學門類別
哈佛
- General Management
- Marketing
- Entrepreneurship
- International Business
- Accounting
- Finance
- Operations Management
- Strategy
- Human Resource Management
- Social Enterprise
- Business Ethics
- Organizational Behavior
- Information Technology
- Negotiation
- Business & Government Relations
- Service Management
- Sales
- Economics
- Teaching & the Case Method
最新個案
- A practical guide to SEC ï¬nancial reporting and disclosures for successful regulatory crowdfunding
- Quality shareholders versus transient investors: The alarming case of product recalls
- The Health Equity Accelerator at Boston Medical Center
- Monosha Biotech: Growth Challenges of a Social Enterprise Brand
- Assessing the Value of Unifying and De-duplicating Customer Data, Spreadsheet Supplement
- Building an AI First Snack Company: A Hands-on Generative AI Exercise, Data Supplement
- Building an AI First Snack Company: A Hands-on Generative AI Exercise
- Board Director Dilemmas: The Tradeoffs of Board Selection
- Barbie: Reviving a Cultural Icon at Mattel (Abridged)
- Happiness Capital: A Hundred-Year-Old Family Business's Quest to Create Happiness
Line Corporation: Business Portfolio Management and Product-Market Expansion
內容大綱
LINE Corporation was started in 2000 as a local company in Japan focused on developing a mobile communication application. It later expanded its reach to operate a wide range of products and services in various markets including retail, entertainment, financial technology, and artificial intelligence. LINE Corporation was operating in two global markets-Asia and North America-with its top four strategic business units. The LINE mobile messaging application was the cornerstone of the company, launched in Japan shortly after the Great East Japan earthquake in 2011 to allow individuals to connect with loved ones, participate in relief efforts, and express their feelings through emojis and stickers. LINE FRIENDS INC. was a standalone entity created to sell and distribute character-related merchandise featuring the popular animal characters Brown, Cony, and Sally. LINE PLAY Corporation, the company's popular avatar-building game, had over 75 million registered users, but some users saw it as merely a cash-grabbing game. LINE Next Inc. was a venture focused on developing and expanding the global non-fungible token ecosystem. In 2023, the main issue that LINE Corporation was facing was how best to allocate budget and resources to the two markets (Asia and North America) and to its top four strategic business units.