With a television remote-style controller that tracked the motion of a player’s hands in real time, the Nintendo Wii was unlike any console before it. Released on this day in 2006, the Wii was designed to get players moving their bodies, allowing them to swing a virtual tennis racket or bowl a strike. Its simple controls meant anyone could pick it up, setting it apart from its competitors, Sony’s PlayStation 3 and Microsoft’s Xbox 360.
Despite not being a powerhouse in terms of graphics, the Wii’s cultural impact was profound, selling 101 million consoles over its lifetime. According to Mitchell McEwan, course director for game development and design at Macquarie University, Nintendo targeted new demographics within households, rather than just kids and existing gamers. “The Wii was really designed from the bottom up to be accessible,” McEwan noted.
Breaking New Ground in Gaming
The announcement of the Wii came at a time when gaming was primarily seen as a niche hobby. Former Nintendo of America president Reggie Fils-Aimé emphasized the console’s potential to broaden the gaming audience.
“The goal of Wii is to expand gaming from its current niche to a mass-market medium,”
he stated, highlighting the role of Wii Sports in achieving this vision.
Wii Sports, which included tennis, golf, baseball, bowling, and boxing mini-games, was bundled with the console in key markets like Australia, Europe, and the United States. Fils-Aimé recounted in his memoir how he advocated for this inclusion, despite initial resistance from Nintendo president Satoru Iwata and iconic game designer Shigeru Miyamoto, who were concerned that giving away games might devalue them.
Beyond Entertainment: Rehabilitation and More
Unlike other consoles, the Wii found a unique role beyond entertainment, becoming a valuable tool in rehabilitation. Neuroscience Research Australia developed a program that incorporated the Wii into a two-week intensive rehabilitation course. Dr. Penelope McNulty noted the significant improvements observed in patients, stating,
“We see bigger movements, faster movements, more dexterity in the end. But we also see improved balance, walking; the patients get fitter, which is really important, and we’re also seeing some psychological benefit.”
Such was the console’s value that in 2013, researchers appealed to players to donate their older machines for continued therapeutic use.
A Lasting Legacy
While the Wii was one of Nintendo’s most successful consoles, its successor, the Wii U, launched in 2012, did not replicate its success. Targeting a more core gaming audience, the Wii U featured a controller with a built-in screen, allowing players to move their game from the TV to the couch. However, existing Wii players found little reason to upgrade, leading to only 13 million units sold.
The innovation of the Wii, however, was not lost. Its pioneering motion controls have influenced subsequent gaming technologies. The Nintendo Switch, a portable console that can be attached to a TV, has sold 154 million devices to date, incorporating many of the Wii’s innovations. McEwan points out that the legacy of Wii lives on, particularly through its motion controls. “PlayStation continued to have motion controls and still has motion controls built into their main controller for their platform. Nintendo obviously continues to do that as well,” he says.
He further notes,
“A lot of what was learned in terms of how to integrate these technologies [into games] and how to leverage them for a better user experience was applied to VR technology as well.”
The Nintendo Wii’s impact on gaming and beyond is a testament to its innovative approach, transforming how people interact with video games and extending its influence into unexpected areas like rehabilitation. As gaming technology continues to evolve, the Wii’s legacy remains a pivotal chapter in the story of interactive entertainment.