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1 – 3 of 3Bala Mulloth and Susan E. Rivers
This case aims to study the growth, evolution, and social innovation of iThrive Games, a socially minded initiative that aims to create meaningful opportunities using technology…
Abstract
This case aims to study the growth, evolution, and social innovation of iThrive Games, a socially minded initiative that aims to create meaningful opportunities using technology for teens to enhance the knowledge, mindsets, and skills they need to thrive through development and across the continuum of mental disorder to wellness. iThrive's focus has been on creating “meaningful games”—that is, games that promote health and well-being of teen players. Founded in 2014 by Dorothy Batten, President of DN Batten Foundation, the organization's mission was to collaborate with game developers, partner with teens across the game development cycle (ideation to testing), and provide resources to foster teen thriving through gameplay. To do so, the organization took a unique social entrepreneurial approach. Drawing on a positive psychology framework and building the brand among key stakeholders including game developers, researchers, funders, youth, educators, and parents, the organization orchestrated a community dedicated to advancing the meaningful games field, and in doing so, have widespread impact.
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Shoaib M. Farooq Padela, Jawaid Ahmed Qureshi and Salman Bashir
Learning outcomes (objectives and outcomes) are as follows: to understand the brand positioning, brand building and category extension decisions of a pharmaceutical brand…
Abstract
Learning outcomes
Learning outcomes (objectives and outcomes) are as follows: to understand the brand positioning, brand building and category extension decisions of a pharmaceutical brand (operative in one of the most competitive and regulated industries in a developing country); to analyze the outcomes of decisions pertaining strategic sales, branding, marketing and strategic restructuring to overcome the challenges of growth; and to design strategic solutions for developing brand equity.
Case overview/synopsis
This case explores the strategy of launching and establishing a pharmaceutical brand in an industry that tends to be a highly technical and the most regulated industry. It depicts market research data, industry analysis, stiff competition and regulatory affairs, and elaborates various strategic decisions taken by the company. The primary data for the case is accumulated through in-depth interviews from six industry experts on pharma marketing who were well acquainted with Maple Pharma and secondary data is gleaned from substantive literature. Maple Pharmaceuticals launched Starpram, a high-growth, high-potential generic antidepressant brand (in the central nervous system category) containing Escitalopram molecule/chemical. It had expertise cum competitive advantage in cardiovascular and anti-diabetic streams, but such initiative appeared category extension, with the intention to diversify risk and expand the company to achieve greater economies of scale. The first year sales revenue for Starpram appeared too bleak to spur further product inaugurations. Consequently, strategic overhaul transpired to establish the brand in the highly fragmented pharmaceutical industry. The firm lacked experience in anti-depressants category, coupled with poor sales, marketing mix and overall marketing strategy. Eventually, the management exercised strategic restructuring to establish brand equity and observed growth.
Complexity academic level
Study levels/Applicability graduate (MBA), MS, PhD (management sciences).
Supplementary materials
Teaching Notes are available for educators only. Please contact your library to gain login details or e-mail support@emeraldinsight.com to request teaching notes.
Subject code
CSS 8: Marketing.
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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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