Describes a simplified economic model that serves as a vehicle for understanding the use of coupons for price discrimination based on customer loyalty.
Describes a simplified economic model that serves as a vehicle for understanding the strategic and possibly anticompetitive aspects of product proliferation.
Details events in the home video-game industry from the late 1970s until the early 1990s. Tells the story of the rise and fall of Atari Corp., the dominant player in arcade and home video games in the 1970s and early 1980s. During this period, Atari became the fastest growing company in the history of the United States, but the wild ride came to a crashing halt in 1983, when the bottom dropped out of the video-game market, partly as a result of Atari's actions (or inaction). Describes Nintendo's revival of the home video game industry in the mid-1980s and its dominance of the market in the late 1980s and early 1990s. Addresses the creation of value by sparking dormant demand and the capture of value relative to other players in the industry. Part of a case series examining the competitive dynamics in the home video-game industry from 1970 into the new millennium. A rewritten version of two earlier cases.
Part of a series on the home video game industry that illustrates the underlying economics and competitive dynamics of the industry. Provides general information about the industry.
Investigates how the rise of the Internet as a vehicle for renting and buying movies has disrupted the video rental industry and how market leader Blockbuster Inc. can and should respond to these developments. Explores how the emergence of e-commerce affects the degree to which consumers buy instead of rent low-priced DVDs and how Blockbuster might adjust its online initiatives in response. Details the rise of Internet-enabled substitution threats, such as home delivery services (e.g., Kozmo.com) and Internet subscription services (e.g., Netflix.com), and investigates the potential options and chosen actions of Blockbuster Inc. as it seeks to maintain its competitive position. In times of technological change, firms continuously face decisions regarding the extent to which they should embrace a technologically advanced substitute at the possible expense of their existing products and services. Guides the reader through Blockbuster's decisions and its resulting responses.
Examines the emergence of technologies for delivering video content to consumer homes via direct digital distribution and investigates the strategic options facing video rental giant Blockbuster Inc. as it tries to respond to the new technological substitutes. Examines the impact of personal video recorders (or digital video recorders) on the market for Blockbuster's main complementary products, the VCR and DVD player, and explores how this technology might ultimately impact Blockbuster. Addresses the current and future impact of video-on-demand, the latest incarnation of the long enduring pay-per-view technology, and analyzes Blockbuster's potential and actual response to the threat. In times of technological change, firms continuously face decisions regarding the extent to which they should embrace a technologically advanced substitute at the possible expense of their existing products and services.
Provides a comprehensive background of the video rental industry and home entertainment giant, Blockbuster Inc. Follows the life of Blockbuster Inc. from its first days under founder Wayne Huizenga to its most recent developments under 2003 CEO John Antioco. By looking at various strategic decisions its leaders have made throughout the past few decades, students come to understand better how Blockbuster Inc. has become the industry's dominant player. Also explores the fascinating economics of the home video industry, paying particular attention to the unique revenue-sharing model that has developed in recent years. Understanding Blockbuster Inc. and the video industry's background also allows students to analyze better the various technological substitution threats (such as DVD, DIVX, sell-through, home delivery services, Internet subscription services, personal video recorders, pay-per-view, and video-on-demand).
Investigates how the rise of digital video formats threatens to make videocassette technology obsolete; how this technological substitution might alter the economics and structure of the video rental and retail industries; and how Blockbuster Inc., the industry leader, should respond to the new technologies. Explores Blockbuster's response to the new DVD and DIVX digital disk formats and the impact of these technologies on Blockbuster's traditional business model. Also highlights the industry changes that DVD has created, including an increase in direct video sales at the expense of video rental. In times of technological change, firms continuously face decisions regarding the extent to which they should embrace a technologically advanced substitute at the possible expense of their existing products and services. Guides the reader through Blockbuster's decisions and its resulting responses.
A local Philippine toothpaste manufacturer, Lamoiyan Corp., faces the challenge of staying competitive against entrenched multinational giants. The company has managed to capture, at its peak, 20% of the Philippine toothpaste market and has become the number three Philippine toothpaste producer, after Colgate-Palmolive and Unilever. However, as competition will soon intensify in the region as a result of decreasing trade barriers, Cecilio Petro, president of Lamoiyan Corp., needs to decide how to grow his company and keep it competitive. Going public, expanding channel penetration, developing new products, and expanding internationally are all strategies Pedro considers, but each move is costly and time consuming. Pedro, an optimistic, dedicated entrepreneur, must assess the best way to ensure Lamoiyan's future success.
Updates the continuing developments in the disposable diaper industry from 1994 to 2003. Investigates new product innovation, global expansion, and emerging competitors in the highly competitive diaper industry, including the rise of training pants and ventures into Europe. Tracks the improvements of Kimberly-Clark's Huggies, Procter & Gamble's Pampers and Luvs, as well as the market share battles that result.
Describes the background, process, and aftermath of the merger between Daimler-Benz of Germany and Chrysler Corp. of America. Describes the economic structure and trends of the world automobile industry at the turn of the century as well as the individual histories and strategies of the two firms. Further describes the process and key issues in the merger negotiations. Lastly, an extensive description of the post-merger integration plan, approach, and implementation is provided, along with an explanation of the merger's impact on the performance and strategy of the combined company.
Outlines the events leading up to 3DO's exit from the home video game licensing business. 3DO's business model is considered flawed because of its incompatibility with industry structure and economics.
Nintendo must make some important decisions related to the launch and design of the successor to its 16-bit Super NES console. A rewritten version of an earlier case. This is part of a case series examining the competitive dynamics in the home video game industry from 1970 into the new millennium.
Nintendo must make some important decisions regarding relationships with third-party game developers. This is part of a case series examining the competitive dynamics in the home video game industry from 1970 into the new millennium. A rewritten version of an earlier case.
Describes the launch of the innovative home video game company, 3DO, which had developed a groundbreaking system featuring 32-bit processing and CD-ROM software. Examines the competitive dynamics in the home video game industry from 1970 into the new millennium.
Sets the scene for Nintendo's launch of its Super NES console in Japan and in the United States and describes consumer reaction to the console versus that of its major competitor at the time, Sega. A rewritten version of an earlier case.