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GCEIP 500 Company profile

Nintendo

Nintendo reported 23.68 million Switch 2 consoles sold worldwide by June 30, 2026. Its new system arrived with a familiar question for the company: can its games bring players back for another hardware generation?

Explore the company See recognition

Headquarters countryJapan
UN geographic regionAsiaEastern Asia
Business sectorVideo games and entertainment
GCEIP positionPending evidence reviewAssigned only after the 2001–2025 record is reconciled.

The company

What it does

Nintendo Co., Ltd. is a Japanese home-entertainment company that develops and sells video game hardware, software and related services. It combines its own consoles with games built around characters and franchises such as Mario, Zelda and Kirby. The company says its consolidated workforce was 8,666 at the end of March 2026.

Across markets

Nintendo’s official sales data shows 23.68 million Switch 2 hardware units and 58.17 million software units sold worldwide by June 30, 2026. The earlier Switch reached 156.59 million hardware units over its lifetime. Those figures give Nintendo a large global audience and make each console launch a major commercial event. The cycle also depends on continued hardware production and game releases; unit sales alone do not show how long devices remain in use or their full material and energy footprint.

The company’s footprint and context are linked to the public sources below.

GCEIP view

What the record tells us

TIME included Nintendo in its 2021 and 2025 TIME100 Companies lists. The first entry described the company’s approach to building communities through games; the 2025 profile focused on the Switch 2 launch and Nintendo’s exclusive games. These are editorial placements, not judged awards. WCRC ranked the Nintendo brand #14 in its 2026 World’s Most Powerful 100 Brands, with a score of 80.50; that result is linked for context but falls outside the 2001–2025 counting period. Nintendo is one of the few companies whose recognition story can be read alongside a product cycle: a new console renews interest in long-running game franchises, while the strength of the business still depends on what players choose to buy next.

Published recognition

Selected results

See published awards and company-list results 2 sources
  • TIME100 Most Influential Companies · 2025

    TIME100 Companies selection

    Named by TIME editors among 105 businesses for company-specific influence, impact, innovation, ambition or success; analysis of the specific business case pending

    View source
  • TIME100 Most Influential Companies · 2021

    Innovators

    Video games; “Creating communities”

    View source
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