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PlayGiga: The Growth Pains of a Pioneer in Cloud Gaming
內容大綱
In September 2016, Javier Polo, a senior executive from the Telco sector, was appointed CEO of PlayGiga, a technology start-up. The company had spent three years successfully developing a technology to enable users to play videogames from the cloud, without needing a gaming console (e.g. PlayStation, Xbox) or an expensive gaming PC. However, no significant sales had materialized. After three months in the position, the CEO needed to prove the market acceptance for the new service. Important decisions had to be taken about the value proposition, which customer segment to focus on and about the go-to-market strategy. In particular, if a direct-to-consumer commercialization would be better than selling the service through Telecom and Media companies. This is a 'customer discovery' and 'problem-solution fit' case. The broader issue addressed in this case is how to go from a 'promising idea' based on initial customer insights and a technological breakthrough (i.e. the founding team has developed a technology that solves important customer pains) to a compelling product-market fit proposition and then to a corresponding go-to-market strategy.