---
id: "entity-nintendo"
type: "entity"
source_timestamps: ["§ Be prepared for meaningful exploration"]
tags: ["brand-example", "gaming"]
related: ["claim-long-time-gains-enable-deep-exploration"]
entityType: "product"
canonicalName: "Animal Crossing: New Horizons"
aliases: ["Nintendo", "Animal Crossing"]
sources: ["commercial"]
sourceVaultSlug: "hbr-seg-commercial"
originDay: 5
articleStem: "hbr-foci-66-customers-willing-try-new-tech"
sourceUrl: "https://hbr.org/2025/11/research-when-are-customers-willing-to-try-a-new-technology"
sourceTitle: "Research: When Are Customers Willing to Try a New Technology?"
---
# Nintendo (Animal Crossing)

**Nintendo's Animal Crossing** (Animal Crossing: New Horizons) is cited as a product that *thrived during pandemic lockdowns*, illustrating how consumers become open to offerings that normally feel *too demanding* once they experience significant [[concept-found-time|macro time gains]] (see [[claim-long-time-gains-enable-deep-exploration]]).

It sits with [[entity-coursera|Coursera]] and [[entity-peloton|Peloton]] as a 'deep, long-window' offering rather than a micro-moment nudge.

**Enrichment context:** canonical via *nintendo.com* product pages; the game became a cultural phenomenon during lockdowns, absorbing substantial leisure time and supporting social connection.
