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Nintendo Co., Ltd. (7974) Moat Analysis

Nintendo Co., Ltd.

7974 · Tokyo Stock Exchange

Market cap (USD)$58.8B
SectorCommunication Services
IndustryElectronic Gaming & Multimedia
CountryJP
Data as of
Moat score
86/ 100

Weighted average of segment moat scores, combining moat strength, durability, confidence, market structure, pricing power, and market share.

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Overview

Nintendo’s Q1 FY2027 sales fell 9.5% to JPY 517,813m, while operating profit rose 150.5% to JPY 142,596m and margin reached 27.5%. The profit comparison is not a clean moat read: software mix improved, but approximately USD 300m of refunded IEEPA tariffs also reduced cost of sales. Dedicated platforms represented 93.3% of rounded category sales; Switch 2 sold 3.82m hardware and 9.46m software units, legacy Switch software rose to 33.81m units, digital sales reached JPY 132.7bn, and annual playing users held at 130m. IP-related income doubled to JPY 34.8bn as The Super Mario Galaxy Movie passed USD 1bn at the box office. The clearest moats remain owned character and franchise rights, the multigenerational family-friendly brand, and an ecosystem reinforced by backward compatibility, first-party cadence, and a growing third-party catalog. Nintendo Account continuity supports that ecosystem but is not double-counted as a separate switching-cost moat. Full-year guidance remains JPY 2,050bn of sales and JPY 370bn of operating profit, with 16.5m Switch 2 hardware and 60m unbundled software units forecast. At June 30, 2026, exact issued shares were 1,287,260,000 and treasury shares were 134,431,384, leaving 1,152,828,616 net shares; Q1 weighted-average shares were 1,152,828,655. The primary TSE ticker is 7974. Active OTC ADR NTDOY is an unsponsored 1-ordinary-to-4-ADR program with CUSIP 654445303 and US ISIN US6544453037. CIK 0000852937 remains assigned by the SEC. LEI 353800FEEXU6I9M0ZF27 is issued and entity-active, with renewal due October 25, 2026. Key risks are platform-cycle volatility, hit dependence, rival ecosystems, component inflation, and shifts toward PC, mobile, and cloud gaming.

Primary segment

Dedicated video game platforms

Market structure

Oligopoly

Market share

HHI:

Coverage

2 segments · 5 tags

Updated 2026-08-10

Segments

Dedicated video game platforms

Dedicated console gaming platform ecosystem (hardware + software + digital storefront + online services)

Revenue

93.3%

Structure

Oligopoly

Pricing

moderate

Share

Peers

6758.JPMSFT

IP-related income, etc.

Entertainment IP licensing + mobile game monetization (royalties, smart-device content, visual content)

Revenue

6.7%

Structure

Competitive

Pricing

moderate

Share

Peers

DISSONYCMCSA

Moat Claims

Dedicated video game platforms

Dedicated console gaming platform ecosystem (hardware + software + digital storefront + online services)

Q1 FY2027 revenue share uses the rounded category disclosure: dedicated video game platform sales of JPY 483.0bn out of JPY 517.8bn. Hardware sell-in was 3.82m Switch 2 units and 0.66m Switch units; software sell-in rose to 9.46m and 33.81m units, respectively. Digital sales rose 90.0% to JPY 132.7bn and reached 61.5% of platform software sales. Platform sales fell 13.1% as launch-quarter hardware comparisons outweighed stronger software.

Oligopoly

Ecosystem Complements

Network

Strength

Strength 4 of 5

Durability

Durability 3 of 3

Confidence

Confidence 4 of 5

Evidence

Evidence 3 of 5

Nintendo runs an integrated hardware-software platform across Switch and Switch 2. Backward compatibility preserved the older catalog, 130 million annual playing users sustained engagement, and the second-year third-party pipeline is broader than Switch had at the same stage.

Ecosystem Complements moat: definition, examples, and stocks

Erosion risks

  • Platform transition risk (new hardware cycle)
  • Third-party content supply shifts to rival platforms
  • Consumer time shifts to PC/mobile/cloud gaming

Leading indicators

  • Installed base growth
  • Software attach rate
  • Share of software sales that are digital

Counterarguments

  • Sony and Microsoft have strong competing ecosystems with larger online/social networks
  • Portable gaming substitutes (smartphones/PC handhelds) reduce the need for a dedicated console

Brand Trust

Demand

Strength

Strength 4 of 5

Durability

Durability 3 of 3

Confidence

Confidence 4 of 5

Evidence

Evidence 2 of 5

Nintendo's family-friendly positioning and characters cultivated across generations support trust and repeat demand. Tomodachi Life exceeded eight million sell-through by August 5, and the Mario film drew a broad audience, but performance still depends on release quality and cadence.

Brand Trust moat: definition, examples, and stocks

Erosion risks

  • Brand dilution from over-release or lower-quality titles
  • Reputation damage from hardware quality or online safety issues
  • Demographic shifts away from Nintendo's core positioning

Leading indicators

  • First-party title sell-through longevity
  • Review score distribution for major releases
  • Repeat purchase/engagement across flagship franchises

Counterarguments

  • Demand is cyclical and dependent on a steady pipeline of hit games
  • Rivals also own powerful IP and can bid for consumer attention

IP Choke Point

Legal

Strength

Strength 4 of 5

Durability

Durability 3 of 3

Confidence

Confidence 4 of 5

Evidence

Evidence 2 of 5

Ownership of core franchises supports exclusivity (first-party titles) and differentiation, but value depends on continued creative output and enforceability.

IP Choke Point moat: definition, examples, and stocks

Erosion risks

  • Difficulty enforcing IP rights in all regions
  • IP fatigue if franchises are overused
  • Competitors' exclusive content reduces relative differentiation

Leading indicators

  • Share of software revenue from first-party titles
  • New IP creation cadence and adoption
  • Licensing infringement actions / enforcement outcomes

Counterarguments

  • Sony/Microsoft and major publishers also have exclusive titles and strong IP portfolios
  • IP ownership alone does not guarantee platform success without strong execution

IP-related income, etc.

Entertainment IP licensing + mobile game monetization (royalties, smart-device content, visual content)

Q1 FY2027 revenue share uses the rounded category disclosure: IP-related income of JPY 34.8bn out of JPY 517.8bn. Revenue rose 107.4% year on year, principally on movies and videos related to The Super Mario Galaxy Movie. The category also includes smart-device content, royalties, and official-store merchandise, so film-driven results are lumpy rather than a recurring run rate.

Competitive

Content Rights Currency

Legal

Strength

Strength 4 of 5

Durability

Durability 3 of 3

Confidence

Confidence 4 of 5

Evidence

Evidence 2 of 5

Nintendo can monetize iconic characters through licensing, royalties, merchandise, mobile content, and cross-media projects. The Super Mario Galaxy Movie lifted Q1 IP-related income and passed USD 1bn at the global box office.

Content Rights Currency moat: definition, examples, and stocks

Erosion risks

  • Partner dependence (film/theme park execution and revenue share terms)
  • Overexposure / IP fatigue
  • Regulatory or platform policy changes impacting mobile monetization

Leading indicators

  • Royalty/licensing revenue trend
  • New cross-media releases and performance
  • Active users and monetization of smart-device content

Counterarguments

  • Cross-media wins are lumpy and may not repeat without major hits
  • Other entertainment IP owners compete aggressively for distribution and consumer attention

Evidence

other

There are more titles for Nintendo Switch 2 than there were in the first year for Nintendo Switch

Current publisher support indicates a broader complement set at the same point in the platform cycle.

other

Nintendo Switch titles released in past fiscal years have also shown stable sales.

Backward compatibility is converting the prior-generation catalog into current Switch 2 complements.

other

Annual playing users exceeded 100 million, continuing the trend from last fiscal year

The underlying chart reports 130 million users for the twelve months through June 2026.

other

an enduring fondness for Nintendo characters and worlds

Primary-source framing of multi-generational character equity and brand-building intent.

other

The movie has drawn a broad audience of all ages around the world

Current cross-media reach supports the family-friendly brand beyond console owners.

Showing 5 of 9 sources.

Risks & Indicators

Erosion risks

  • Platform transition risk (new hardware cycle)
  • Third-party content supply shifts to rival platforms
  • Consumer time shifts to PC/mobile/cloud gaming
  • Regulatory pressure on digital storefront practices
  • Brand dilution from over-release or lower-quality titles
  • Reputation damage from hardware quality or online safety issues

Leading indicators

  • Installed base growth
  • Software attach rate
  • Share of software sales that are digital
  • Annual playing users and Nintendo Switch Online subscriber trend
  • Third-party release cadence and breadth
  • First-party title sell-through longevity

Keep the research going

Created 2026-01-01
Updated 2026-08-10

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