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MentorMob had sprung from the passions---for web development and for online communities---of the company's co-founders, Kris Chinosorn (CEO) and Vince Leung (COO). The company…
Abstract
MentorMob had sprung from the passions---for web development and for online communities---of the company's co-founders, Kris Chinosorn (CEO) and Vince Leung (COO). The company pursued the ambitious goals of reinventing the way people learn and becoming the world's utility for learning about anything. The website leveraged a crowdsourcing model for information sharing, teaching, and learning. By enabling participants to learn---and to crowdsource from each other while learning---the site sought to both engage users at different stages of learning and to develop a compelling experience unobtainable without a crowd. Chinosorn and Leung needed to prioritize in order to achieve the growth and scale needed to become world's utility for learning. What should they do next to keep MentorMob's growth on track? What issues should get their greatest attention?
The case teaches more than merely the act of prioritization of strategic goals in a startup. Walking through the issues faced by the founders will introduce students to several additional lessons and concepts about Web 2.0 firms. After analyzing the case, students should be able to:
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SONY Online Entertainment (SOE) was planning to release a new version, EverQuest II®, of its popular online game, EverQuest®. The first EverQuest® game was very successful…
Abstract
SONY Online Entertainment (SOE) was planning to release a new version, EverQuest II®, of its popular online game, EverQuest®. The first EverQuest® game was very successful financially, generating approximately $5 million/month in 2002 for SOE. However, some issues surrounding addictions and corporate responsibility were interfering with the new product launch. These problems revolved around several deaths in which the EverQuest® game had been implicated. The case focuses on the dilemma faced by the Vice President of Marketing prior to the new product release: How far must a company go to protect possible misuse of a product by consumers?
Atul Gupta, Stef Nicovich and Taylor Garrison
CSS 11: Strategy
Abstract
Subject area
CSS 11: Strategy
Study level/applicability
Undergraduate or Graduate Capstone Course in Management or Marketing.
Case overview
Electronic Arts is one of the premiere video game software developers in the world. With the changing video game industry, evolving tastes and preferences, the introduction of next generation platforms and supporting various mobile platforms, Electronics Arts has important decisions to make as it charts its future.
Expected learning outcomes
The analysis seeks to fulfil several objectives relevant to management and marketing strategy courses, where analysis of the external environment of a firm is important. Students should be able to do the following: identify the relevant content to include in an industry analysis. Understand the key concepts of strategic analysis and how to apply them. Use the analytical tools of strategy to synthesize information from multiple sources into a comprehensive picture of an industry. Provide an overview of the dynamics and near-term future of this industry. Use industry analysis to explore emerging markets, billing options and where to target company resources.
Supplementary materials
Teaching notes are available for educators only. Please contact your library to gain login details or email support@emeraldinsight.com to request teaching notes.
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Killing ‘em softly: terminating projects within a video game studio is a case study on human resource management (HRM) and project management in a creative setting. This disguised…
Abstract
Synopsis
Killing ‘em softly: terminating projects within a video game studio is a case study on human resource management (HRM) and project management in a creative setting. This disguised case is based on a real situation that was documented through individual and group interviews at a major video game studio. Several HRM and project management concepts can be discussed through this case including employee retention, planning and staffing and intracompany communication. It seeks to help students develop a multi-level, interdisciplinary and critical analysis of a common HRM situation in project-based creative sectors and invites them to devise action and communication plans to handle the termination of a project.
Research methodology
This disguised case is based on real events and depicts tensions as they unfolded within a Canadian major video game company. Data for this case were collected through eight individual interviews followed by two group interviews with the employees involved. Early drafts of this case were also presented to respondents in order to ensure the validity of the case. Follow-up interviews, as well as the analysis of company documents were later used to complete the case’s final edits.
Relevant courses and levels
This case can be used in HRM, project management and creativity management courses/modules at the undergraduate and graduate levels. It is relevant for business students in an HRM major, as well as for general administration students who plan to work in creative sectors. The case is also suitable for students in arts programs who aspire to manage creative teams or projects. It can be used as a take-home individual or group assignment, or as an in-class group activity.
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Sport marketing, sponsorship, marketing strategy, event management.
Abstract
Subject area
Sport marketing, sponsorship, marketing strategy, event management.
Study level/applicability
Undergraduate and Postgraduate Business and Management.
Case overview
This case discusses sport marketing within an emerging market business environment. PromoSeven Sports Marketing is the focus company. PromoSeven name is synonymous with major events particularly Emirates Airline Rugby 7s and the Olympic Council of Asia. The case highlights the challenges facing sponsorship, event management, sport marketing and PromoSeven's own business strategy after the 2009 economic downturn drew attention to Dubai's financial situation.
Expected learning outcomes
This case can be used to teach sport marketing, sponsorship, event management, and marketing strategy. It can also be used to identify target market segments for sports and the positioning that may appeal to those segments.
Supplementary materials
A teaching note is available on request.
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Priyanka Shah, Anu Gupta and Subhasish Mitra
After completion of the case study, students will be able to critically appraise the strategic growth opportunities of an “eating out” industry brand; evaluate the role of…
Abstract
Learning outcomes
After completion of the case study, students will be able to critically appraise the strategic growth opportunities of an “eating out” industry brand; evaluate the role of customer relationship and retention management in sustaining a brand; and analyse the importance of developing core competencies for long-term business viability.
Case overview/synopsis
Since its inception in 2017, Urban Chowk was one of the pioneer places that successfully managed to create a hospitality format called “food and lifestyle park” which combined multiple food brands with good ambience and entertainment, all under the same roof. Although Urban Chowk was one of the popular brands in the given format, its USP was not difficult to challenge or copy. The owner, Mr Kartikey Rajput, anticipated a deluge of similar establishments in the near future. Urban Chowk led the pack in terms of footfalls compared to similar establishments, with Rajput looking to expand his brand beyond Ahmedabad. The case took 2022 as the timeline and brought forth the challenge that Urban Chowk faced. The primary challenge was retaining the existing customer base along with adding newer ones. Second, with the industry being extremely dynamic, it was important to determine how marketing analytics could be used to collect customer data and convert them into repeat customers, thus building a loyal customer base.
Complexity academic level
This case is applicable for teaching at undergraduate and graduate levels for understanding the concepts of brand development and strategic growth as well as creating and maintaining customer relationships, also helping the students in assimilating these concepts as a part of brand building.
Supplementary materials
Teaching notes are available for educators only.
Subject code
CSS 11: Strategy.
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Keywords
New product development and introduction, Marketing.
Abstract
Subject area
New product development and introduction, Marketing.
Study level/applicability
The case is suitable for post-graduate students in management, or in their final year. The case is intended for those business school students who are familiar with the basics of marketing management and are going through a course on new product development. The level of difficulty for post-graduate management students as far as this case is concerned is medium to high. The case can be a part of the following courses in marketing; new product marketing; technology marketing; brand management (how to build a technology brand).
Case overview
The case concerns a computing technology company – Novatium Solutions – that has developed a new product, an affordable computing system, and is looking at ways of marketing it. The product offering in the initial stages is just hardware with limited local processing abilities that needs to be connected through a wire to a telecom broadband player to provide the internet browsing facility. As the case progresses, the product evolves into upgraded and newer formats. The theme of the case is intended to be new product marketing in a technology sector.
Expected learning outcomes
The following will be the learning outcomes for this case; new product process and marketing in a technology company (compared to non technology consumer product company); bringing customer orientation to a product technology company; the role of a marketing head in a new product company; and building a retail brand for an affordable technology product.
Supplementary materials
Teaching notes are available; please consult your Librarian for access. The teaching notes provide adequate questions and answers (four assignment questions and three class discussion questions) so that faculty members need not look beyond these to give student projects or assignments.
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Marketing Strategy and Marketing Management. It can also be used to illustrate the application of specific concepts and frameworks, such as “revenue (demand/Capacity) management”…
Abstract
Subject area
Marketing Strategy and Marketing Management. It can also be used to illustrate the application of specific concepts and frameworks, such as “revenue (demand/Capacity) management” in services marketing and “Integrated Marketing Communication” under marketing communication.
Study level/applicability
Postgraduate and Final Year Marketing Majors.
Case overview
The case describes how the Ghana Premier League (GPL), the flagship football product of the Ghana Football Association, continues to record low attendances at various league centres since the turn of the new millennium. The case highlights the effects of global forces (both macro and micro factors) on the patronage of GPL matches. It also brings into focus the effects of professionalization and commercialization of the league, especially, on traditional football clubs. It presents discussions on the need for football clubs to adopt sound management principles, such as market-orientation in response to the dynamic global forces. Apart from illustrating the effects of globalization on football, the case can also be used for teaching topics on integrated marketing communication/brand management and revenue management for perishable services.
Expected learning outcomes
To enable students to appreciate how the forces of globalization affect businesses in developing countries; to enable students to apply strategic marketing frameworks (PEST, Porter's five forces Model, SWOT, etc.) to analyse business situations; to enable candidates/students to understand the use of services management principles to address problems relating to perishable demand and unused capacity; students should understand the importance of quality products/services and branding to an organization's ability to deliver exceptional customer experience; to enable students apply the elements of integrated marketing communication to address organizational problems; andto sharpen students' critical thinking and innovative problem-solving skills.
Supplementary materials
Teaching Notes are available for educators only. Please contact your library to gain login details or email support@emeraldinsight.com to request teaching notes.
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Alla Dementieva, Olga Kandinskaia and Olga Khotyasheva
The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply…
Abstract
Theoretical basis
The novelty of this case is the multidisciplinary focus where the aspects of entrepreneurship, marketing strategy and finance are mixed together. Students are expected to apply their knowledge of Business Model Canvas and Marketing 4.0, as well as learn about the new type of entrepreneurial finance such as crowdfunding. The setting of this case is novel too – the new quest games industry in Russia. Finally, the novelty of this case is its format where the protagonists’ interview is available as a podcast, and thus, the students will need to review only the tables and the appendices.
Research methodology
This decision case was field researched by the authors who interviewed the founders of this start-up and the business incubator (BI) director. No information was disguised in any way. Also, the secondary research on the main trends in the development of the international and Russian quest markets was completed by the authors in the preparation of this case.
Case overview/synopsis
Paranoiabox.ru case presents an entrepreneurial and strategic marketing decision situation. In May 2019, in Moscow, Russia, two young residents of the MGIMO University BI, Anastasia and Max, founded the start-up business called Paranoiabox.ru. This project was a quest in a new format with home delivery: a mixture of escape, detective and board game. The player received by post a box containing various objects. Interacting with them, he/she unraveled the plot thread, found clues and gradually approached the final clue. The game with complex copyright puzzles had a built-in hint system and provided mechanisms for interaction online. By July 2019, 30 boxes for their first quest were sold. The subscribers were waiting for a new quest. Despite the first sales, Anastasia and Max had no budget for hiring freelancers or outsourcing. They were faced with an urgent and challenging dilemma: whether to concentrate on the current product sales and spend all the budget on promotion or, alternatively, to launch a series of new quests and focus on the target market with high brand awareness. There was an additional funding dilemma: should they apply for crowdfunding?
Complexity academic level
This case is a multidisciplinary case with the aspects of entrepreneurship, marketing strategy and finance. This case is intended primarily for a course in entrepreneurship at the undergraduate or graduate level. This case is also ideal to be used as a capstone project in a degree programme for entrepreneurs.
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Zhiyong Yao, Kun Lin and Yixuan Huang
The tech giants Alibaba and Tencent compete on many fronts. This case focuses on three areas where they have competed very hard: new retailing, mobile payment, and ride-hailing…
Abstract
The tech giants Alibaba and Tencent compete on many fronts. This case focuses on three areas where they have competed very hard: new retailing, mobile payment, and ride-hailing. At the beginning of 2018, Alibaba and Tencent were gathering retail investments in bids to battle each other for shoppers' digital wallets. Key to the battle is China's mobile payment market, worth more than 200 trillion RMB, where Alibaba and Tencent are going head to head. The giants are not only directly competing in the payment platform area but also extensively fighting in other areas, such as ride-hailing, where they invested in and supported Didi and Kuaidi, respectively. To enhance understanding, this case also briefly goes through the history of the two giants. The purposes, methods, and consequences of their platform competition deserve an in-depth discussion