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===Revitalization of the company (2003–2009)=== {{Multiple image | direction = horizontal | total_width = 300px | image1 = Nintendo-DS-Fat-Blue.jpg | alt1 = A blue variant of the original Nintendo DS | image2 = Wii-console.jpg | alt2 = The Nintendo Wii and Wii Remote | footer = Iwata directed Nintendo to produce the [[Nintendo DS]] ''(left)'' and [[Wii]] ''(right)'' units, which proved financially successful for the company. }} Following up on his 2002{{nbsp}}interview,<ref name="IGNprofile3" /> Iwata highlighted an urgency in the gaming market in his keynote speech at the 2003 [[Tokyo Game Show]]. During this speech, he reflected on the history of the industry and concluded with the declining interest in video games.{{sfn|Inoue|2009|pp=27–31}} A slump in sales in the Japanese market had begun at the end of the 1990s and continued into the early 2000s. Competition between Nintendo and Sony resulted in increasingly hardware-heavy consoles; however, the Nintendo 64 proved to be too cumbersome for developers and software suffered severely.{{sfn|Inoue|2009|pp=26–27}} After a year-long analysis conducted at Iwata's behest, Nintendo concluded that pushing hardware was not the most effective way to promote video games and decided to focus on software.{{sfn|Inoue|2009|pp=27–31}} A major internal reorganization of Nintendo took place in 2004, with Iwata consolidating various departments established under Yamauchi. He sought to promote collaborative work throughout the company.{{sfn|Inoue|2009|p=77}} He later established a "User Expansion Project" in 2005 whereby employees normally not associated with game development would submit ideas for new games.{{sfn|Inoue|2009|p=81}} In a March 2004 interview, Iwata stated: "Games have come to a dead end."<ref name="GameSpot030104" /> He stressed that developers wasted far too much time focusing on core gamers and would be unable to turn a profit if they did not tend to the average game player. Furthermore, he wished to prove that Nintendo, considered a "conservative" company at the time, would become a forefront innovator of entertainment.<ref name="GameSpot030104">{{Cite web |date=March 1, 2004 |title=Nintendo DS going wireless? |url=http://www.gamespot.com/articles/nintendo-ds-going-wireless/1100-6090345/ |url-status=live |archive-url=https://web.archive.org/web/20150716163259/http://www.gamespot.com/articles/nintendo-ds-going-wireless/1100-6090345/ |archive-date=July 16, 2015 |access-date=August 21, 2020 |website=[[GameSpot]] |publisher=[[CBS Interactive]]}}</ref> Iwata articulated a "[[Blue Ocean Strategy|blue ocean]]" strategy to help Nintendo successfully compete against the other console manufacturers. Instead of competing on technical specifications, Iwata drew on his previous experience as a game developer to produce novel and entertaining hardware and games.<ref name="GuardianObit">{{Cite news |last=Boxer |first=Steve |date=July 14, 2015 |title=Satoru Iwata obituary |url=https://www.theguardian.com/technology/2015/jul/14/satoru-iwata |url-status=live |archive-url=https://web.archive.org/web/20150715020513/http://www.theguardian.com/technology/2015/jul/14/satoru-iwata |archive-date=July 15, 2015 |access-date=July 14, 2015 |work=[[The Guardian]]}}</ref><ref name="Guardian0713" /><ref name="BBC0713" /><ref name="Eurogamer" /> ====Nintendo DS==== Iwata helped lead a revitalization of Nintendo's handheld business by transitioning the company from the [[Game Boy Advance]] to the [[Nintendo DS]], which sported a unique form factor and inclusion of a [[touchscreen]] that allowed for novel games.<ref name="ars tech" /> The idea for using two screens on a single device originated with Yamauchi before his retirement, while Miyamoto suggested the use of a touchscreen.{{sfn|Inoue|2009|p=34}} Miyamoto subsequently spearheaded development of the device and its prototypes.{{sfn|Inoue|2009|p=35}} The Nintendo DS proved to be a highly profitable system and went on to become the [[List of million-selling game consoles|second-best selling video game console]] of all time with more than 154 million units, inclusive of subsequent [[iteration]]s, sold by September 2014.<ref name="ConsolidatedSales">{{Cite web |date=October 29, 2014 |title=Consolidated Sales Transition by Region |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1409.pdf |url-status=live |archive-url=https://web.archive.org/web/20141029173642/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1409.pdf |archive-date=October 29, 2014 |access-date=July 26, 2015 |publisher=Nintendo}}</ref><ref>{{Cite magazine |last=Schreier |first=John |date=January 4, 2011 |title=Nintendo DS Line Outsells Playstation 2, Nintendo Says |url=https://www.wired.com/2011/01/nintendo-ds-sales/ |url-status=live |archive-url=https://web.archive.org/web/20170722015044/https://www.wired.com/2011/01/nintendo-ds-sales/ |archive-date=July 22, 2017 |access-date=July 26, 2015 |magazine=[[Wired (magazine)|Wired]] |publisher=[[Condé Nast]]}}</ref> In June 2004, Iwata sought a conference with [[Ryuta Kawashima|Dr. Ryuta Kawashima]] about a game that could appeal to non-gamers. This project would later become ''[[Brain Age: Train Your Brain in Minutes a Day!]]'', released in May 2005.<ref name="Guardian0713" />{{sfn|Inoue|2009|pp=17–18}} Iwata personally oversaw development of the ''[[Brain Age]]'' series, even forgoing a public appearance on the day of the Nintendo DS's release in Japan on December 2.{{sfn|Inoue|2009|pp=17–18}} Miyamoto supported Iwata's work with the series and sent one of his protégés, [[Nintendo Software Planning & Development#Production Group No. 2|Kouichi Kawamoto]], to help develop the game.{{sfn|Inoue|2009|p=80}} The ''Brain Age'' series is partially credited with launching the popularity of the Nintendo DS, and the series as a whole sold over 30 million copies by December 2008.<ref name="Guardian0713" />{{sfn|Inoue|2009|p=16}} Subsequent iterations of the Nintendo DS, the [[DS Lite]] and [[DSi]], also saw positive sales.<ref name="SHDSi">{{Cite web |last=Iwata |first=Satoru |date=October 31, 2008 |title=Corporate Management Policy Briefing/Semi-Annual Financial Results Briefing |url=https://www.nintendo.co.jp/ir/en/library/events/081031/06.html |url-status=live |archive-url=https://web.archive.org/web/20160215054442/https://www.nintendo.co.jp/ir/en/library/events/081031/06.html |archive-date=February 15, 2016 |access-date=September 3, 2015 |publisher=Nintendo |page=6}}</ref> The DS Lite improved upon the original DS, featuring brighter screens and a slimmer design in accordance with consumer demand.<ref name="DSiLAT" /><ref name="EngDSi">{{Cite web |last=Rojas |first=Peter |date=February 20, 2006 |title=The Engadget Interview: Reggie Fils-Aimé, Executive Vice President of Sales and Marketing for Nintendo |url=https://www.engadget.com/2006/02/20/the-engadget-interview-reggie-fils-aime-executive-vice-preside/ |url-status=live |archive-url=https://web.archive.org/web/20170626231958/https://www.engadget.com/2006/02/20/the-engadget-interview-reggie-fils-aime-executive-vice-preside/ |archive-date=June 26, 2017 |access-date=September 11, 2015 |website=[[Engadget]] |publisher=[[AOL]]}}</ref> Released in March 2006 in Japan and three months later worldwide,<ref name="DSiLAT">{{Cite news |last=Metzger |first=Pete |date=April 5, 2009 |title=Review: Nintendo DSi offers evolutionary, not revolutionary, upgrade over DS Lite |url=http://latimesblogs.latimes.com/technology/2009/04/nintendodsireviewconsole.html |url-status=live |archive-url=https://web.archive.org/web/20110210073707/http://latimesblogs.latimes.com/technology/2009/04/nintendodsireviewconsole.html |archive-date=February 10, 2011 |access-date=September 11, 2015 |work=[[The Los Angeles Times]] |publisher=[[Tribune Publishing]]}}</ref> the DS Lite ultimately sold nearly 94 million units.<ref name="ConsolidatedSales" /> Statistics showed that households often shared a single DS, and Iwata sought to expand this from one per household to one per person.<ref name="SHDSi" /> The console's third iteration, the DSi, embodies this idea with the "i" representing a single person.<ref name="IADSi" /> Despite concerns that the video game market was already over saturated by the DS and DS Lite, Iwata was confident that the DSi would sell, especially in European markets.<ref>{{Cite web |last=Nelson |first=Randy |date=January 9, 2009 |title=Iwata still sees vast market for current DS hardware |url=https://www.engadget.com/2009/01/09/iwata-still-sees-vast-market-for-current-ds-hardware/ |url-status=live |archive-url=https://web.archive.org/web/20160815233725/https://www.engadget.com/2009/01/09/iwata-still-sees-vast-market-for-current-ds-hardware/ |archive-date=August 15, 2016 |access-date=September 11, 2015 |website=[[Engadget]] |publisher=[[AOL]]}}</ref><ref>{{Cite web |last=Martin |first=Matt |date=January 9, 2009 |title=More room for DS growth, says Iwata |url=http://www.gamesindustry.biz/articles/more-room-for-ds-growth-says-iwata |url-status=live |archive-url=https://web.archive.org/web/20090420063740/http://www.gamesindustry.biz/articles/more-room-for-ds-growth-says-iwata |archive-date=April 20, 2009 |access-date=September 11, 2015 |website=GamesIndustry.biz |publisher=Gamer Network}}</ref> The DSi built upon the success of the DS Lite by similarly meeting consumer demand.<ref name="IADSi">{{Cite interview |last=Iwata |first=Satoru |interviewer=Yasuhiro Nagata |title=Nintendo DSi: Turning the Tables: Asking Iwata |url=http://iwataasks.nintendo.com/interviews/#/ds/dsi/3/0 |access-date=September 3, 2015 |archive-url=https://web.archive.org/web/20180513072726/http://iwataasks.nintendo.com/interviews/#/ds/dsi/3/0 |archive-date=May 13, 2018 |url-status=live |publisher=Nintendo |date=November 17, 2010 |series=Iwata Asks}}</ref> In addition to being slimmed further, the DSi featured two cameras, [[SD card]] support, an audio reader, and the "Nintendo DSi Shop".<ref name="DSiLAT" /> The relatively quick succession of the DS Lite and DSi broke the conventional pattern for release of game systems, each being released roughly 18 months apart instead of 5 years. Iwata saw the gradual price drop in the five-year cycle as a way of indirectly telling consumers to wait to purchase products and a punishment for those who bought it at launch. He sought to alleviate this issue with the quick releases.<ref name="IADSi" /> ====Wii==== {{Quote box | quote = Video games are meant to be just one thing: fun. Fun for everyone. | author = Satoru Iwata<ref name="fun">{{Cite magazine |last=Kamen |first=Matt |date=July 13, 2015 |title=Satoru Iwata: Nintendo's late legend, in his own words |url=https://www.wired.co.uk/news/archive/2015-07/13/satoru-iwata-in-his-own-words |url-status=live |archive-url=https://web.archive.org/web/20150908022831/http://www.wired.co.uk/news/archive/2015-07/13/satoru-iwata-in-his-own-words |archive-date=September 8, 2015 |access-date=September 2, 2015 |magazine=[[Wired (magazine)|Wired]] |publisher=[[Condé Nast]]}}</ref> | width = 50% }} Discussions between Iwata, Miyamoto, and Takeda about a new home console began in the first half of 2003.{{sfn|Inoue|2009|p=37}} With encouragement from Yamauchi, Iwata pushed for development of a revolutionary product that would later become the [[Wii]].{{sfn|Hasegawa|2010|pp=50–51}} Iwata subsequently assigned Takeda to the project, "telling [Takeda] to go off the tech roadmap".{{sfn|Inoue|2009|p=37}} The overall premise was that "a Mom has to like it".{{sfn|Inoue|2009|p=38}} During the console's development process Iwata challenged engineers to make the Wii no thicker than three [[Keep case|DVD cases]] stacked together, a feat they ultimately accomplished.{{sfn|Jones|Thiruvathukal|2012|p=28}} Takeda and his team focused on reducing power consumption while retaining or improving levels of performance shown with the GameCube.{{sfn|Inoue|2009|pp=40–41}} Alongside the internal hardware designed by Nintendo's engineers, Iwata proposed that the console abandon use of a typical [[Game controller|controller]] to make gaming more accessible to everyone.{{sfn|Hasegawa|2010|pp=50–51}} Miyamoto took the lead on developing a new controller while Takeda's team provided the internal components. After six months and dozens of scrapped prototypes, Takeda procured a [[CMOS sensor]] that later became the core aspect of the remote. With the addition of [[accelerometer]]s, they were able to effectively produce [[motion control]]s.{{sfn|Inoue|2009|pp=43–45}} Initially codenamed "Revolution" during a teaser at [[E3 2004]], following Iwata's goal of creating a gaming revolution,<ref name="IGNprofile3" /><ref name="ars tech" /> Iwata publicly revealed the Wii at [[E3 2005]], holding it above his head to emphasize its small size and light weight design.{{sfn|Jones|Thiruvathukal|2012|p=28}} Reveal of the Wii's signature [[Wii Remote]] controller was withheld until the Tokyo Game Show in September 2005. During his speech at the conference, Iwata reiterated his stance on growing the gaming market but expanded upon it by emphasizing the need to make controls less complicated.{{sfn|Jones|Thiruvathukal|2012|p=53}} The controller's [[remote control]] design partially stemmed from Iwata's desire to have a device that was "immediately accessible" to all. He also insisted that the Wii Remote be referred to as simply a "remote" rather than a controller to emphasize its accessibility to anyone.{{sfn|Jones|Thiruvathukal|2012|p=54}} The Wii ultimately popularized the use of motion control-based video games and proved highly successful for Nintendo, helping to nearly double the company's stock price.<ref name="ars tech" /> Tapping into the market of casual players, the Wii marked "a breakthrough moment in the history of video games":{{sfn|Jones|Thiruvathukal|2012|p=2}} a new genre of gaming was established for the family market.{{sfn|Hasegawa|2010|p=51}} Iwata's former experience as a programmer, a rarity for technology CEOs, was said to help contribute towards his leadership of the company.<ref name="wired">{{Cite magazine |last=Kohler |first=Chris |date=July 12, 2015 |title=Nintendo President Satoru Iwata Dies at 55 |url=https://www.wired.com/2015/07/satoru-iwata/ |url-status=live |archive-url=https://web.archive.org/web/20170417041259/https://www.wired.com/2015/07/satoru-iwata/ |archive-date=April 17, 2017 |access-date=July 12, 2015 |magazine=[[Wired (magazine)|Wired]] |publisher=[[Condé Nast]]}}</ref><ref name="time why mattered">{{Cite magazine |last=Peckman |first=Matt |date=July 13, 2015 |title=Why Nintendo President Satoru Iwata Mattered |url=https://time.com/3954934/nintendo-satoru-iwata/ |url-status=live |archive-url=https://web.archive.org/web/20151028082726/http://time.com/3954934/nintendo-satoru-iwata/ |archive-date=October 28, 2015 |access-date=July 13, 2015 |magazine=[[Time (magazine)|Time]] |publisher=[[Time Inc.]]}}</ref> By the end of the 2009 fiscal year, Nintendo saw record net sales and profit of ¥1.8 trillion (US$18.7 billion) and ¥279 billion (US$2.8 billion), respectively.<ref name="Finances2009">{{Cite report |url=https://www.nintendo.co.jp/ir/pdf/2009/annual0903e.pdf |title=2009 Annual Financial Report: Financial Section |publisher=Nintendo |page=17 |access-date=September 3, 2015 |archive-url=https://web.archive.org/web/20160307051131/https://www.nintendo.co.jp/ir/pdf/2009/annual0903e.pdf |archive-date=March 7, 2016 |url-status=live |year=2009}}</ref> Due to his success, ''[[Barron's]]'' included Iwata on their list of the 30 top CEOs worldwide from 2007 to 2009, stating that for Nintendo, "Wii (was) a winner; stock soars" under him.<ref name="ars tech">{{Cite news |last=Reimer |first=Jeremy |date=March 28, 2007 |title=Nintendo boss levels up to "top 30 CEO" |url=https://arstechnica.com/gaming/2007/03/nintendo-boss-levels-up-to-top-30-ceo/ |url-status=live |archive-url=https://web.archive.org/web/20121201222848/http://arstechnica.com/gaming/2007/03/nintendo-boss-levels-up-to-top-30-ceo/ |archive-date=December 1, 2012 |access-date=July 12, 2015 |work=[[Ars Technica]] |publisher=[[Condé Nast]]}}</ref><ref name="Barrons2007">{{Cite news |last=Bary |first=Andrew |last2=Santoli |first2=Michael |last3=Laing |first3=Jonathan R. |last4=Racaneli |first4=Vito J. |date=March 27, 2007 |title=The World's Best CEOs |url=https://www.wsj.com/articles/SB117469289796447454 |url-access=subscription |url-status=live |archive-url=https://web.archive.org/web/20201027185353/https://www.barrons.com/articles/SB117469289796447454 |archive-date=October 27, 2020 |access-date=March 5, 2021 |work=[[Barron's]] |publisher=[[Dow Jones & Company]] |location=New York |pages=37–38, 40, 42–46 |language=en-US |via=The Wikipedia Library |volume=87 |issue=13 |quote=Wii a winner; stock soars}}</ref><ref name="Barrons2008">{{Cite news |last=Bary |first=Andrew |date=March 24, 2008 |title=World's Best CEOs |url=https://www.wsj.com/articles/SB120615216221756939 |url-status=live |archive-url=https://web.archive.org/web/20210128121250/https://www.barrons.com/articles/SB120615216221756939 |archive-date=January 28, 2021 |access-date=March 5, 2021 |work=[[Barron's]] |publisher=[[Dow Jones & Company]] |location=New York |pages=33–34, 36, 38–42, 44 |language=en-US |volume=88 |issue=12}}</ref><ref name="Barrons2009">{{Cite news |last=Bary |first=Andrew |date=March 23, 2009 |title=Kings of the Jungle |url=https://www.wsj.com/articles/SB123758900419300089 |url-status=live |archive-url=https://web.archive.org/web/20210227033254/https://www.barrons.com/articles/SB123758900419300089 |archive-date=February 27, 2021 |access-date=March 5, 2021 |work=[[Barron's]] |publisher=[[Dow Jones & Company]] |location=New York |pages=27–28 |language=en-US |volume=89 |issue=12}}</ref><ref name="Barrons2010">{{Cite news |last=Bary |first=Andrew |date=March 28, 2010 |title=The Best CEOs |url=https://www.wsj.com/articles/SB126964409156568321 |url-access=subscription |url-status=live |archive-url=https://web.archive.org/web/20210227132738/http://www.barrons.com/articles/SB126964409156568321/ |archive-date=February 27, 2021 |access-date=March 5, 2021 |work=[[Barron's]] |publisher=[[Dow Jones & Company]] |location=New York |pages=29–30, 34, 36–39 |language=en |via=The Wikipedia Library |volume=90 |issue=13 |quote=Formerly hot Wii game losing momentum.}}</ref> ====Quality-of-life products==== [[File:Pokemon_go_stang_alar.jpg|thumb|right|Players of ''[[Pokémon Go]]'' gathered around a "virtual" Pokémon gym in [[Brest, France]]. Social interactions outside homes like this was one of the goals of Iwata's quality-of-life initiative.]] Starting with the introduction of the Wii in 2006, Iwata placed focus on development of products that improved [[quality of life]].<ref name="ForbesQOL" /> The ''[[Wii Fit]]'' series, conceptualized by Miyamoto,<ref>{{Cite interview |last=Miyamoto |first=Shigeru |subject-link=Shigeru Miyamoto |title=Wii Fit: A New Creation |url=http://iwataasks.nintendo.com/interviews/#/wii/wii_fit/0/0 |access-date=September 9, 2015 |archive-url=https://web.archive.org/web/20180513072726/http://iwataasks.nintendo.com/interviews/#/wii/wii_fit/0/0 |archive-date=May 13, 2018 |url-status=live |publisher=Nintendo |date=November 8, 2007 |interviewer-first=Satoru |interviewer-last=Iwata |series=Iwata Asks}}</ref> epitomized this movement.<ref name="ForbesQOL">{{Cite magazine |last=Morris |first=Chris |date=August 19, 2015 |title=Is Nintendo backing away from its Quality of Life initiative? |url=http://fortune.com/2015/08/19/nintendo-qol/ |url-status=live |archive-url=https://web.archive.org/web/20161105043142/http://fortune.com/2015/08/19/nintendo-qol/ |archive-date=November 5, 2016 |access-date=September 9, 2015 |magazine=[[Fortune (magazine)|Fortune]] |publisher=[[Time Inc.]]}}</ref> At [[E3 2009]], Iwata revealed development of an add-on product to the Wii: the Wii Vitality Sensor. The device measured [[autonomic nerve]] functions, namely [[pulse]], and incorporate acquired data into relaxation products.<ref>{{Cite web |last=Pearson |first=Dan |date=June 2, 2009 |title=E3: Iwata shows Wii Vitality Sensor |url=http://www.eurogamer.net/articles/pulse-measuring-peripheral-announced-for-wii |url-status=live |archive-url=https://web.archive.org/web/20170831130113/http://www.eurogamer.net/articles/pulse-measuring-peripheral-announced-for-wii |archive-date=August 31, 2017 |access-date=September 8, 2015 |website=[[Eurogamer]] |publisher=Gamer Network}}</ref><ref name="73rdSH">{{Cite web |year=2013 |title=The 73rd Annual General Meeting of Shareholders: Q&A |url=https://www.nintendo.co.jp/ir/en/stock/meeting/130627qa/03.html |url-status=live |archive-url=https://web.archive.org/web/20150822205526/http://www.nintendo.co.jp/ir/en/stock/meeting/130627qa/03.html |archive-date=August 22, 2015 |access-date=September 8, 2015 |publisher=Nintendo |page=3}}</ref> Iwata saw the device as a continuation of the "blue ocean" strategy previously articulated. He indicated that the market of motion controls was turning into a "red ocean", whereby too many companies would saturate the market and restrict profits. The Vitality Sensor was developed in hopes of providing a novel way to interact with video games and continue Nintendo's history of innovation.<ref>{{Cite news |last=Takahashi |first=Dean |date=June 4, 2009 |title=Nintendo CEO: Wii care about your heartbeat, but not your iPhone, the recession or free games |url=https://venturebeat.com/2009/06/04/nintendo-ceo-wii-care-about-your-heartbeat-but-not-your-iphone-the-recession-or-free-games/ |url-status=live |archive-url=https://web.archive.org/web/20160730154606/https://venturebeat.com/2009/06/04/nintendo-ceo-wii-care-about-your-heartbeat-but-not-your-iphone-the-recession-or-free-games/ |archive-date=July 30, 2016 |access-date=September 8, 2015 |work=[[VentureBeat]]}}</ref> However, testing of a prototype device yielded less than desirable results and Nintendo had postponed the release of the product indefinitely by 2013.<ref name="73rdSH" /> In January 2014, Iwata unveiled a ten-year strategy for the company based on quality-of-life products.<ref name="ForbesQOL" /><ref>{{Cite web |last=Haywald |first=Justin |date=January 29, 2014 |title=Mario Kart 8 coming in May and Nintendo reveals 2014 strategy |url=http://www.gamespot.com/articles/mario-kart-8-coming-in-may-and-nintendo-reveals-2014-strategy/1100-6417422/ |url-status=live |archive-url=https://web.archive.org/web/20160303154630/http://www.gamespot.com/articles/mario-kart-8-coming-in-may-and-nintendo-reveals-2014-strategy/1100-6417422/ |archive-date=March 3, 2016 |access-date=September 9, 2015 |website=[[GameSpot]] |publisher=[[CBS Interactive]]}}</ref> The target was a new market outside video games.<ref>{{Cite web |last=Iwata |first=Satoru |year=2014 |title=Message from the President |url=https://www.nintendo.co.jp/ir/en/management/message.html |url-status=dead |archive-url=https://web.archive.org/web/20150717192426/http://www.nintendo.co.jp/ir/en/management/message.html |archive-date=July 17, 2015 |access-date=September 9, 2015 |publisher=Nintendo}}</ref> Developed under partnerships with Dr. Yasuyoshi Watanabe and [[ResMed]], the first device in this initiative was a fatigue and sleep deprivation sensor announced in October 2014. Unlike the Vitality Sensor, the sleep sensor was to be a stand-alone product that would not need to be worn.<ref>{{Cite web |last=Crossley |first=Rob |date=October 30, 2014 |title=Nintendo Reveals First Quality-of-Life Product: A Sleep Sensor |url=http://www.gamespot.com/articles/nintendo-reveals-first-quality-of-life-product-a-s/1100-6423266/ |url-status=live |archive-url=https://web.archive.org/web/20170925132112/http://www.gamespot.com/articles/nintendo-reveals-first-quality-of-life-product-a-s/1100-6423266/ |archive-date=September 25, 2017 |access-date=September 9, 2015 |website=[[GameSpot]] |publisher=[[CBS Interactive]]}}</ref> Following Iwata's death in July 2015, analysts questioned whether Nintendo would continue the quality-of-life initiative. Despite a planned United States release in March 2016, some suggested the product had been temporarily shelved, while others believed the product had been indefinitely postponed like the Vitality Sensor before it.<ref name="ForbesQOL" /> The device was formally discontinued by February 2016; however, [[Tatsumi Kimishima]] stated that research into quality of life products would continue.<ref>{{Cite magazine |last=Kohler |first=Chris |date=February 4, 2016 |title=Nintendo Puts Its Sleep-Tracking Gizmo on Hold Indefinitely |url=https://www.wired.com/2016/02/nintendo-qol-sleep-tracker/ |url-status=live |archive-url=https://web.archive.org/web/20170429013702/https://www.wired.com/2016/02/nintendo-qol-sleep-tracker/ |archive-date=April 29, 2017 |access-date=February 4, 2016 |magazine=[[Wired (magazine)|Wired]] |publisher=[[Condé Nast]]}}</ref> Nintendo-based products like the [[Nintendo Switch]] designed to encourage use on the go and social interactions, the mobile augmented reality game ''[[Pokémon Go]]'' that requires travelling outside the house, and its addition ''[[Pokémon Sleep]]'' that works based on a player's sleep patterns, all represent continuations of Iwata's quality-of-life initiative.<ref>{{Cite web |last=Grezses |first=Sam |date=July 31, 2019 |title=Satoru Iwata's dreams for Nintendo finally came true |url=https://www.polygon.com/2019/7/31/20748490/nintendo-switch-iwata-lifestyle-legacy |url-status=live |archive-url=https://web.archive.org/web/20190731225048/https://www.polygon.com/2019/7/31/20748490/nintendo-switch-iwata-lifestyle-legacy |archive-date=July 31, 2019 |access-date=July 31, 2019 |website=[[Polygon (website)|Polygon]]}}</ref> The Switch game ''[[Ring Fit Adventure]]'', which includes accessories that let players manipulate the game through physical exercise, is seen as a successor to ''Wii Fit'' and continuing the quality-of-life program.<ref>{{Cite web |last=Good |first=Owen S. |date=September 12, 2019 |title=Nintendo Switch's new ring controller game is Ring Fit Adventure |url=https://www.polygon.com/nintendo-switch/2019/9/12/20862392/nintendo-switch-ring-controller-ring-fit-adventure-release-dates-exergaming |url-status=live |archive-url=https://web.archive.org/web/20190913231410/https://www.polygon.com/nintendo-switch/2019/9/12/20862392/nintendo-switch-ring-controller-ring-fit-adventure-release-dates-exergaming |archive-date=September 13, 2019 |access-date=September 12, 2019 |website=[[Polygon (website)|Polygon]]}}</ref>
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