CSR Report > CSR Report 2021 - Putting Smiles on the Faces of Our Consumers

CSR Report

Putting Smiles on the Faces of Our Consumers To provide all of our consumers with safe and enjoyable gaming experiences, we strive to continually create even higher quality products by learning from consumer feedback.

Pursuit of New Entertainment Possibilities

Jump Rope Challenge

Jump Rope Challenge

 To help encourage exercise during the mandatory stay-at-home period, we released the Nintendo Switch software title, Jump Rope Challenge, which allows you to jump rope indoors using the Joy-Con controllers. We are providing this software free of charge so that we can assist our many consumers in staying active. The idea to develop and provide this software came from our own developers, who wanted to consider how they could contribute while in a work-from-home environment. Since the release of Jump Rope Challenge, people all over the world have jumped rope approximately 5.3 billion times (as of June 2021).

Ring Fit Adventure

 Released in 2019, Ring Fit Adventure for Nintendo Switch is an adventure game in which players attach Joy-Con*1 to the included Ring-Con and Leg Strap accessories and save the world while exercising their bodies.
 A sensor built into the Ring-Con detects when players push or pull the accessory, while sensors in the Right Joy-Con attached to the Ring-Con react when players bend and make other upper-body fitness movements. The Right Joy-Con's IR motion camera also estimates pulse rate after exercise and the sensors in the Left Joy-Con in the Leg Strap react to lower-body fitness movements like jogging and squats.
 New and fun experiences are made possible through these functions that link body movements with the game.

*1 Joy-Con
Joy-Con are Nintendo Switch's pair of left and right controllers. They can be used as a single controller, as two independent controllers, or attached to the console to match the system's three play modes (TV mode, tabletop mode, and handheld mode).

Nintendo Labo

Nintendo Labo

 Released in 2018, Nintendo LaboTM lets players combine specially-designed cardboard, Nintendo Switch, and Nintendo Labo software together to transform their Joy-Con into various new "Toy-Con" controllers, such as a robot, a piano, a fishing rod, or an RC car.
 Players can experience the joy of Making by assembling the cardboard structures themselves while viewing animated assembly instructions displayed on the touch screen of Nintendo Switch.
 In addition, by Playing with their creations, consumers can Discover the mechanisms behind what they have built, allowing them to invent even more new ways to play. With the wide range of ways Nintendo Labo can be used depending on the consumer, it has been put to good use by people around the world since its release.

Nintendo Co., Ltd. (Japan)

Programming Classes for Elementary School Students

Programming Classes for Elementary School Students

(2019)

Programming Classes for Elementary School Students

(2019)

 Nintendo Labo was used in programming classes for elementary school students held by a partner company in June 2019. Through this initiative, children learned the workings of Nintendo Labo while trying out different motions and thinking them over, and then they used what they learned to create an original game that taught them programming fundamentals through play.

Nintendo Benelux B.V. (The Netherlands)

Nintendo Labo Offerings at an Art Museum Exhibition

Nintendo Labo Offerings at an Art Museum Exhibition

Picture provided by photographer Angela Stouten (2019)

 Nintendo Benelux (The Netherlands) collaborated with the CODA Museum in the Netherlands for its 2019 Paper Art exhibition, which introduced recent art pieces using paper and cardboard. At this exhibition, Nintendo Labo was utilized in various activities including sessions for schoolteachers, children's play programs, and workshops for adults. Two-day summer school sessions were also held in July and August, where children could experience the fun of creating with cardboard and work on their own individualized Nintendo Labo designs.

Nintendo of Europe GmbH (Italy)

Cooperative Projects with Elementary Schools and Museums

Cooperative Projects with Elementary Schools and Museums

(2018)

 In September 2018, Nintendo of Europe (Italy) introduced Nintendo Labo as an after-school extracurricular activity in a magazine that is distributed to approximately 13,000 elementary school teachers across Italy. The article explains that in classrooms at participating schools signed up through the publication's official website, children are able to have fun using loaned Nintendo Switch and Nintendo Labo to experience the ideas of Make, Play, and Discover as one of various after-school activities. Nintendo of Europe is also collaborating with leading museums across Italy to hold workshops using Nintendo Labo, in which nearly 10,000 children have already participated.

Nintendo of Europe GmbH (U.K.)

Workshop at KidZania

Workshop at KidZania

 Nintendo of Europe (U.K.) has been offering a regularly scheduled workshop for visitors at KidZania, a theme park in London that gives children ages 4 to 14 the opportunity to try out different occupations. Using Nintendo Labo, children visiting the workshop make an RC car themselves and play with various Toy-Con like the robot, the fishing rod, and the piano to gain an understanding of their mechanisms. Since its opening in the summer of 2018, many children have taken part.

Nintendo Australia Pty Limited

Labo Incorporated into the STEAM Learning Program

Labo Incorporated into the STEAM Learning Program

(2019)

 Nintendo Australia is providing opportunities for library staff to use Nintendo Labo in STEAM (Science, Technology, Engineering, the Arts, and Mathematics) learning programs for elementary school students.
 For six weeks during May and June 2019, trained library staff ran a weekly hour-long after-school STEAM program for elementary school students using Nintendo Labo. During the program, the ERL staff explained to the children how Labo works using the Joy-Con's motion IR sensor, gyroscope, and accelerometer. The program also included an opportunity for the children to build their own Labo Toy-Con and showcase them to other groups. The objective of their program was to promote learning with games.

Nintendo of Europe GmbH (Germany)

Support for Programs That Foster Creativity and Logical Thinking

Support for Programs That Foster Creativity and Logical Thinking

(2019)

 In 2019, Nintendo of Europe (Germany) collaborated with 16 libraries across Germany, including those in Cologne, to offer workshops using Super Mario Maker 2, as well as other workshops using Nintendo Switch and Nintendo Labo. For example, at the library workshop in Bad Krozingen, children used their creativity to construct Toy-Con and in Regensburg, participants worked with Nintendo Labo in a workshop to promote creativity and cooperation. The picture shows a workshop at a library in Gardelegen.

Making Things Easier to Understand and Use

 Nintendo strives to provide products and services that can be enjoyed by even more consumers, regardless of age, gender, or previous gaming experience.

Making Things Intuitive

 In order for users to smoothly immerse themselves within the world of a game, it must be easy to understand. We try to make gameplay as intuitive as possible, thereby minimizing the need for users to consult the operations manuals to figure out how to play a game.

Easy-to-Use Designs and Features for Everyone

 We also work hard on the aspects of design and features, so that even more consumers can enjoy games, regardless of age, gender, or other differences. We share user feedback with our development departments and strive to incorporate these ideas as much as possible into our new products.

Nintendo Switch Examples

 You can zoom in on the screen by quickly pressing the HOME button twice on Nintendo Switch*2. Pressing the X button while zoomed in will further enlarge the screen. While in handheld mode, you can also quickly press the HOME button twice and then pinch out on the screen (touch the screen with two fingers and spread them apart) to enlarge it.

 There are also features that allow you to remap buttons on the controller.

*2 
The Zoom feature is turned off in the default settings and must be enabled before use.
Zoom Feature
Zoom Feature
Change Button Mapping Feature
Change Button Mapping Feature

Nintendo Switch Joy-Con

Joy-Con

 Nintendo Switch comes with a pair of left and right controllers that can be attached to the system. Each of the left and right controllers can be used in one hand and not only are all of the buttons positioned for easy operation, they are positioned to enable a wide variety of grips such as horizontal and one in each hand.
 In addition, the + Button and - Button are operational buttons and the icons can be used to distinguish easily between the Joy-Con controllers.

Creating Operations Manuals Everyone Can Understand

 So that all of our consumers can understand our operations manuals and package descriptions easily, we make every attempt to use simple, everyday language and terminology wherever possible. We also use illustrations to make it easier for young children to understand our manuals.
 In addition, we design the Nintendo 3DS electronic manual for readability as well, and provide users with the choice of two font sizes.

For the Enjoyment of Even More Consumers

 In order to develop titles that can be enjoyed by consumers from around the world, employees in each country are cooperating globally to create content that can be easily understood and enjoyed by users from all regions.

Clubhouse Games: 51 Worldwide Classics Initiatives

Clubhouse Games: 51 Worldwide Classics for Nintendo Switch is a collection of 51 different games from around the world, that can be played using Nintendo Switch as the game board. Since it also contains lesser-known games, we provided video and audio explanations for each, so that anyone in the world can play even the games they are not familiar with. These explanations not only show you how to play, but also include tips and trivia, so that users can have fun as they learn.

Fostering the Future Generation

Exhibit at a Learning Facility in Kyoto

Nintendo Co., Ltd. (Japan)

Exhibit at a Learning Facility in Kyoto

 Nintendo Co., Ltd. (Japan) collaborates on a Kyoto Manufacturers' Hall of Creativity/Workshop program run by the Kyoto Board of Education for elementary school students with a booth exhibit in the Kyoto Manufacturers' Hall of Creativity. In the booth, there is information explaining the technology used in our video game systems and the jobs involved to create software so that students can learn about our approach to product creation. We have received positive feedback from the children visiting the booth.

Nintendo Internship Programs

Nintendo Co., Ltd. (Japan)

 Nintendo is known for developing video games such as Super Mario, Zelda and Animal Crossing, but we also carry out various kinds of software engineering work such as the creation of operating systems, software development kits, drivers and other core components needed to run our video game systems. This also includes the development, building and operation of the servers that support the digital-download sales of our software, online matches and the Nintendo network service, which is a game-linked website. There is also hardware engineering work for Nintendo products.
 In addition, other work areas include sound production that increases the appeal of a game by creating background music appropriate to the game scene and user interface control sounds and character voices that match the game, as well as a variety of design work including product, CG, effects, and UI/UX design. There is also the role of the director, who is responsible for setting the game's core direction and guiding the game to completion, while working together with the other individuals involved in production to find ideas and solutions for the various issues that arise during development.
 The internship program is an opportunity to showcase these jobs to a wide array of students, and for them to experience the fun and challenges that go with working on software. The program has welcomed a total of 341 students. They have participated in activities involving game programming, game communication, verification process quality assurance (QA), system development, network development, electrical/electronic design, sound programming, character design, stage design, UI/UX design, and effects creation so that each student can learn about the appeal and challenges of working in these fields at Nintendo.

Cooperation with Game Industry Educational Programs

Nintendo of Europe GmbH (U.K.)

 Nintendo of Europe (U.K.) is working together with a not-for-profit program, Digital Schoolhouse, which is delivered by Ukie, a U.K. games industry organization. This program for students offers opportunities to familiarize themselves with game programming and learn about teamwork through experiences like helping manage gaming tournaments.
 For example, there are workshops designed for elementary school students in a range of categories such as "Algorithms and Programming" and "Communication and the Internet." Schools or teachers who would like to use the workshop material in their classes can download resources from the Digital Schoolhouse website. Digital Schoolhouse also offers workshops taught by specialists.
 In addition, Digital Schoolhouse provides career experiences through gaming events held across the U.K., allowing the younger generation to develop digital knowledge and skills, as well as soft skills such as communication and teamwork as they consider future jobs. Nintendo of Europe (U.K.) supported the Digital Schoolhouse Super Smash Bros. Ultimate Team Battle, held from 2019 to 2020. Over 10,000 students took part, either as players or in event management.

Helping Incorporate Games Into School Lessons

Nintendo Benelux B.V. (Belgium)

Helping Incorporate Games Into School Lessons

(2019)

Helping Incorporate Games Into School Lessons

(2019)

Helping Incorporate Games Into School Lessons

(2019)

 Nintendo Benelux (Belgium) took up a suggestion from an elementary school teacher who wanted to find ways to incorporate games into lessons, and began collaborating on the Gaming in the Classroom project from fiscal year 2015. Games are used in lessons for an hour each week so that students can have fun while learning.
 In 2019, Ring Fit Adventure was used as a warm-up for gym class and for exercise during recess after lunch.
 Nintendo Benelux is also actively involved in additional ways to participate in many charitable activities as part of their efforts to give back to society.

Participation in an Event for Young Technical Professionals

Nintendo of America Inc.

 Nintendo of America participated in Talent Land 2019, which took place in Guadalajara, Mexico in April 2019. It is one of the largest tech events in Latin America, and it brings together kids, high schoolers, college students, and young professionals to learn, network, and exchange knowledge about innovation in the rapidly changing tech industry. Nintendo of America ran a booth to support this effort to inspire younger generations by contributing and staffing game stations for the gaming and entertainment zone. There, more than 10,000 participants were able to play and learn about Nintendo games on Nintendo Switch and Nintendo 3DS together with friends.

Collaborations with Livestreams for Charity

Nintendo of Europe GmbH (Germany)

 Nintendo of Europe (Germany) supported video game livestreaming events held to raise donations for various charitable causes by providing Nintendo Switch systems and software. For example, during a well-known German livestreamer's Leiden für den Guten Zweck stream in February 2019, the streamer attempted to complete New Super Mario Bros. U Deluxe while viewers offered donations to impose challenges such as playing blindfolded. All donations collected through viewers' challenges were used to support Kinderlachen (an organization supporting children in need), DKMS (a group which supports leukemia patients by accepting donor registrations), and WWF (an international environmental non-government organization).

Support for an Ovarian Cancer Patients' Association

Nintendo of Canada Ltd.

 Nintendo of Canada participated in the Ovarian Cancer Canada (OCC) Walk of Hope in Vancouver in September 2020. Held in 2020 as a virtual event, the Walk brings communities together to raise funds to help women with ovarian cancer and all at risk of the disease to live fuller, better, and longer lives.
 Nintendo of Canada supported all OCC walks nationwide by providing Nintendo Switch prize packages to promote youth participation at each event, and also teamed up with the Nintendo Cares program to do fundraising for the cause.

Community Outreach Through Nintendo Cares

Nintendo of America Inc.

 Nintendo of America has a dedicated charitable program called Nintendo Cares, which supports both employee-giving and volunteerism. In 2020, to help our communities and give back, 42% of employees donated to a total of more than 1,000 non-profit organizations. Additionally, Nintendo of America made direct corporate donations to more than 60 non-profits and offered two double-match opportunities to raise awareness for important issues like COVID-19 and socioeconomic inequality while helping those in need.
 Despite social distancing protocols, employees managed to safely volunteer nearly 1,000 hours combined in 2020, with most opportunities completed virtually. Nintendo of America continued our Dollars for Doers program, which contributes to charities for the time spent volunteering based on an hourly rate of pay, leveraging the efforts of each employee to give back to the community.
 On top of the financial donations and volunteering, Nintendo of America employees helped non-profits by supporting donation drives to purchase goods like diapers for babies living in poverty or crisis, food for low-income families’ Thanksgiving meals and toys for sick or low-income children during the holidays. These virtual donation drives were held in support of a number of non-profit partners near our Washington, California and New York operations.

Continuous Support for the Starlight Children's Foundation

Nintendo of America Inc. Nintendo of Canada Ltd. Nintendo of Europe GmbH (U.K.) Nintendo Australia Pty Limited

Continuous Support for the Starlight Children's Foundation

(2019)

Continuous Support for the Starlight Children's Foundation

(2019)

 Nintendo of America, Nintendo of Canada, Nintendo of Europe (U.K.) and Nintendo Australia have long-standing partnerships with the Starlight Children's Foundation, a nonprofit organization that provides support to seriously ill children who require long-term care and to their families.
 Since 1992, Nintendo of America has partnered with Starlight Children’s Foundation to deliver smiles to seriously ill kids and their families through our line of Starlight Gaming stations. Gaming stations are entertainment devices that combine a video game system with a TV and can be freely moved around a hospital. They can also be used beside a bed, so that the children can enjoy games with family and friends to reduce their anxiety levels and help them to feel more at-home.
 We have used a variety of Nintendo game systems in these devices and in 2019, Nintendo of America expanded the line to include the Nintendo Switch Gaming handheld, featuring Nintendo Switch Lite. This new addition to the Starlight Gaming program allows children to play video games in areas of hospitals that may not have room for the traditional unit.
 In 2020, Nintendo of America employees designed and built 250 Nintendo Switch Gaming stations and more than 100 Nintendo Switch Gaming handhelds for Starlight to place in their network of 800 hospitals.
 Nintendo of America employees continue to support the Starlight Gaming program by providing technical support to hospital staff and Child Life Specialists*3 by phone and e-mail. Team members help to troubleshoot issues, send out parts and help ensure Gaming stations stay playable for many years.
 Since launching the partnership, Starlight and Nintendo of America have delivered more than 7,200 Starlight Gaming stations to hundreds of hospitals across North America, bringing smiles to more than 10 million seriously ill children.
 Nintendo of Europe (U.K.) is also continuing to work with the Starlight Children's Foundation. In 2020, we produced the "Starlight Gaming Bundle," which includes both a Nintendo Switch and Nintendo 3DS, along with two games. Refurbished*4 products are used in the Starlight Gaming Bundle. To date, we have sent out over 300 bundles to hospitals to help enrich children's daily lives and make their time at the hospital more enjoyable. In a feedback survey of healthcare professionals at the locations where the bundles were donated, over 80% of respondents said that the Starlight Gaming Bundles were successful in reducing the children's anxiety. So far, around 25,000 children have played on a Starlight Gaming Bundle.
 Nintendo Australia also supports Starlight through various events throughout the year and on "Starlight Day," which is an important charity event held annually in Australia. In addition, an event using Nintendo software was held in fiscal year 2019, which deepened the relationship between the children and Nintendo Australia. Nintendo Australia continued to support Starlight throughout 2020 with donations of products.

*3 Child Life Specialist
A specialist who provides psychological and social care to children in the hospital and their families.
*4 Refurbished
Refurbished products are used products that have been remanufactured and reused in order to promote circular use of resources.
Adam Garone

Adam Garone

CEO, Starlight Children's Foundation (U.S.)

 Starlight is proud to call Nintendo of America our partner. When COVID-19 hit in March 2020, hospitalized kids found themselves more isolated and scared than ever before. The thousands of Starlight Nintendo Gaming stations in hospitals across the country brought much-needed happiness, distraction, and entertainment to these kids and their families.

Nintendo Australia Pty Limited

Support for Fun Library Learning Projects

 In line with the focus on STEM subjects in Australia and throughout the world, Nintendo Australia cooperated with local libraries to create Mario Maker Mondays, a four-week after-school program for elementary school children in which participants learn how to create their own game levels in Super Mario Maker. The libraries continued to conduct this program from fiscal year 2017 through 2019, and received positive feedback from all involved. Nintendo Australia will continue to be involved in such creative projects that aid learning by using video games.

 In addition to the activities mentioned above, we also cooperate with regional organizations on a variety of activities. For more information, please refer to our Q&A About Nintendo's CSR: Community Relations.

Consumer Support

 We care a great deal about each and every one of our consumers, and have put various consumer service contact points in place to respond to the wide range of inquiries and requests we receive from them. We have also established a system that enables relevant departments within the company to share comments we receive from our consumers.

Customer Service Window

 In Japan, in addition to setting up three call centers to help answer different types of questions, we also offer email support for inquiries and receive feedback through a dedicated online portal.

Call Centers
  • Customer Service Window
    Inquiries about product sales, etc.
  • Nintendo Technical Support Center
    Inquiries about game system use and Internet connectivity
  • Nintendo Technical Services Management Center
    Inquiries about game system malfunctions and repairs
Online Support
  • Online Customer Service Window
    Consultation via email
  • Customer Feedback
    Online support dedicated to receiving feedback

 In addition, we post information about products and services to the support pages on our website to assist our consumers in resolving issues on their own. We have also actively relayed support information through Tweets since July 2019, when we opened the official Nintendo Support Twitter account (Japanese).
 We also have set up similar consumer service centers in locations overseas where we provide support in local languages.

Our System for Sharing Consumer Feedback

 Nintendo receives feedback from numerous consumers via telephone, the Internet and mail. To make the best use of this feedback when developing new products and improving services, we have established a system for sharing consumer feedback among the relevant departments within the company. We also share separately the words of appreciation and praise we receive from consumers internally as "Thank you calls" to motivate employees.

Sharing Information About Safety and Quality

 When we are informed of quality issues, we immediately investigate the concern and then quickly distribute a response to our consumers. We provide necessary information about product safety or bugs on the Nintendo website and at retail locations.

A System for Responding to Consumers' Comments (Nintendo Co., Ltd.(Japan))

Network Support

 At Nintendo, we offer a variety of network services, such as our online store, Nintendo eShop, online gameplay, communication among friends and users, and the sending and exchanging of data.
 To provide a sound system that is monitored and operated 24 hours a day, 365 days a year, we prepare for setbacks, monitor the servers and utilize various technologies to avoid having to suspend a service. In the event of server failure, we work to investigate the cause immediately and implement necessary improvements.

Product Quality and Safety

 Nintendo aims to offer high-quality products that consumers of all ages can enjoy with peace of mind. Product safety and reliability are therefore key objectives.

Product Safety Principle
Safety and reliability are key factors in
creating high-quality products
Quality Principle
Provide high-quality products
that meet consumer expectations

Establishment of Safety Standards

 Because the people who use Nintendo's video game systems and accessories include young children, making our products involves establishing a unique set of safety standards based on a combination of regulations from the U.S. Consumer Product Safety Improvement Act*5 and other sources, in addition to the safety requirements for normal electronic products.

*5 Consumer Product Safety Improvement Act
A U.S. law that restricts the use of phthalate esters in products and the use of lead on a product's surface.

Framework for Product Safety Assurance

 Nintendo Co., Ltd. (Japan) established the Product Safety Committee, under the direct supervision of the Executive Management Committee, to ensure that employees thoroughly understand the Product Safety and Quality Principles. The Product Safety Committee ensures the safety of our products at every stage, from development all the way through production, sales and post-sales service. Thus, the Committee is working on effective management, maintenance and improvement of the system.

System to Ensure Product Safety

The Development Stage

 The development divisions conduct development in accordance with the Design Safety Rules* to ensure product safety. The Design Safety Review Committee, which consists of employees from several divisions, including Marketing, Manufacturing, Quality Assurance and Legal Affairs, also assesses products for safety with the goal of incorporating diverse perspectives into the verification process.
 Before production begins, during the prototype stage, mechanical and physical evaluations include tests to assess the risk of fire, electric shock and injury, drop tests, electrical integrity tests, tests for Ordinance for Enforcement of the Radio Act compliance, flammability tests, and tests that screen for harmful chemical substances. To perform these tests, we use a full range of testing devices at our facilities to ensure product compliance. We also require external agencies to certify product compliance as needed.

* Design Safety Rules - Main Items
Compulsory regulations
Confirm that products comply with all public safety regulations stipulated in laws and ordinances
Safety specifications
To ensure an even higher level of safety, in addition to compulsory regulations, confirm that products comply with other applicable safety specifications
Design safety standards
Confirm that voluntarily established internal design safety standards are observed according to compulsory regulations and safety specifications
Labeling standards
Confirm that all required labels and notices (safety notices, etc.) are displayed appropriately
FMEA, FTA
Confirm that safety evaluations are conducted using methods such as FMEA*6 and FTA*7 (or other appropriate methods)
*6 FMEA (Failure Mode and Effect Analysis)
A method of analyzing what is affected in each failure mode and ensuring safety based on the analysis results.
*7 FTA (Fault Tree Analysis)
A system that analyzes the root causes of safety hazards, such as fire and injury, and ensures safety based on the analysis results.
The Production Stage

 We require our production partners to confirm that their products comply with our specifications by using prescribed testing methods to check their assembly processes.

The Shipment Stage

 Assembled products also must pass a finished-goods test, after which they are inspected a final time before entering the market.

Employee Training and Internal Educational Activities

 Employee training and educational activities are essential for ensuring product quality. To make sure our employees are well aware of the critical importance of ensuring the safety of our products, Nintendo Co., Ltd. (Japan) provides product safety training and design safety lectures for hardware developers.
 In addition, we aim to share know-how by creating guidelines which incorporate our knowledge and experience related to design and manufacturing. We also built and operate a system by which all employees, including those not directly involved in the creation process, can view this information at any time on the corporate network.

Considerations When Developing Software and Services

 Nintendo believes it is very important to screen out inappropriate content and ensure safety not only when developing hardware but also when developing software and services so that consumers of all ages can enjoy Nintendo products with peace of mind.

Principles on Ensuring Software Safety

 Nintendo continually offers new ways to play games such as using the entire body to control the gaming system or by using an online network. Thus, in order for consumers to safely play with our products with peace of mind, we have created comprehensive software development guidelines that are updated and revised as needed, and distributed among the related departments.
 Based on these guidelines, we have created a company-wide system that involves multiple departments checking the safety of our software from the product development stage.

Health & Safety Information


"Health & Safety Information" functions

 The Nintendo 3DS family (Nintendo 3DS, Nintendo 3DS XL, Nintendo 2DS, New Nintendo 3DS, New Nintendo 3DS XL and New Nintendo 2DS XL) and Nintendo Switch family (Nintendo Switch and Nintendo Switch Lite) feature built-in "Health & Safety Information" functions. This is a function that includes all important safety precautions for using the gaming system, and users can check the information at any time.

Displaying Age Ratings for Game Software

 Before playing a game, it is sometimes difficult to know exactly what kind of content the game includes. Therefore, Nintendo provides the appropriate age classifications on, for example, product packaging and the Nintendo eShop according to relevant laws and the rating system*8 used in each country or region.

*8 Rating system
Rating systems assign and display an age rating for each game according to its content. In Japan, the CERO (Computer Entertainment Rating Organization) age-rating mark is mainly displayed. Some Nintendo Switch download software may show an age rating based on an IARC (International Age Rating Coalition) review. The age rating marks do not indicate game difficulty level.

Maintaining a Healthy Environment for Children

 Nintendo has integrated Parental Controls into all game systems released in and after December 2006. With this feature, parents and guardians can restrict and limit their children's access to high age-rating software or purchase of downloadable game software in keeping with the ratings criteria of each country.
 In an effort to promote the widespread use of Parental Controls, Nintendo Co., Ltd. (Japan) has a section on its website called Information for Parents. In addition to creating a PDF brochure summarizing the main Parental Controls features for parents and guardians who would like to print out this information, we also broadcast an informative TV commercial.
 In addition to providing this information, Nintendo Co., Ltd. (Japan) has been holding seminars on appropriate use of video game systems for school supporters*9 and educators throughout Japan since fiscal year 2013. During the seminar, Nintendo staff members explain how to use Nintendo's video game systems, and offer a hands-on session in which attendees learn about Parental Controls and filtering service settings.
 Our overseas subsidiaries also endeavor to provide detailed information on Parental Controls settings and other hardware features and functions by placing video tutorials on their websites to increase awareness and the use rate of Parental Controls.

*9 School supporters
Retired teachers or police officers who, under the school supporter system, take on the role of connecting schools and the police by being dispatched to local elementary and junior high schools to use their specialized knowledge and experience to support and give advice to teachers.

Nintendo of Europe GmbH (Germany)

Game System Features and Online Services Information for Consumers

 We believe that it is important to provide straightforward explanations of how to set up and use various product functions so that all consumers can fully enjoy our products.
 Nintendo of Europe has been creating tutorial videos which show users how to set up and use functions, such as Parental Controls, for all hardware products since the launch of Nintendo 3DS. These videos are offered in 10 languages on the website.

Nintendo Australia Pty Limited

Increasing Cyber-Safety Awareness

 Nintendo Australia has continued to work with the Australian government on a cyber-safety program.
 Protecting children from inappropriate material on the Internet is a major issue in Australia and around the world. To promote a better Internet environment, the government runs a cyber-safety website that provides information on how to use the Internet properly and how to protect personal information on the Internet.
 Through this website, Nintendo Australia provides information in an easy-to-read Q&A format about how to use the features that can be used while Nintendo products, such as Nintendo Switch, Wii U and Nintendo 3DS, are connected to the Internet and about how to set up Parental Controls. Nintendo Australia also regularly updates its website that provides information for parents and guardians about cyber-safety and Parental Controls in the Parents section.

Nintendo of Europe GmbH (Germany)

Recognition as a Company Devoted to Child and Youth Protection

Youth Protection Seal of Quality

 At Nintendo of Europe (Germany), the protection of minors' use of our online services is a top priority. Nintendo of Europe voluntarily allows the USK (Unterhaltungssoftware Selbstkontrolle), a self-regulatory body responsible for video game classification in Germany, to examine all of its online services for legal compliance with the German regulations on youth protection. As a result, since 2013, Nintendo of Europe has held the Youth Protection Seal of Quality, a distinction displayed on the website signifying that the company is a trustworthy content provider, devoted to child and youth protection.

Nintendo Australia Pty Limited

Raising Awareness for Parental Controls

 Nintendo Australia has made raising awareness of Parental Controls the focus of our CSR activities. This feature is vital for providing children with a safe and healthy environment in which to enjoy our games, so we are increasing our efforts to inform consumers about it. For example, we have created materials for parents explaining this feature and have distributed these materials at a variety of game-related events. In fiscal year 2017, we participated in International Games Day, an annual event for families held at Melbourne libraries. We showcased Nintendo software and distributed the Parental Controls flyer to the approximately 100 parents or guardians and children in attendance.

Nintendo Co., Ltd. (Japan)

Promoting the Use of Nintendo Switch Parental Controls in a Variety of Ways

 Nintendo Co., Ltd. (Japan) is carrying out a variety of initiatives to promote the use of Nintendo Switch Parental Controls. For example, at a youth forum in Kyoto aimed at improving Internet literacy and reducing problems stemming from the Internet, we promoted active use of our products' parental control features to protect children. At the forum, we joined participants, including junior high and senior high school students from Kyoto Prefecture and members of the Kyoto Prefectural Police, in panel discussions about how young people can use the Internet safely. Nintendo Switch Parental Controls have also been introduced in a pamphlet titled "Four Important Things for Parents to Know," created by the Cabinet Office of the Japanese government with the goal of protecting young people. In addition, Nintendo Switch Parental Controls are introduced periodically on the official Nintendo Twitter account for sharing information related to consumer support. We have also posted a series of comics (in Japanese) about Nintendo Switch safety on our official Japanese support site to help make these features and how to use them easier to understand.

Know More About What Your Children Play

 Nintendo feels that providing ways for parents and guardians to become more involved in their children's gaming experiences encourages better family communication. For this reason, we designed the Nintendo 3DS family of systems 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.
 With Nintendo Switch, parents and guardians can restrict system functions according to their children's ages. In addition, by linking the system to the free smart device application, Nintendo Switch Parental Controls, parents and guardians can monitor their children's daily gameplay activities and receive a monthly summary report through push notification to find out which games their children are interested in.

The title of Nintendo 3DS software and the time played are recorded automatically in the Activity Log for each day.

Nintendo Switch Parental Controls is a free application with which parents and guardians can easily monitor their children's game play activities on a smart device by linking the application to their Nintendo Switch system.

Eliminating Inappropriate Content in Communication Features

 Some software and services allow users to share user-generated content (UGC) such as images and messages with other users via their communication features. While this allows for more fully developed communication and free expression, in rare cases, inappropriate content created by inconsiderate users can get mixed in, causing other users to feel uncomfortable.
 Many of the software services that enable interaction between users and content sharing over the Internet have also introduced systems to exclude unsuitable content by means of in-game alerts, inappropriate word filters, and in-game notification features for consumers to report inappropriate content that they found. If it is determined from the report that there is an issue, we may take measures including content deletion and service suspension.
 In addition, since we believe it is very important to maintain a healthy online play environment with all of our users, we have established rules that we would like everyone to be aware of in our Terms of Service. Our regional subsidiaries have also created community guidelines for online play to encourage greater understanding among all users.

Considerations for Online Purchases

 Although some of Nintendo's software and services can be purchased online through Nintendo eShop, Parental Controls settings can be used to restrict such purchases.

Considerations for Smart Device Applications

 Nintendo remains committed to displaying suitable age ratings, creating systems to remove inappropriate content, preventing problems before they occur and detecting issues early on so that our consumers can use applications for smart devices safely and with peace of mind.

Consumer Privacy

Protecting Consumers' Important Information

 Nintendo respects consumer privacy and considers the protection of consumer information an important responsibility.
 The information we collect from consumers largely consists of information obtained in the provision of network services and contact details when carrying out product repairs. We always clearly specify how we will use consumer information, for example in our privacy policy, and strictly handle this information in adherence with internal regulations. In addition, we revise and enhance our internal systems in compliance with the laws and standards related to the handling of information. We have also established service centers to handle consumer inquiries.