in our new-employee training program. As part of our employee education program, since May 1993, we have issued “Quality Assurance News”, a monthly journal that presents additional information and updates on produc t safet y issues to all employees. In addition, we distribute guidelines to all d e pa r t m e n t s to e f fe c t i ve l y s ha re a c c u m ula te d exper tise in design and produc tion, and regularly revise and improve these guidelines in order to make use of this knowledge in the product development, improvement and manufacturing processes. A New-Employee Seminar on Product Safety Nintendo Co., Ltd. Homepage Voice Announcements On-Screen and in Instruction Manuals So that our consumers can safely enjoy using our prod uc t s, we provid e safet y prec au tions in our instruction manuals and on our product packaging in lang uag e t hat i s c lear and ea s y to und e r s t and. A d d i t i o n a l l y, w h e n a g a m e i s l o a d i n g , o n b ot h Nintendo DS and Wii, an on-screen notice appears to urge the user to read the instruc tions, and on Wii, another on-screen notice appears to remind the user to confirm that the Wii Remote Jacket and Wii Remote wrist strap are properly in place. Also, for games which support Wii MotionPlus (a Wii Re m ote a c c e s s o r y), w e p re p a re d a n o n - s c re e n demonstration video, which shows the user how to attach the Wii MotionPlus to the Wii Remote. Creating Instruction Manuals from the Consumer’s Perspective Our consumer base is highly diverse, including children and people who did not usually play video games. To ensure that all of our consumer s c an ea sily understand our instruction manuals, we m a ke eve r y a t t e m p t t o u s e s i m p l e, ever yday language and terminology whenever possible with the help of input and sugges tions from the Cus tomer Service Office, which interacts frequently and directly with consumers. Through these efforts, I sincerely hope that the i n s t r u c t i o n m a n u a l s w e c rea t e h e l p improve the overall game experience and at the same time help in answering our consumers’ questions. Takanao Kondo 17 Software Planning & Development Department, Nintendo Co., Ltd. 18 Considerations When Developing Software and Services Nintendo believes it is very important to prevent inappropriate content and ensure safet y when providing software and services so that consumers of all ages can enjoy Nintendo products with peace of mind. Ensuring Software Safety Age-Appropriate Packages for Wii Games Voice Considering the arrival of exciting new immersive game controls that enable users to use their entire bodies instead of just their hands, as well as leading-edge online games and content, we have effective guidelines for software development and share the guidelines with the relevant departments. Our guidelines state key points to pay attention to and continuous process improvement in order to promote the safety and security of our consumers and are revised as needed. We also es tablished a company-wide content checking system, which is applied from the earliest stages of product development. This system specifies that in addition to the main department, all related departments check game content to ensure product safety. A white-based package A black-based package •Nintendo DS sof t ware packages do not use color to categorize each age rating, but display the applicable CERO rating symbols clearly on the package labels. •The symbols do not correlate to game difficulty level. Information on the Appropriate Target Age Range To help consumers make age-appropriate software c hoice s, all Nintend o sof t w are sold in Ja pan is e x a m i n e d f o r c o n t e n t a c c o r d i n g t o t h e C ER O (Computer Entertainment Rating Organization) rating system*1 ; the applicable rating is clearly marked on the package label. We also provide rating s information according to the rating systems used in each country/area based on local laws and regulations or through self-regulation. In January 2010, Nintendo Co., Ltd. changed the color of the packages from the customary white to black for Wii games with a CERO rating of C, D or Z (ages 15 and over) so that consumers could more easily see the age rating. To make it easier for consumers to find these age-appropriate titles, games in the black packages are displayed separately in Japanese retail stores. 1 Rating Systems These systems review game content and set an appropriate age rating for each game. * WEB For more information on the rating systems used in each region where our products are sold, please see Nintendo Co., Ltd.’s CSR Q&A: Consumer Relations. Making Things Easier for Everyone Maintaining a Healthy Environment for Children To re s t r ic t acce s s and limi t t he unintentional ex posure of ina p pro pr iate content to c hild ren, Nintendo has integrated Parental Controls into Wii, Nintendo DSi and Nintendo DSi XL*2 . This feature has various f unc tions suc h as ena bling parent s and guardians to restrict use based on local age rating programs for games and limit their children’s access to online content. For example, when the Parental Controls setting for game ratings is activated, a child will not be able to launch a Wii game that exceeds the selected rating, essentially restricting access to games that include inappropriate content, such as violence. We will continue to provide information to parents and guardians about this important feature. Nintendo is also working hard in other areas to shield Nintendo users from inadvertent exposure to inappropriate content. Some sof t ware and applications are designed to enable user-generated content (UGC), such as user-generated images, text and music that can be shared via a network, which could sometimes include inappropriate content. To prevent t he unintentional ex posure of u s er s to inappropriate content on the Internet, we are working together with our development partners to implement safeguards that exclude inappropriate content when using our systems. 2 *Parental Controls are available for Nintendo DSi/Nintendo DSi XL At Nintendo, we strongly suppor t our slogan, “From 5 to 95”, and work hard to develop products and ser vices that appeal to the widest range of people, both males and females of all ages, regardless of their level of gaming experience. Making Things Intuitive Quick and easy navigation of a new game world is one of Nintendo’s highest priorities. With this in mind, we tr y to limit the number of but tons, and make gameplay as intuitive as possible, thereby minimizing the need for users to study an instruction manual to figure out how to play a game. Usability for Everyone We work hard to design games that can be enjoyed by as many people as possible, regardless of age, gender or level of gaming experience. To do this, the game controller device, the size of the buttons, the font size of the text and even the colors we use are designed according to our internal rules for usability. We also actively solicit consumer feedback and look for ways to incorporate that feedback whenever possible in our product development. For certain Nintendo DS software that requires the use of the Nintendo DS stylus, for instance, we have designed the DS screen to be rotatable for persons who are left-handed. software and DSiWare. Providing Safe and Enjoyable Experiences I am in charge of checking sof t ware s a f e t y, a n d I b e l i e v e t h a t o u r m o s t important mission is to ensure that every consumer should be able to enjoy our produc ts with peace of mind. If I feel that certain elements of our games may have an unfavorable effect on consumer safety, I discuss my concerns with our developers, and tr y to modif y the content in such a way that will not detract from the fun and excitement of it. In order to maintain consumers’ trust, we will continue to thoroughly review all aspects of software safety. Know More about What Children are Playing Nintendo thinks that providing ways to help parents and guardians become more involved in their children’s gaming experiences encourages better communication. For this reason, we designed Wii to automatically record which game titles are played and for how long each day so that parents and guardians can be better informed about their children’s gaming activities. A Nintendo DS Game for Lef t-handed User s: Last Window, The Midnight Promise Yoshito Yasuda 19 EAD Administration Department, Nintendo Co., Ltd. 20 Responding Effectively to Consumers We care a great deal about what consumers think about our games and we have various customer service channels in place, including telephone and online contact points, to respond to the wide range of inquiries and requests from our diverse consumer demographic. Nintendo has established a system that enables the relevant departments within the company to share comments we receive from our consumers. Our System for Sharing Consumer Feedback N i n t e n d o r e c e i v e s f e e d b a c k f ro m n u m e ro u s consumers via telephone, Internet and mail. To better use this feedback when developing new products and improving services, we have established a system for sharing consumer feed back among the relevant depar tment s within the company. We have also established internal procedures for quickly responding to reports of serious product incidents. Customer Service Window The Customer Service Window in Japan provides information and advice on issues such as produc t specifications and usage, as well as various campaigns. In addition, we established the Nintendo Technical Suppor t Center for Wii, Nintendo DSi and various other networking services to respond to consumer questions. We have also set up similar customer service centers in locations around the world where we provide support in local languages. We hold regular training sessions to help staf f acquire product knowledge and improve their skills in consumer relations. Repair and Maintenance In Japan, the Nintendo Repair & Maintenance Center handles product repairs. This center exists to provide ex tensive repair ser vices so that our consumers can enjoy our produc ts for as long as pos si ble. From t he v iew point of env ironment al conservation, we recognize that offering an extensive product repair service is an important way in which we can help extend the lifetime of our produc ts and thereby slow down their waste production. Our overseas subsidiaries have also implemented their own repair systems to promptly respond to local repair requests. Overview of Fiscal Year 2009 and Future Issues Nintendo Co., Ltd. Providing In-Store Consumer Education After the launch of Wii and Nintendo DS, we witnessed a significant increase in interest for our products from consumers who had never played video games. In 20 08, Nintendo Co., Ltd. began training and deploying dedicated sales staff to offer in-store demonstrations in order to increase public awareness and knowledge regarding Nintendo products. We were able to gather direct consumer feedback and at the same time educate potential consumers about our products while they were considering their purchases. Af ter wards, we created a “For New Users” retail pamphlet for consumer s who had never before played a v id e o g a me. Ad d i tio nall y, we c rea te d t he Nintendo Search Guide (a data search terminal), which enables consumers to easily find the produc ts they are searching for, learn more about new prod uc t s and help them selec t suitable software. The Nintendo Search Guide was rolled out to retail stores in summer 2010. System to Respond to Consumers’ Comments (Japan) Consumers’ Comments Service Sections Inquiries Telephone Requests Customer Service Window Nintendo Technical Support Center Suggestions Complaints * Customer Satisfaction Meeting Countermeasure Discussion of Vital Issues Development Manufacturing E-mail (Letters) Sharing and Handling of Information Marketing Incorporate into new products CS Meeting* (Chair: President) General Affairs Nintendo Repair & Maintenance Center Corporate Communications Analysis/Deliberation Improvement of services Improvement of quality A Nintendo Search Guide Our employees, business partners and all related personnel work hard to ensure that as many consumers as possible are able to play and enjoy our games. As a result of our efforts to provide quality products, in fiscal year 2009, there were again no serious issues that af fec ted product reliability or consumer safety. At t he s a me tim e, con s u mer fe e d ba c k revealed that their expectations for our software, hardware and various services also continue to increase each year. We believe that there is still much more that we should do and can improve upon to better meet consumer expectations. For example, we are continuing to focus our efforts on streamlining software and s e r v i c e d eve l o p m e n t g u i d e l i n e s t o ensure produc t s afet y. We are also creating better frameworks for sharing technical information and leveraging the accumulated technical know-how to improve our products. Increasing our cu s tomer ser vice training to bet ter understand our consumers’ concerns is another area of focus for the future. To achieve these goals, we will continue to wo r k c l o s e l y w i t h s eve r a l d i f f e re n t departments within Nintendo Co., Ltd. as well as with our overseas subsidiaries. Mitsuo Amano General Manager, Quality Assurance Department, Nintendo Co., Ltd. 21 22 With Our Production Partners Nintendo employs the fabless production model, meaning tha t we do not own the facilities tha t manufacture our products. We work with suppliers and factories around the world, to which Nintendo outsources assembly, to improve the quality, safety and efficiency of the entire production process. By sharing our ideas and best practices with our production partners, we are able to strengthen our working relationships with them. We try to assist them in improving their technical strengths and encourage them to maintain a healthy corporate culture within their organizations, which in turn helps us achieve our business and CSR goals. CSR Procurement Guidelines 14 Focusing on building trust and achieving mutual understanding with production partners, Nintendo works closely with them to implement and, where necessary, improve on good business practices in their procurement processes. We regard this as an essential precondition to earning and maintaining the public’s trust in the safety and security of our products. In communicating to our production partners our expectation that they also adopt socially responsible procurement practices, we have provided the Nintendo CSR Procurement Guidelines from July 2008, to each of the nearly three hundred production partners with whom we work closely to facilitate and encourage compliance in every phase of production. Companies Survey to report an overview of their current situation, including their CSR efforts. In addition, Nintendo conducts on-site inspec tions to help our par tners reach and maintain the standards stipulated in the Nintendo CSR Procurement Guidelines. Prior to our on-site inspections, we provide instructions and a detailed Nintendo CSR Procurement Checklist that enables our produc tion partners to self-inspect their production sites. In fiscal year 2009, we carried out on-site inspections at 14 major production partners (including 7 new partners) and worked with them to initiate improvements wherever necessary. While the main purpose of these inspections is to give us a first-hand look at on-site conditions, they also provide us an oppor tunit y to communicate the Nintendo CSR procurement concept to our production partners. Nintendo will continue to carry out such inspections and follow-ups while promoting the fulfillment of our objectives. (For more information, please see the feature article on PP. 9 - 12.) At a Production Partner’s Site Nintendo CSR Procurement Guidelines On-Site Inspection Flow • Promote compliance and respect for human rights • Ensure occupational health and safety • Practice of corporate ethics and fair trade • Environmental conservation Self-inspection using the checklist Production partner scheduled for on-site inspection performs self-inspection using the Nintendo CSR Procurement Checklist • Product safety assurances and quality guarantees Working with Our Business Partners •Thoroughness of information management • Policies and controls for emergency response planning • Contributions to society We place great importance on building strong relationships with all of our business partners so that we can work together to offer the best products for consumers. Conduct on-site inspection Confirm actual on-site conditions pursuant to the Nintendo CSR Procurement Guidelines • Adherence to delivery dates and stable supplies Provide feedback Provide produc tion par tner with summar y of results and our required improvements Production Partner Inspections One of the important ways in which Nintendo works with production partners to ensure CSR compliance is to ask them to periodically submit the Business Partner Status Follow-up Conduct follow-up survey to track improvement progress On-Site Inspections: 14 Companies 23 I n fi s c a l yea r 2 0 0 9, N i nte n d o co n d u c te d o n - s i te inspections of each of its major production partners. 24 With Our Development Partners With Our Sales Partners Nintendo develops game devices and software both independently and in cooperation with a wide range of development partners. The key fundamentals in designing attrac tive produc ts with our development partners are sharing values regarding cooperative product development, mutual respect for the roles and abilities of those involved and a strong sense of appreciation for the contribution of each individual involved in the process. To expand our consumer base, the cooperation of our sales partners is essential to effectively convey the appeal of our products to consumers around the world. Nintendo continues to build relationships based on trust and encourages open communication with its sales partners. A Development Partner’s Comments Sh a r i n g Va l u e s w i t h N i n te n d o a n d Developing High-Quality Products Our company has been involved with Nintendo since the development phase of the lithium-ion bat ter y, a crucial component of Nintendo DS. What we have learned along the way is that Nintendo has a strict approach to safet y, as well as ver y detailed evaluation c r i te r ia. We we re ve r y i m p re s s e d by h ow thorough they are in creating products that can be used by anyone, from young children to senior citizens. It was Nintendo that gave our safet y technology the highest praise. Complying with their strict requirements pushes our bat ter y tec hnolog y for ward. We look forward to continuing this great relationship so we can collaborate and contribute to creating new forms of entertainment. Shoichiro Watanabe Director, Technology Development Center, Panasonic Corporation, Energy Company 25 Cooperation with On-Site Sales Promotion Nintendo Co., Ltd.’s sales staf f of fer suppor t to individual retailers by providing appropriate sales promotion tools and produc t display concepts. In addition, we work to ensure that product information is communicated to our sales par tners in a timely fashion. To further promote our products, we arranged for approximately 1,000 retail stores (as of the end of March 2010) to be outfitted with Wii Stations that show video footage of the latest Wii games and DS Stations that show video footage and allow download functionality for trial versions of Nintendo DS games. At some locations, users can play newly released Wii and Nintendo DS games. Our overseas staff also cooperate with their sales partners to promote marketing ac tivities to ensure that they are tailored to the characteristics of t h e i r re s p e c t i ve regions. New Product Information Sessions Since enter tainment plays an es sential role in Nintendo products, the appeal of our products and the clear presentation of their special features to our sales partners are key to the development of effective sales promotion. For newly released products, Nintendo Co., Ltd. holds new product information sessions in which our sales staf f direc tly explain the produc t s’ special features to sales par tners. At such sessions, Nintendo’s partners have the opportunity to play with the products in order to understand their appeal so that they can better support the products at the retail level. Also, these information sessions have become a valuable way for us to gather information about the reaction of consumers and feedback from store staff. Many sales partners attended these sessions in fiscal year 20 09, and it was a valuable oppor tunity for a candid exchange of opinions. We appreciate our partners’ feedback, especially in regard to packaging design and sales promotion tools, and in some cases we have made changes based on this feedback. Tight release schedules sometimes make doing this difficult, but we always strive to use feedback when marketing our products. Wii Station (no trial features) and DS Station Overview of Fiscal Year 2009 and Future Issues We at Nintendo believe that retail stores are crucial in effectively supporting our consumers because this is where consumers first interact with our products. In fiscal year 2009, we developed the Nintendo Search Guide, a data search terminal, and installed innovative product displays in collaboration with our sales partners in order to create a more fun and attractive retail floor for consumers. Although both of these projects have only just begun, consumer response to date has been very positive. We plan to share what we have learned from these efforts with all of our sales par tner s in order to make fur ther improvement s and will continue our mission to put smiles on the faces of as many people as possible. Juro Takeuchi Nintendo Co., Ltd. A New Product Information Session for Sales Partners Manager, Sales Strategy Group, Sales Planning and Strategy Department, Nintendo Co., Ltd. DS Station Improvements Previously, the DS Station combined features for showing video footage of new sof t ware, downloading additional items such as trial versions and enjoying games all in a single unit. I n fi s c a l y e a r 2 0 0 9, w e b e g a n s e p a r a t e l y installing Nintendo DSi specifically for trial purposes, which enabled us to optimize space by making more room for both consumers who want to try out the devices and consumers who want to download software. 26 Supporting Employees to Benefit the Company as a Whole Nintendo recognizes that the strength of each employee underlies Nintendo’s competitive edge. We strongly believe that promoting the development of each employee’s potential to the fullest is the best way to increase the long-term collective strength of the company and is the best path to job satisfaction for each individual. Nintendo Ideals for Employees 34% As the entertainment business is always searching fo r n e w i d ea s , Ni n te n d o s t r i ve s to fo s te r i n i t s employees the traits listed in the Ideals section below in order to achieve the goal of putting smiles on the faces of everyone we touch. At Nintendo Co., Ltd., we have the Nintendo Code of Conduct, which is based on “Nintendo DNA”- the core values that represent the essential spirit upon which Nintendo was founded - and the Nintendo Standards of Behavior. Nintendo employees are acutely aware of their responsibilities to society and comply with our codes and standards. Our overseas subsidiaries have also implemented their own codes of conduct, adapted to the laws and regulations of their respective countries. Nintendo Ideals for Employees Cultivating Human Resources Nintendo understands the value of investing in its human re source s by providing the profe s sional d evelo pment tools that c an help all employees optimize their skills and achieve the Nintendo Ideals for Employees. For instance, we offer a full range of in - house tr aining prog r ams at eac h s t ag e of an employee’s career, including extensive orientation for n e w e m p l oye e s a n d a c t i ve o n -t h e - jo b t r a i ni ng programs in each department. Our employees also have regular opportunities to participate in external seminars for career growth. In addition, the company periodically provides opportunities for employees to review their competencies and create development plans that aid them in improving their job skills while focusing on their professional career growth. Nintendo Co., Ltd.’s in-house training provides oppor tunities for employees from dif ferent departments to broadly express their ideas and share different perspec tives. It is our hope that through these oppor tunities, employees c an make fresh discoveries and experience personal growth, which will ultimately lead to broadened perspectives, and improved communication and leadership skills. Our over seas subsidiaries similarly of fer their employees a wide range of professional development opportunities and continue to enhance their training programs and systems. Open Communication Gain the understanding and empathy of those around you, and contribute your strengths to the team. Consideration of the Viewpoints of Others Avoid self-centered ways of thinking and be conscious of the viewpoints of others. Spirit of Service Take pride in helping others and bringing happiness to them. Intellectual Curiosity Maximizing Our Employees’ Strengths Be open to new information and experiences, especially in the face of progress and dramatic change. Originality and Flexibility Do not rely on past successes and ideas, but formulate new, innovative proposals. Manager Training Nintendo is committed to creating and maintaining a work environment where all employees can apply and develop their strengths in order to realize their full potential. 34%: Percentage of female staff (Nintendo Co., Ltd. and major overseas subsidiaries, as of the end of March 2010) 27 Nintendo aims to strengthen the company through its equal opportunity policy. 28 Promoting a Diverse Environment Voice Nintendo of Europe GmbH, Italy Branch Group Training to Improve Teamwork Recognizing that strong working relationships are a key element in our workplace environment, the staff of Nintendo of Europe’s Italy branch participated in a two-day outdoor retreat, where they engaged in intensive team-building training. Employees learned how to bring out the best in each other by performing activities that promote self-development, leadership and problem solving all while tackling common problems as a group. Participants commented that they acquired many valuable insights through their participation. Since this ac tivit y proved successful, Nintendo of Europe’s Italy branch intends to repeat it and will take par ticipant feedback into account when making future improvements. Equal Opportunity and Respect for Diversity Balancing Work and Family Nintendo recognizes the importance of employing individuals with a broad range of abilities to increase the collective strength of our company. We respect and seek to make full use of the multifaceted talents and strengths of each employee. In addition, our employee assessments are based on merit, and our employment policies are in line with laws governing the fair treatment of employees, regardless of their gender, age, nationality or disability. Trends in the Number of Employees (consolidated) 53 2005 1,374 2006 1,430 1,186 537 3,150 91 1,219 3,373 633 227 2007 1,566 1,336 639 3,768 251 2008 1,665 1,466 R e a l i z i n g t h e i m p o r t a n c e a n d b e n e fi t s o f maintaining a healthy work-life balance, Nintendo Co., Ltd. makes every effort to promote time management a n d w o r k e f fi c i e n c y, a f f o rd i n g e m p l oye e s w i t h oppor tunities for career grow th while suppor ting them to fully exercise their talents. Nintendo Co., Ltd. provides child care leave for employees who wish to start or expand their families, which enables the employees to return to work after the leave period. Furthermore, in March 2010, we proactively updated our rules in advance of the revision to Japan’s law regarding child care and family care leave. Our overseas subsidiaries have also established various leave systems in accordance with the laws, regulations and customary practices of their respective regions. How Our System goes Beyond the Law and Supports Employees’ Work-Life Balance (Nintendo Co., Ltd. only) 1,809 1,527 814 Japan North America Europe Asia / Oceania Ratio of Male to Female Employees for FY2009 A Trust-Building Activity Female 34% 66% Evaluation System for Personal Development Nintend o Co., Ltd. u se s a foc u sed evaluation process that enables employees to track and steer their career development. Employees are provided with a set of evaluation competencies, including the Nintendo Ideals for Employees, to help them craft their own personal development plans. Employees are first asked to evaluate their own progress and accomplishments. They then compare this self-evaluation with the feedback provided by their managers, and are given the opportunity to discuss any discrepancies in perception and to outline new goals. The biannual evaluation also provides an oppor tunit y for each employee to make personal improvement proposals which raises awarenes s regarding the company’s and the employee’s common objec tives and encourages ac tive involvement on both sides to achieve those objectives. FY2008 FY2009 Overall 12.8 12.7 12.6 Male 13.1 12.9 12.7 Female 11.6 11.7 12.1 Turnover rate 1.96% 2.05% 0.84% Percentage of female managerial staff 3.85% 4.35% 4.76% Percentage of employees with disabilities 2.19% 2.08% 2.01% 16 19 23 1 1 2 21 30 37 Number of employees taking family and medical care leave 0 0 1 Rate of paid vacation taken 68.5% 69.6% 68.9% Number of employees taking maternity leave Number of employees taking child care leave Male Female Summary 4,425 (Number) (FY) Average years of continuous employment FY2007 4,130 748 275 2009 Employee Status (Nintendo Co., Ltd. only) Male Note: Composition ratio of male and female employees hired by Nintendo Co., Ltd. and its main overseas subsidiaries at the end of March 2010. Preventing Harassment I n t h e N i n t e n d o C o d e o f C o n d u c t, w h i c h i s distributed to every employee, and in the Compliance Manual, Nintendo Co., Ltd. clearly prohibits sexual harassment and other ac ts of harassment. These d o c u ment s cont ain s p ec ific d efini tion s of w hat constitutes harassment and provide precautionary steps for workplace situations. If a manager receives a report or a complaint regarding harassment, he or she mu s t t ake imme d iate ac tio n to inve s tig ate and address the situation accordingly. The codes of conduct of our overseas subsidiaries also explicitly prohibit acts of harassment. Child care leave Up to two years after childbirth Family care leave Up to six months per dependent Reduced work hours/child care option Work-hour reduction of up to two hours per day until the employee’s children finish the third grade in elementary school (approximately aged nine) Reduced work hours/family care option Work-hour reduction of up to two hours per day for a limit of six months per dependent Reemployment system Reemployment of individuals who had previously chosen to resign from their positions for the purpose of providing extended child or family care Refresh leave system Offers special holidays to employees who have worked a certain number of years Annual paid holiday extension system Gives employees the option to extend their periods of accumulated paid holidays if they plan to use them to participate in self-enrichment or community service activities Secure Employment for Employees N i n te n d o C o., Ltd . s t r i ve s to p rov i d e s e c u re employment up to the age of 65. To help employees who are planning for their retirement, the company periodically invites exper t instruc tors to provide life-planning sessions. Due to the dif ferences in laws, regulations and customary practices, our overseas subsidiaries do not implement a mandatory retirement age. Taking Child Care Leave Boosted My Desire to Work Nintendo’s child care leave policy has played an important and positive role in both my per sonal and bu sines s life. Recently, when my wife returned to her parents’ home to give birth to our first child, which is customary in Japan, I was able to take a month of f to share this joyous occasion with them. Caring for our son gave me a deep appreciation for the rigors of child-rearing and the importance of my role as his father. This fresh perspective has boosted my desire to work hard not only for my company, but for my family as well. Yugo Hayashi 29 EAD Software Development Department, Nintendo Co., Ltd. 30 Creating a Safe and Healthy Workplace Nintendo understands that happy and healthy employees work most efficiently and to the best of their abilities. With this in mind, we have implemented a number of health and wellness policies in each region that support this goal. Protecting Health and Safety in the Workplace At Nintendo Co., Ltd., representatives of the Health Committee, who serve at our headquarters and branch offices, and representatives of the Health and Safety Committee, who work at our plants, take active steps to ensure health and safety. In addition to performing ro u t i n e i n - h o u s e i n s p e c t i o n s , t h e s e d e d ic a te d employees organize educational activities and projects designed to improve employee health, including the creation of health and safety notices for display within the company. Committee representatives also provide seminars, taught by fire department staff, to equip employees with helpful knowledge on the use of life-saving devices such as an AED* . (Automated External Defibrillator) *An AED AED is a por table medical device that automatically evaluates dangerous cardiac arrhythmias and restores the heart to normal sinus rhythm using an electrical current. In ad dition to per sonal consult ations wit h an occupational health physician, we have incorporated a mental health suppor t system into the Nintendo structure. This system consists of self-care support, and training and education for supervisory staff to improve their ability in assisting individual employees. Our overseas subsidiaries have also developed similar suppor t sys tems aimed at improving the well-being of their employees. Nintendo of America Inc. Promoting Employee Health Nintendo of America has been recognized by the American Heart Association as one of its Start! Fit-Friendly Companies. This designation recognizes companies that demonstrate their commitment to promoting exercise and good n u t r i t i o n i n t h e w o r k p l a c e. F o r e x a m p l e, Nintendo of America provides employees with opportunities to exercise, provides healthy food choices in the cafeteria and holds periodic programs designed to raise employee awarene s s of preventive health measure s. Nintendo of America was recognized for providing workers with pedometers, record-keeping notebooks, an online exercise diary system, ongoing walking challenges and a variety of other health promotion activities. For example, one walking challenge included a t he me f ro m Ma rio Su pe r Slugg e rs, w i t h four-person teams competing in a Home Run Challenge, in which 10,000 steps were treated as a home run. Nintendo Co., Ltd. Improving Health Check Results Nintendo Co., Ltd. started two programs in J u l y 2 0 0 8 , t h e “A r e y o u h e a l t h y t o d a y? ” campaign and the “Employee Health Dec lar ation.” T he g oal s of t he s e ong oing programs are to increase employee awareness about health management and improve their personal health check results. I n fi s c a l y e a r 2 0 0 9, m a n y e m p l o y e e s participated in the Employee Health Declaration campaign and shared personal declarations of their own health results on the company intranet. This created an opportunity for employees to exchange information and increase overall awareness. Many participants commented that the process made them more aware of their own health. By continuing this campaign, the company is able to further promote health awareness and maintenance among its employees. Request for Participation in the Employee Health Declaration on the Intranet Supporting the Creation of a Comfortable Workplace First Aid Training Voice Physical and Mental Well-being Nintendo Co., Ltd. provides full suppor t for the prevention of physical and mental disorders. For example, the company supports employees’ proactive health maintenance plans and has es tablished a health consultation room. This room is staffed by an occupational physician, who is available for c o n s u l t a t i o n s a b o u t e i t h e r p hy s i c a l o r m e n t a l concerns. The health consultations were enhanced in July 2009 with the addition of a public health nurse. Start! Fit-Friendly Companies Gold Logo Overview of Fiscal Year 2009 and Future Issues I can sense that Nintendo’s employees are very aware of health issues. This is also reflected through our Health and Safet y Commit tee, whose member s actively make proposals with the goal of creating a safe and healthy workplace for employees. Many of us spend much of our lives in the workplace, so it is very rewarding to share ideas with other employees regarding how we can spend this time in a healthy manner. Nintendo has a unique and wellestablished organizational culture, which t h e co m p a ny refe r s to a s N i nte n d o DNA. Nintendo DNA comprises codes for creativit y, flexibilit y and honest y, which are the sources of Nintendo’s s t re ng t h. To d i s s e minate Ni nte nd o DNA, the company needs a work environment where employees tackle their jobs with smiles on their faces, show mutual respect and concern for one another, and respect diversity. The open exchange of opinions invited by this kind of environment, individualized feedback via evaluations, opportunities for employees to make proposals to the company and unique policies for health management are all linked to the zeal employees show in their work and healthy internal communication. The company will continue to seek a means of making all those involved with Nintendo happy in a way that is unique to Nintendo. Koji Miyake Manager, Personnel Group, Personnel Department, Nintendo Co., Ltd. Masato Isa 31 Occupational Physician, Nintendo Co., Ltd. 32 591 locations Eco-Friendly Products Nintendo has established internal standards to design eco-friendly products that respect the global environment from the initial product planning stage all the way through to product end-of-life disposal. For example, we develop energy-efficient designs at the product planning stage, and select component par ts and packaging materials with careful consideration for environmental sustainability. Our Approach to Chemical Substance Control We believe that it is one of our corporate social responsibilities to follow the precautionary principle and avoid the use of substances that could adversely affect the environment or human health. Under Nintendo’s own substance control standards, we have labeled certain substances as EnvironmentRelated Substances, and we manage them in three categories: Banned Substances, Substances Subject to Early Withdrawal and Substances Under Application Control. We also require supplier compliance with the REACH Regulation*1 as part of our green procurement methodology. *1 REACH Regulation A European Union (EU) regulation aimed at evaluating the safety and controlling the use of chemical substances. REACH requires that chemical substances be registered with the European Chemical Agency if they are to be manufactured, imported or used in the EU. game systems, and we have incorporated halogenfree components in some of our products. RoHS Directive *A 2European Union (EU) directive that restricts the use of lead, mercury, cadmium, hexavalent chromium, polybrominated biphenyl (PBB) and polybrominated diphenyl ether (PBDE) flame retardants in cer tain electrical and electronic equipment. GS Certification *A 3product safety certification system in Germany that uses trusted certification institutions to guarantee that a company is performing product safety inspections and continuous quality assurance. Environment-Related Substances (Revised August 2010) Banned Substances Re s tric ted - use subs t ance s c ur rently subjec t to enac ted legislation or substances that Nintendo deems inappropriate for use. Substances Subject to Legal Regulation C ad mium and C ad mium C o m po und s, Hexavale nt C hro mium Compounds, Lead and Lead Compounds, Mercur y and Mercur y Compounds, Tributyl Tin Oxide ( TBTO), Tributyl Tins ( TBTs) and Triphenyl Tins (TPTs), Polybrominated Biphenyls (PBBs), Polybrominated D i p h e ny l E t h e r s ( PB D E s), Po l yc h l o r i na te d Bi p h e ny l s ( P CB s), Polychloronaphthalenes (PCNs), Short Chain Chlorinated Paraffins (SCCPs), Asbestos, Azocolorants and Azodyes, Ozone-Depleting Substances, Radioactive Substances, Phthalate Esters (six substances), PFOS-Related Substances, Benzene, Dimethyl Fumarate Substances Regulated by Nintendo Natural Rubber (may cause allergic reactions) Substances Subject to Early Withdrawal Use of Safer Substitutes Bringing Smiles to Future Generations As part of our commitment to preserve a healthy planet for future generations, we at Nintendo recognize our responsibility to protect the environment and take positive steps to conduct business in an appropriate manner with due concern for the environment. 591 locations: Number of Green Suppliers Since Nintendo products are often used by young children, we apply the same safety standards as those required for toys. This means that we comply with the RoHS Directive *2 and the Toy Safety Directive (see P. 17) as well as the toy safety standards of many other countries. In addition, we obtain GS certification*3 and evaluate the use of allergens and other substances. As part of our efforts to reduce our impact on the environment, we are aggressively seeking replacement materials for poly vinyl chloride and bromide fire retardants, which are categorized as either Substances Subjec t to Early Withdrawal or Substances Under Application Control. Whenever and wherever possible, we incorporate the use of safer substances in our manufacturing processes, so long as this does not compromise the safety and quality of our products. For example, we have eliminated the use of polyvinyl chloride in the manufacture of our plastic playing cards and internal components of our Substances expec ted to be classified as Banned Substances due to the enactment of future legislation. As part of our risk management and environmental protection efforts, Nintendo plans to switch over to alternative substances and remove these substances from our products as soon as possible. Poly vinyl Chloride (PVC), Chlorinated Compound s, Bromine Compounds Substances under Application Control Substances that with prolonged exposure pose a potential health risk and in Nintendo’s view, require continual monitoring of their content levels. A n t i m o ny a n d A n t i m o ny C o m p o u n d s , A r s e n i c a n d A r s e n i c Compounds, Beryllium and Beryllium Compounds, Bismuth and Bismuth Compounds, Nickel and Nickel Compounds, Selenium and Selenium Compounds, Brominated Flame Retardants (BFRs) (excluding PBBs and PBDEs), Bis (2-methox yethyl) phthalate, Bisphenol A, Alkylphenols (carbon atoms: 5 to 9), 2,4-Dichlorophenol, Di(2-ethylhex yl) adipate, Benzophenone, Oc tachlorost yrene, Trichloroethylene, Tetrachloroethylene, the REACH Candidate List of SVHC for Authorisation WEB For more information about our efforts, please see Nintendo Co., Ltd.’s CSR Q&A: Environmental Measures. (As of the end of June 2010) 33 We make every effort to ensure product quality and safety by promoting green procurement practices in cooperation with each of our production partners. 34 Material Procurement Based on Chemical Substance Control Ve r i fi c a t i o n Te s t i n g o f C h e m i c a l Substances Contained in Products Nintendo Co., Ltd. exercises manufacturing control over the manufac ture of its produc ts through the selection of component parts. We developed a review process for parts procurement that eliminates the use of any harmful chemical substances. In line with this, we have established our own environmental control standards to achieve green procurement *1. Produc tion par tners and component par ts that meet our standards are cer tified, respec tively, as Green Suppliers and Green Par ts, and the entire procurement process is tracked through our computer database. We certify Green Suppliers on-site at their produc tion facilities. As of the end of June 2010, Nintendo had certified a total of 591 Green Suppliers and 13,783 Green Parts. Nintendo Co., Ltd. requires its suppliers to perform chemical analyses, especially for certain substances of particular concern, such as phthalate ester, which we c ategorize as Banned Subs tances. We is sue manufacturing process guidelines to our suppliers, which specify methods for controlling the use of such substances, because there is always a risk of contamination during the manufac turing process, even if it is not used in the product itself. To ensure that our produc ts contain no Banned Substances, Nintendo Co., Ltd. has a department that conducts chemical analyses of component parts at each stage of product development, from selection of part materials during product design to production of the final product. Tests to monitor the concentrations of chemical substances contained in the component parts are conducted at the final stage of specification design or during mass production trials. For the majority of these tests, we perform the testing ourselves, using our own equipment, and we contract out to international third-party certification organizations as needed. 1 Green Procurement The practice of prioritizing the selection and procurement of products and component par ts that are safe for humans and for the environment. * Promoting Green Procurement In 20 05, Nintendo Co., Ltd. launched the Green Procurement Project. As a part of this initiative, we h o l d m o n t h l y p r o j e c t m e e t i n g s to d i s c u s s o u r compliance with laws and regulations in various countries and how we can further our environmental efforts going forward. Since July 2008, we have conducted seminars with the departments related to green procurement, with the aim of increasing environmental awareness. In fiscal year 2009, a total of eight seminars were held w i t h a p p r ox i m a t e l y t h r e e h u n d r e d e m p l o y e e s participating. Our green procurement methodology has been communicated to Nintendo’s overseas subsidiaries which have adapted their rules for green procurement based on the specifications established by Nintendo Co., Ltd. 35 A Green Supplier’s Comments Energy-Saving Design Nintendo’s commitment to protect the environment ex tend s to the development of energ y- ef ficient products. For example, in developing Wii, we used cuttingedge technology that reduced the size of the semiconductor chips, thereby reducing the overall size of Wii and lowering the power consumption. In addition, we have redesigned Wii and Nintendo DS L i t e to s a t i s f y a p p l i c a b l e e n e rg y c o n s u m p t i o n requirements of the ErP Directive*2 (also known as the Eco-Design Directive). In addition, Nintendo DSi and Nintendo DSi XL have already satisfied the applicable requirements, before the Directive has come into effect. Furthermore, the Nintendo DSi and the Nintendo DSi XL AC adapters (for 100 to 120V markets) have achieved an energy performance level that is equivalent to the external power supply device requirements for Level 5 energy performance stipulated in the Energy Star program*3, an international energy performance rating system. Nintendo of America Inc. Reducing the Weight of the Wii Game Case In fisc al year 2 0 0 9, Nintend o of A meric a partnered with a game case vendor to attempt to reduce the weight of the Wii game case by removing sections of plastic from both the front and bac k of t he c a se. In t he end, we were successful in developing a lightweight game case, weighing just 48.9g, which is 26% lighter. Per year, this change is estimated to result in a decrease of approximately 6 40 tons of CO 2 generated from the production process for the Wii game case and a reduction of approximately 4 6 0 tons of plastic material. In addition, N i n te n d o o f A m e r i c a ha s e l i m i n a te d P VC clamshells from all retail packaging and converted Wii accessory packaging from plastic clamshells to rec yclable paper material to reduce the environmental impact. 2 ErP Directive *The Direc tive on the Eco-Design of Energy-using Produc t s (EuP Working with Nintendo to Deliver Safe Materials Of the many substances contained in the products we deliver to Nintendo, one of the most difficult substances to manage is phthalate ester. It is not just a matter of controlling the r aw material s, bu t i t i s al s o a que s tion of inadvertent product contamination within our p r o d u c t i o n f a c i l i t i e s . We n e e d e d t o fi n d concrete ways to keep phthalate ester out of the production facility at all stages. To accomplish thi s, we s at d ow n with Nintend o to s hare knowledge and collaborate regarding how to best approach and resolve this challenge. We look for ward to continuing our work with Nintendo to provide products that are safer and at the same time better for the environment. Naoya Takehara General Manager, Quality Assurance Center, Hosiden Corporation Directive) was established in the European Union to set forth basic policies that promote eco-friendly design for products marketed in the EU. In November 2009, the EuP Directive was replaced by the new Energy-related Products Directive (ErP Directive). The ErP Directive basically ex tended the scope of the EuP Direc tive to cover both energy-using products under the old EuP Directive and products that are energy-related but do not directly consume energy. Former Game Case (left) and New Game Case (right) 3 Energy Star Program *The Energy Star program evaluates energy-saving standards for office automation equipment. Since the rated power output of the Nintendo DSi and the Nintendo DSi XL AC adapters is 4.14W, standby power requirements must be 0.3W or less and average power efficiency must be 6 6.8% or higher to meet the Level 5 requirement s. However, because handheld gaming devices do not fall within the scope of this program, the Nintendo DSi and the Nintendo DSi XL AC adapters are not officially accredited with the rating. Conserving Resources, Recyclable Design We design our products to promote recyclability through reduction of the use of composite materials*4, using materials that are easily separated, and thus more recyclable, while clearly indicating all material content. Similarly, Nintendo is making every effort to reduce energy and resource consumption through the use of less packaging. Post-Sales Recycling Nintendo considers the promotion of recycling products and packaging as one of its most important re s ponsibilitie s. We provid e consumer s with information regarding recycling and product disposal as well as par ticipate in take-back programs and recycling programs in the various countries we operate. WEB For more information about our local recycling efforts, please see Nintendo Co., Ltd.’s CSR Q&A: Environmental Measures. 4 Composite Materials The integration of two or more significantly different raw materials such as paper + aluminum or paper + plastic. * 36 Environmentally Conscious Business Activities Reducing Water Usage Nintendo employs the fabless production model in which all of our produc tion processes, such as component part manufacturing and product assembly, are outsourced to domestic and overseas production partners. While Nintendo’s own environmental efforts focus on business processes that occur within our own facilities, we also understand the importance of being aware of the environmental issues that affect the production processes of our production partners, and we continually review their activities. Nintendo of Europe GmbH Promoting Modal Shift Nintendo of Europe continues to utilize the m o d a l s h i f t* a n d c u r r e n t l y r e l i e s o n r a i l transpor t as its main means of produc t transport. As a result, compared to fiscal year 2007, when this effort began, CO 2 emissions for fiscal year 20 09 decreased by 33% (or a total amount of 3,168 tons). Modal Shift *Modal shift refers to the process of giving preference to Energy-Saving Activities the use of more energy-ef ficient and environmentally benign modes of transport. When Nintendo opens a new office, it makes every effort to create facilities that are eco-friendly, up to a n d i n c l u d i n g t h e u s e o f e n e r g y - e f fi c i e n t a i r conditioning and facility lighting. In addition, 21% of the power consumption for Nintendo of Europe comes from renewable energy sources, which helps minimize our environmental impact and carbon footprint. However, as consumer demand for our products increases, so too does our work load. Hence, Nintendo’s total CO 2 emissions in fiscal year 20 09 unfor tunately increased over the previous year by 0.2%. Nevertheless, on a per-employee basis, CO 2 emissions have fallen, and we continue to promote energy-saving strategies at all of our locations. CO2 Emissions Total 2007 16,105 2008 17,314 2009 17,364 (tons-CO2) (FY) Per unit of Output 2007 2008 2009 0.96 0.94 1.21 4.3 4.2 3.9 Emission volume per employee (tons CO2 per employee) Emission volume per sales unit (tons CO2 per 100-million-yen unit) (FY) •Excludes information for Nintendo of Korea. •We revised the amount of CO 2 emissions from Nintendo Co., Ltd. and Nintendo France for fiscal year 2008. •Some of our subsidiaries’ amounts for Januar y 2010 to March 2010 include estimates, and we revised the amount of CO 2 emissions from Nintendo of Europe for fiscal year 2007 to 2008. 80 2008 2009 42 20 20 17 13 (%) Barge 2009 92 (1000m3) 84 98 •Excludes information for Nintendo of Korea and Nintendo of Europe’s Italy Branch. •We revised the amount of water usage from Nintendo France and Nintendo of Canada for fiscal year 2008. •Some of our subsidiaries’ amounts for Januar y 2010 to March 2010 include estimates. 67 (FY) Truck 2007 (FY) 41 Train Implementing Environmental Education Voice Promoting Waste Reduction and Recycling Nintendo s trives to limit the use of resources, minimizes waste production and encourages waste separation so that waste materials can be recycled to the greatest extent possible. At each of its offices, Nintendo Co., Ltd. has established a system of waste processing and management, including recycling, and has appointed a supervisor to oversee the effort at each location. Similar systems for waste management and recycling are also in place at our overseas subsidiaries. Current ef for ts include conversion from paper to electronic work flows to reduce paper consumption. Amount of Waste 2007 2008 2009 8,730 (tons) 9,176 8,947 (FY) •Excludes information for Nintendo of Europe’s Italy Branch. •Excludes information for Nintendo of Europe’s UK Branch for fiscal years 2007 and 2008. •Some of our subsidiaries’ amounts for Januar y 2010 to March 2010 include estimates. Overview of Fiscal Year 2009 and Future Issues Water Usage 2008 Trends in Transportation Methods 2007 Nintendo recognizes that water scarcity is a serious issue in various regions around the world and that water will remain a precious resource in the years to come. With this in mind, we have taken s teps to reduce the amount of our water usage, including installation of water-conser ving equipment at our offices. In addition, some of our overseas subsidiaries are making conservative use of water resources, for example, by employing septic systems that re-use stored rainwater for toilet water or irrigation systems. Nintendo believes that environmental education is a critical aspect of our efforts to preserve the environment. To increase awareness within the organization, Nintendo Co., Ltd. publicizes its monthly CO 2 emissions and energy use figures on its corporate intranet and calls for support in activities to save energy. Reducing Paper Usage by Computerizing the Document Approval Process To inc rea s e bu sine s s ef ficienc y and reduce paper use, we converted many of our internal processes from paper to electronic. Previously, a single manager would run nearly all documents awaiting approval to the relevant per sonnel, tracking the approval status along the way. Now that the process is electronic, we can view approval status online and search for needed information more effectively, thereby saving a lot of time and effort. Moreover, we have eliminated the need for hard copies, which saves a lot of paper. Preservation of the global environment will continue to be an important theme for us. Nintendo’s products might not be as physically large as a car or a TV, but many people around the world love to play with them. With this in mind, we are focusing on green procurement and eco-friendly designs. We are also responsible for making sure that we deliver produc t s to our consumers that are safe and reliable. It is easy for “eco-friendly” to be understood as just a catchphrase, but the relevant departments are working together to create truly safe, reliable and eco-friendly produc t s that will put smiles on the faces of our consumers. I believe that Nintendo as a whole will continue to find new way s to en sure bot h con sumer safet y and satis fac tion, while at the s a m e t i m e h e l p i n g t o p r e s e r ve t h e global environment. Masanori Yano Manager, Specifications Group, Product Evaluation & Engineering Department, Uji Plant, Nintendo Co., Ltd. Ángela Mojón 37 Finance Department, Nintendo Ibérica, S.A. (Spain) 38 Nintendo’s Unique Contributions We believe that maintaining a wholesome society i s a n i n t e g r a l p a r t o f N i n t e n d o ’s b u s i n e s s . Recognizing that we must give back to society, we consider what kinds of contributions we can best o f fe r, a n d t h ro u g h o u r a c ti v i ti e s e n d e avo r to contribute to society as a corporate citizen. Nintendo Game Seminar (internship program) Nintendo Co., Ltd. 234 people Bringing Smiles to the Community At Nintendo Co., Ltd., we wish to maintain and promote Japan’s truly world-class game culture and to contribute to the game industry. Since 2003, we have been holding the Nintendo Game Seminar, an internship program that gives participants the opportunity to learn about game creation free of charge. During the Seminar, Nintendo developers, who are currently active at the forefront of game development, lecture and convey to participants the professional know-how necessary for game development. Every year a b o u t 3 0 s t u d e nt s a re ini t ia te d into t h e g a m e development world for a 10-month period, where they learn practical skills from professional developers and work together to create games. In fiscal year 2009, 35 students participated in the Seminar, bringing to 234 the total number of students who have participated in t h e S e mina r s i n c e i t s in c e pt io n. Ma ny of t h e s e students go on to make creative contributions not only to Nintendo, but also to other companies in a variety of industries. A popular part of the Seminar is a session in which Nintendo developers share behind-the-scenes stories of the titles they have worked on. In fiscal year 2009, this session was entitled “Iwata Asks, Live”, during which President Iwata himself interviewed Nintendo game developers. Seminar par ticipants were especially pleased with this unique session, and said they would remember it for a long time. The Nintendo Group, in meeting its corporate social responsibility, continually seeks ways to serve and contribute to the community in a Nintendo way. 234 people: Total number of graduates from Nintendo Game Seminar 39 In order to play a role in creating a vigorous future for the game industry and be instrumental in enhancing Japan’s truly world-class game culture, we hold the annual Nintendo Game Seminar by taking advantage of our strengths. Contribution of a Nintendo Character Nintendo Co., Ltd. In Japan, the Children’s Rights Hotline is a helpline that children can call for assistance if they believe human right s have been violated. The hotline is operated by the Kyoto District Legal Affairs Bureau a nd ot he r s to p rote c t c hild re n f ro m a b u s e a nd extreme cases of bullying. Since 1999, to support this cause, Nintendo Co., Ltd. has been providing our charac ter Mario in the Children’s Right s Hotline c a m p a i g n p o s t e r, w h i c h i s d i s t r i b u t e d t o a l l elementary and middle schools (approx. 660 schools) in Kyoto Prefecture, and in a mini-calendar, which is given to each student (approx. 210,000 children). Both items have been well received by everyone, especially children. Cover of the Children’s Rights Hotline Mini-Calendar Assistance for Victims of a Disastrous Bushfire Nintendo Australia Pty. Ltd. During Januar y and Februar y of 20 0 9, unusual weather re sulted in a long period d uring w hic h temperatures exceeded 4 0 degrees Celsius (10 4 degrees Fahrenheit) in the Australian state of Victoria, and a disastrous bushfire occurred. This bushfire was the worst one in Australia’s history: more than 200 people died and over 2,000 homes and 3,500 other buildings were destroyed. Many vic tims lost their homes along with all of their personal possessions. In an ef for t to help those af fec ted, Nintend o Australia visited schools in the bushfire areas, offering s u p p o r t a n d d o n a t i n g N i n te n d o DS a n d o t h e r products in the hope that this would, in some small way, help ease the suffering. Classroom Scene from the Seminar 40 Support for Starlight Children’s Foundation Nintendo of America Inc. Nintendo Australia Pty. Ltd. Nintendo of Europe GmbH, UK Branch Nintendo of A meric a, Nintendo Aus tralia and Nintendo of Europe’s UK branch have been working with the Starlight Children’s Foundation, a nonprofit organization that provides suppor t to seriously ill children undergoing treatment and their families. Nintendo of America has supported these activities by creating and updating the Fun Center *1 program, which provides children with the opportunity to play their favorite Nintendo games from their hospital beds via a Fun Center. Throughout the course of this partnership, more than 6,000 Fun Centers have been placed in hospitals across North America. In addition to annually inviting children and their families to its head office, Nintendo Australia is working to install new Fun Centers that use Nintendo DS. Meanwhile, Nintendo of Europe’s UK branch is likewise involved in placing as many Fun Centers in children’s treatment centers as possible. It is estimated that as many as 500,000 children are currently using a Fun Center in t h e U K . N i n t e n d o ’s e m p l o y e e s t a k e p r i d e i n supporting this foundation. Support for the Change4Life Health Campaign Support for Media Literacy Improvement Project Nintendo of Europe GmbH, UK Branch Since Oc tober 20 0 9, Nintendo of Europe’s UK branch has been suppor ting the UK government’s Change4Life campaign to promote better national heal t h. T hi s prog r am prov id e s v ar io u s k ind s of information to help citizens lead healthier lives and encourages them to improve their eating and exercise habits. For two of Change4Life’s programs, Up and About *2 and 60 Active Minutes *3 , Nintendo of Europe’s UK branch has collaborated with campaign organizers to promote the use of Wii Fit and Wii Fit Plus, which help users easily incorporate more exercise into their busy daily lives. Up and About *A 2campaign to urge people to actively exercise for 30 minutes a day, 5 days a week. 60 Active Minutes *A 3campaign that promotes 60 minutes of aerobic exercise every day for children. Nintendo of Europe GmbH Parents and teachers are often skeptical of using c o m p u te r s a n d v i d e o g a m e s to tea c h c h i l d re n because there is currently not enough information about the effectiveness of such digital media. As a result, many children are not receiving appropriate educational support from their parents and teachers regarding the use of digital media. To close this k nowledge gap and improve the digital media learning environment for children, since 20 0 8 Nintendo of Europe has suppor ted the Spielraum Project. This project, implemented by the University of Applied Sciences in Cologne, Germany, seeks to improve media literacy *4 by providing parents and teachers with educational opportunities to learn more about computers and video games. The project provides regularly scheduled teacher and parent workshops, which have been ver y well received. In addition, to better educate a broader audience, Nintendo is working in conjunction with local child protection organizations and video game indus tr y groups to create a sys tem that enables various organizations to effectively offer integrated information on media literacy. A Post-Operation Child Enjoying Wii Fit Plus 4 Media Literacy The ability to independently comprehend and sift through information provided by various media sources. * *1 Fun Center A mobile entertainment device combining a flat-screen TV, a video game system and a DVD player that can be freely moved around a hospital. Support for a Program to Encourage Young Patients Nintendo of Europe GmbH Introducing Change4Life on the Wii Fit Plus Store Shelves Children Invited to Nintendo Australia In A pril 20 0 9, in conjunc tion with Nintendo of E u r o p e, t h e G e r m a n H e a r t C e n t r e i n M u n i c h , Germany launched a program to encourage young patient s to re sume phy sic al ac tivit y af ter hear t surgery. This inpatient program for children uses Wii Fi t Pl u s to h e l p s l o w l y t r a i n a n d i m p r o v e t h e i r post-operation physical abilities. Enticed through play and having fun, more than 90 young patients have been able to perform physical exercise as a par t of their recover y. This program helps them move and also helps instill a desire to continue exercising to further their well-being. The program has been well received not only by the children, but also by those providing the children with post-operation care. Contributing to the Vancouver Olympics Nintendo of Canada received a request f o r a s s i s t a n c e f r o m t h e Va n c o u v e r O rganizing Commit tee ( VAN OC) to provide an environment for athletes and their families where they could relax and be f ree f rom s tres s during the 2010 Winter Olympic s held in Canada. We made Nintendo produc ts available at the athletes’ villages for the duration of the period requested. We heard that the athletes really enjoyed playing against each other using Wii Sports Resort, Wii Fit and Mario Kart Wii. As a marketer, to be able to assist in an event as famous as the Olympic s - especially when it takes place in my own country - and to put smiles on the faces of the athletes made me really happy. Alexis Hughes 41 Supervisor, Events & Partnerships, Nintendo of Canada Ltd. 42 Reliable and Trustworthy Business Practices To gain the trust of those both inside and outside our company, we exercise fair and sound judgment when running our business and emphasize corporate compliance and risk management. Corporate Governance Information Disclosure At Nintendo, we strive to maximize long-term corporate value while carefully considering the b e n e fi t s to eve r yo n e w e to u c h , i n c l u d i n g o u r consumers, shareholders, business par tners, employees and the community. We work to achieve a highly transparent and sound system of corporate g o v e r n a n c e, a n d w e e d u c a t e o u r e m p l o y e e s regarding good corporate ethics. Board of Directors but also meetings of the Executive Management Commit tee, which consists of some representative directors from the Board of Directors. Audits Nintendo Co., Ltd. has five auditors (as of the end of June 2010), who constitute the Board of Auditors, including three external auditors. We also have the Office of Auditors, which supports and implements auditor func tions. In addition, aside from audit s conduc ted by the auditors, the Internal Auditing Depar tment, under the direc t super vision of the President, conducts fair and unbiased audits of the business operations of each department at Nintendo. Based on the challenges of fiscal year 20 08, an effor t was made in fiscal year 20 09 to improve the efficiency of the company’s internal system of auditing from a risk management perspective. For accounting audits, the accounting auditor works in close collaboration with the auditors and the Internal Auditing Department to report on auditing plans and results. The accounting auditor exchanges necessary information and opinions with them during the fiscal year so as to realize efficient and effective auditing. Execution and Supervision of Business Operations N i n t e n d o’s u n i q u e b u s i n e s s i s b a s e d o n t h e software-driven integration of hardware and software. We believe that the optimal managerial structure is one in which our directors, individuals familiar with our unique business, can (i) execute their own business o p e r a t io n s a s d ire c to r s, ( ii ) ma ke d e c i sio n s o n company-wide business operations and (iii) oversee the other directors’ execution of business operations as experienced members of the Board of Directors. In order to respond in a timely way to changes in the managerial environment, directors are elected for a term of one year. In order to effectuate prompt and efficient decision making, we not only have meetings of the Corporate Governance Structure General Meeting of Shareholders Election/Dismissal Election/Dismissal Board of Directors Appointment/ Dismissal and supervision Auditing Board of Auditors Coordination Office of Auditors President Accounting Auditor Compliance Hotline Executive Management Committee Command/Supervision Product Safety Committee Compliance Committee Product Safety Assurance System maintenance and management Promoting compliance Each Division (Departments/Offices) 43 Internal Control System Committee Coordination Auditing Internal Auditing Department Promotion and enhancement of internal control Internal auditing Internal Controls Nintendo Co., Ltd. established the Internal Control System Committee, which is chaired by the President, and has enhanced Nintendo’s internal control system in order to develop, maintain and improve the sound c o r p o r a te ma nag e m e n t s t r u c t u re of t h e e n t ire Nintendo Group. In addition to continuing to upgrade and strengthen its system of internal controls, the President informs all employees at Nintendo Co., Ltd. about the internal c o n t ro l s y s te m, w h i c h c o n t r i b u te s to b u s i n e s s improvement for the entire company. We audit our business operations on a global basis and monitor the internal controls established in each region, including compliance with Japan’s Financial Instruments and Exchange Law. We also conduct risk management inspections. Internal audits for Nintendo Group companies are conducted by regional internal audit divisions, located in North America, Europe and Japan. No major problems were found through the internal control audit in fiscal year 2009, and we continue to enhance in-house education activities. I n o r d e r to g a i n a n d s e c u r e t h e t r u s t o f o u r shareholders and investors, Nintendo Co., Ltd. works to ensure fair, appropriate and timely disclosure of i n fo rma tio n, a s we ll a s c rea tio n of a co rpo ra te environment that facilitates the exercise of voting rights. Financial Result s Briefi ngs and t he Corporate Management Policy Briefing Based on the idea that it is important to provide adequate understanding of our corporate strategies and business performance, after the announcement of its financial results, Nintendo Co., Ltd. holds Financial R e s u l t s B r i e fi n g s f o r s e c u r i t i e s a n a l y s t s a n d institutional investors (fiscal year 2009: 4 briefings), and an annual Corporate Management Policy Briefing, which all representative directors attend. We strive to provid e all s t akehold er s with prom pt acce s s to info r ma t io n a t t h e s e m e e t ing s, in c l u d ing Q& A sessions, on our website. Transparency It is essential to understand individual ideas beyond group boundaries to achieve appropriate governance t h ro ug ho u t t he Ninte nd o Gro u p. We t he refo re promote open and ef fec tive communication, and endeavor to maintain a highly transparent corporate climate. In order to improve communication between the internal audit divisions in each region and streamline the performance of routine operations, we hold the Internal Audit Global Conference once a year to share information and to increase awareness. Corporate Management Policy Briefing Smooth Management of Shareholders’ Meetings Nintendo works hard to create a corporate environment that facilitates the exercise of voting r ig ht s of s ha re h o ld e r s . I n o rd e r to p rov id e o u r shareholders with as much voting time as possible, we send out convocation notices approximately three weeks prior to the date of shareholders’ meetings and enable shareholder s to vote via the Inter net. In addition, for the benefit of our foreign shareholders, we make the notices available in English and have adopted the Electronic Voting Platform system for institutional investors. Domestic Subsidiaries/Overseas Subsidiaries 44 Compliance Risk Management Nintendo views compliance as essential to building and maintaining the trust that is essential for continued company growth. To ensure strict compliance with laws, social norms and internal standards, Nintendo has established and implemented regionally specific codes of conduct. Compliance Committee Nintendo Co., Ltd. established the Compliance Commit tee, under the direc t super vision of the E xec utive Management Commit tee, to develop measures and policies to facilitate compliance. In fiscal year 2009, we conducted compliance seminars for a total of 566 participants. In May 2004, to ensure compliance throughout the Nintendo Group, we set up the Global Compliance Committee (GCC), which consists of top management from Nintendo Co., Ltd. and its major overseas subsidiaries. No compliance-related violations were reported in fiscal year 2009. Compliance Seminar Data (FY2009) Topic Participants Number of people Compliance Basics new recruits of 2009 112 Internal Approval Process new recruits of 2009 112 Corporate Social Responsibility and Compliance Compliance Officers 41 Compliance Basics (twice) Compliance Seminar 45 GCC Core Members Meeting Twice a year, the GCC holds meetings for the core personnel responsible for legal affairs and compliance at the major group companies, and by sharing and exchanging information about compliance-related i s s u e s a n d f u t u re t a s k s t ha t a f f e c t ea c h of o u r subsidiaries, these meeting s nur ture a common ground of understanding. Reporting Compliance Concerns Nintend o Co., Ltd. has a com pliance concer n re p o r t i ng s y s te m t ha t e na b l e s e m p l oye e s w h o discover fraudulent conduct or business activities that potentially violate the law, to bypass the normal chain of command and report directly to the President. We specify in our rules that employees are protected from any disadvantage when they anonymously repor t suspec ted misconduc t. If a repor t is received, the matter is investigated and handled appropriately. Our major overseas subsidiaries have established similar repor ting systems adapted to the laws and regulations of their respective regions. In the unlikely event that an employee at one of our subsidiaries b e co me s aw a re of mi s co nd uc t co mmi t te d by a member of their executive management, they can also re por t t he inc id ent direc tly to t he Pre sid ent of Nintendo Co., Ltd. For Nintendo, the abili t y to quic kly identif y, completely understand and accurately evaluate company risk is critical in order to avoid or reduce such risk. In the event of an incident or accident that could produce an unfavorable outcome for the company, we take the necessary steps to achieve prompt resolution. Nintendo’s risk management is structured so that each division of the Nintendo Group takes direc t responsibility for the management of its own risk. Nintendo Co., Ltd.’s Internal Auditing Department verifies the risk-management system of each subsidiary. Risk Management for Potential Emergencies To prepare for emergencies, including natural d i s a s t e r s , N i n t e n d o C o., L t d . h a s c r e a t e d a n d published the Crisis Management Manual as well as the Ac tion Plan for the Control of New Strains of Influenza in accordance with the company’s Disaster Prevention Standards. Our overseas subsidiaries have also established individual restoration and business continuity plans to prepare for disasters. In addition, Nintendo Co., Ltd. has introduced the S a f e t y C o n fi r m a t i o n S e r v i c e S y s t e m t o v e r i f y employee safety in the event of an emergency. Drills to administer the system are conducted periodically. Intellectual Property Protection contract employees, temporary employees, seconded employees 301 Information Management and Protection Ni n te n d o C o., Ltd . ha s e s t a b li s h e d i n - h o u s e s t a nd a rd s, inc lud ing Info r ma t io n Ma nag e me nt Standards and Personal Information Management Standards, to ensure that important information is appropriately handled. We have a stric t system of access control that provides for the proper management of confidential information and personal information. In addition, staf f engage in regular training on the proper handling of such information. In fiscal year 20 09, a total of 2,0 03 par ticipants were involved in such training and education programs. have been able to act on the information to combat piracy by taking various actions, such as sending out warning letters to of fenders, removing counter feit produc ts listed on Internet auc tion sites and filing criminal complaints. Intellec tual proper t y is the fruit of Nintendo’s research and development, and serves as the pillar of N i n t e n d o ’s s u c c e s s . R e c o g n i z i n g t h e c r i t i c a l importance of protecting its intellectual property, Nintendo Co., Ltd. has adopted anti-counterfeiting protec tion mea s ure s in coo per ation w i t h many industr y groups, including the A ssociation of Copyright for Computer Software. We continue to take legal measures against people who infringe our intellectual property and educate the public about the importance of copyright protection. Our overseas subsidiaries also take various measures in cooperation with the relevant organizations. In October 2009, in order to identify and go after counterfeit products with the help of consumers and other stakeholders, Nintendo Co., Ltd. added a new page to its website that enables individuals to provide information on the sale and distribution of counterfeit products. By the end of May 2010, approximately 8,000 reports had been submitted via this webpage, and we Webpage for Reporting Counterfeit Products Copyright Infringement Countermeasures We are strengthening our measures against copyright infringement, which costs the industry dearly every year. In February 2009, Nintendo Co., Ltd. won a ruling in Japan that renders illegal the import and sale of the Revolution for DS (R4DS) as well as other similar game backup devices. Despite this legal victory, the import and sale of these illegal devices has continued. Since the legal approach ef fec tive in one countr y c annot neces sarily be relied on to combat piracy in other countries, it is difficult to counter the spread of these kinds of devices on a g l o b a l s c a l e. We b e l i e v e t h a t t h e fig h t to eliminate piracy will be helped by educating the public about the harm done to the game industry through the proliferation of unauthorized devices, pirated software and counterfeit products. The R4DS Piracy Device 46 A Message Regarding This Report Nintendo Overview Company name: Nintendo Co., Ltd. Location: 11-1, Kamitoba Hokotate-cho, Minami-ku, Kyoto Ayako Sonoda Secretariat Director, Sustainability Forum Japan, Director, Environmental Business Women, President, Cre-en Inc. Founded: September 1889 Incorporated: November 1947 Capital: 10,065,400,000 yen In t hi s yea r ’s inte r v iew w i t h Nintend o Co., Ltd. Presid ent, Mr. Iwata, a word in particular stood out: “innovation.” Innovation, as a CSR theme, holds great potential and, in fact, it is essential to drive revolutionary change within social systems as we seek to solve a variety of social and environmental is sues. Among the topics Mr. Iwata discussed, I felt the most important one was to question one’s own preconceptions in order to break down imaginary walls and to do thing s that ot her s believed to be impossible. You cannot create new values without first changing established ways of thinking. I strongly sympathize with the policy of break ing dow n imaginar y walls in ord er to br ing ha p pine s s to even more people around the world. Expanding the definition and scope of games also increases their impact: games do more than just entertain. They serve other roles as well. From providing stress relief to promoting health and serving as tools to bridge gaps in communication, games now offer a variety of ways to bring people together, regardless of age, gender or race. A s an example of the new inroads made by games, in fiscal year 2009, the American Heart Association endorsed the use of active software, such as Wii Fit Plus, to promote good health. This endorsement was in itself revolutionary, marking the first time a video game has been recognized as having the potential to lower the risk of various lifestyle illnesses while still b e i n g f u n t o p l a y. H e r e i n l i e s a possible future for games, a future in w hic h t hey are seen a s nece s sar y tools for improving our quality of life. On the other hand, there are u n fo r t u na te l y t h o s e w h o a re s t ill skeptical about games. Last year, Mr. Iwata’s message suggested that if Nintendo employees notice that what they are doing is not bringing them closer to their goal, then they must stop and ask themselves whether they are doing the right thing. I recognized the need to increase game literacy in ad dition to media literac y, within society. It is also impor tant to take proac tive ac tion to anticipate potential challenges and act quickly to put preventive measures in place as new products would bring not only new expec tations but also the possibility of new risks. The CSR Report 2010 has introduced many business partners of Nintendo. While this visibility has increased trust levels with these strategic allies, in ord er to f ur t her encour ag e ot her socially-responsible joint activities, such as CSR procurement, it is vital for Nintendo to share its philosophy of putting smiles on the faces of ever yone it touches, and promote better communication. For example, in ISO 26000, supply chain issues are becoming more impor tant. W hen issues arise that require resolution, it is important for Nintendo to discuss and work together with its partners to quickly resolve them. Regarding Nintendo’s environmental impact, progress has been seen each year in the handling of chemical substances. However, even companies that do not maintain their own fabrication facilities are expected to reduce the total environmental impact of their products throughout the product lifecycle (from m a n u f a c t u r e t h r o u g h d i s p o s a l ). Nintendo needs to consider ways of making the amount of resources and energ y used per unit of hard ware more visible so that they can be reduced. Lately there has been talk of Gross National Happiness * (GNH), a new indicator that differs from the Gross Domestic Product (GDP) in that it is a n in d ex of ha p pin e s s, n ot ju s t a measure of commerce in a country. As an indicator, the GNH measures the qualit y of life or social progress in more holistic and psychological terms. In the future, with this in mind, I expect Nintendo’s games to increase GNH by enriching people’s quality of life even more. Business description: Manufacturing and sales of home leisure equipment Nintendo website: http://www.nintendo.co.jp/ (Japanese) Consolidated Subsidiaries: Japan ND CUBE Co., Ltd. Brownie Brown Inc. MONOLITH SOFTWARE INC. Project Sora Co., Ltd. Wii no Ma Co., Ltd. Mario Club Co., Ltd. Europe Nintendo of Europe GmbH Nintendo France S.A.R.L. Nintendo Ibérica, S.A. Nintendo Benelux B.V. North and South America Nintendo of America Inc. Nintendo of Canada Ltd. NES Merchandising, Inc. NHR Inc. HFI Inc. Nintendo Technology Development Inc. Nintendo Software Technology Corporation SiRAS.com Inc. Retro Studios, Inc. Transition of Net Sales (consolidated) Other areas Nintendo Australia Pty. Ltd. Nintendo of Korea Co., Ltd. Nintendo Phuten Co., Ltd. iQue Ltd. iQue (China) Ltd. Nintendo (Hong Kong) Limited Regional Net Sales Composition Ratio Segment Net Sales Composition Ratio (consolidated: FY2009) 2005 2006 509,249 Other 80,791 Japan 231,424 (consolidated: FY2009) Playing cards, Karuta, etc. 2,774 Software 567,724 966,534 2007 1,672,423 2008 Total 1,434,365 1,838,622 2009 1,434,365 (FY) Total 1,434,365 Europe 481,270 The Americas 640,879 (million yen) Hardware 863,866 (million yen) (million yen) term Gros s National Happines s was * The proposed by the fourth King of Bhutan, who considered it a more impor tant domestic indicator than the Gross National Produc t (GNP). Currently, leaders of many countries are investigating the use of this index as an important measure of real progress. Transition of Gross Income (consolidated) Transition of Net Income (consolidated) Transition of Dividends (per share) 2005 2005 2005 2006 Our Response Ms. Sonoda, who supports our CSR efforts, has provided us with valuable opinions on this year’s activities and the content of our report. While still limited, our CSR efforts are gradually progressing and, as a global company, we recognize our social responsibility and are trying to be even more effective as we move forward. As a business that values making people happy, the goal for everyone in each of our group companies is to continue working hard to put smiles on the faces of everyone Nintendo touches. 160,759 2006 288,839 2007 440,807 2007 2008 448,695 2008 2009 (FY) 364,324 (million yen) 2009 (FY) 98,378 2006 174,290 257,342 279,089 228,635 (million yen) 390 690 2007 1,260 2008 2009 (FY) 1,440 930 (yen) Secretariat of CSR Promotion Project 47 48