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  • Strategic Countermoves: Coca-Cola vs. Pepsi

    Describes strategic acquisitions by Coca-Cola and Pepsi-Cola in the late 1980s. The context allows students to evaluate the implications of the mergers for the competitiveness of the industry.
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  • Ready-to-Eat Breakfast Cereal Industry in 1994 (A)

    Ready-to-eat breakfast cereal has historically been a stable and highly profitable industry, dominated by the Big Three of Kellogg, General Mills, and Kraft General Foods (Post). In 1994, private label cereals are making significant market share gains, and promotional competition among the manufacturers of branded cereals is heating up. What steps should one of the Big Three take to prevent these trends from undermining industry profitability, especially in light of likely competitor reactions?
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  • Ready-to-Eat Breakfast Cereal Industry in 1994 (A), Spreadsheet

    Spreadsheet supplement for case 795-191.
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  • Microsoft Corp.'s Pricing Policies

    Describes the antitrust issues that arose in 1994 and 1995 with respect to Microsoft's marketing practices.
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  • Internationalizing the Cola Wars (A): The Battle for China and Asian Markets

    Analyzes the strategies pursued by Coke and Pepsi in the emerging Asian soft drink market. Analyzes the tactical battle of the cola giants in China specifically.
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  • Internationalizing the Cola Wars (B): The Battle for India

    Analyzes the tactical battle of the cola giants in India.
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  • Shifting Sands of Competitive Advantage

    In theory, mastery of a single competency provides a distinct niche in the marketplace. In practice, today's global competition is more dynamic and multidimensional than those models suggest. The mature industry paradox is that leadership demands differentiation, yet differences are quickly copied. Single-factor innovations tap one competency, and capable competitors can usually match it. Multiple competencies strengthen several dimensions and in effect redefine the basis of competition. The "shadow strategy task force" is offered as a method to force managers to relinquish the comfort of the firm's accepted view of itself. This approach begins with the objective of identifying the strategies and competencies that, in the hands of competitors, might be used to attack the firm's competitive position successfully. Especially critical on the task force are individuals with insight into how customers, suppliers, and competitors view the firm's products and services. Developing new competencies requires constant experimentation. The innovation-imitation-equilibrium cycle suggests that industry leaders teach customers what to demand by defining the current state of the art in performance, price, service, and other dimensions; customers learn to judge competitive offerings against these standards, and the learning effect is cumulative.
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  • Choice Hotels International--1995

    Illustrates the various ways in which Choice Hotels, the franchiser for seven mid-market hotel chains, can realize economies of scope across its multiple products. Also provides an opportunity to discuss the benefits and limitations of various organizational forms (particularly, the franchise form) as a means of realizing these economies of scope. In adapting to a maturing U.S. hotel market, Choice has to confront the realization that the competitive environment and its choice of organizational form impose restrictions on the ways in which it can realize these economies of scope.
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  • Cooper Industries' Corporate Strategy (B)

    Brings students up to date regarding a recent decision by the chairman.
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  • Kraft General Foods: The Merger (B)

    Discusses the recent decision to blend the previously separate Kraft and General Foods units into one operating company with a focus on the creation of a single massive sales force.
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  • Toy Game

    Companies sometimes issue rebate coupons entitling the holder to a certain amount off the price of their products. This case explores the effects of rebate coupons on the game between two companies that operate in a market where there is very little underlying customer loyalty. Analysis indicates that all sellers gain, even if only one seller issues rebates. When all sellers issue rebates, all sellers gain more. The effect is seen to depend on the presence of an underlying rule of the marketplace ("one-price-to-all").
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  • Power Play (B): Sega in 16-bit Video Games

    Home video-game systems were pioneered by the U.S. company Atari in the mid-1970s. After going through boom and bust in the early 1980s, the industry was resurrected in the mid-1980s by the Japanese company Nintendo. With its 8-bit video-game system, Nintendo established a dominant position in a greatly expanded home video-game market. The case focuses on the post-1987 period, when new 16-bit home video-game technology began to come on the market. First to introduce a next-generation system was the major Japanese electronics company NEC. Second out with a 16-bit system was Sega, the leader in the Japanese arcade-game business and an unsuccessful player in the 8-bit home video-game market. Nintendo itself moved more slowly in introducing a 16-bit system. The case ends with the battle between Sega and Nintendo to gain the edge in 16-bit sales.
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  • Power Play (C): 3DO in 32-bit Video Games

    The 1980s were the "Nintendo" decade in video-games, while the early 1990s saw Sega rise to prominence on the basis of next-generation, 16-bit technology. By early 1994, Nintendo and Sega split the worldwide installed base of 16-bit home video-game systems about equally. Still, while 16-bit systems offered superior graphics, sound, and game play over the earlier 8-bit systems, many observers considered them a transitional technology, likely to be superseded in the next two to five years. The case focuses on the efforts of 3DO, a high-profile U.S. start-up, to promote a new 32-bit platform. Also describes the new technologies being developed by Nintendo, Sega, Sony, Philips, and Atari. By expanding the scope of the game, 3DO engineered a window of opportunity with respect to the established players, Nintendo and Sega. Focuses on how 3DO chose to exploit that opportunity. Illustrates, in particular, the strategy of bringing new players into a game. Planning to make money from licensing the software technology, 3DO gave away the hardware technology for free.
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  • Scope of the Corporation

    Describes analyses that determine the appropriate limit to the scope of the firm. Examines both the production cost justification for firm diversification--economies of scope and shared resources, and the governance cost justification for including transactions inside the hierarchy rather than contracting for them on the market--transaction costs and agency theory. Concludes by identifying the line between corporate strategy and firm scope.
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  • U.S. Airline Industry in 1995

    Describes the economic logic leading to the deregulation of the U.S. airline industry in 1978 and subsequent competitive developments. The roles of computerized reservation systems, airport hubs, route strategies, and fleet management are raised as unanticipated tactical responses. The decision focus of the case emphasizes the prospect of regulation. A rewritten version of an earlier case.
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  • Smashing the Cube: Corporate Transformation at CIBA-GEIGY Ltd.

    CIBA-GEIGY is a large, diversified multinational corporation that transforms itself in the 1990s through a massive structural and cultural change. The case describes the changes implemented and the processes used to effect change in portfolio, people, and structures. By the middle of 1994 CIBA is assessing how effective the transformation has been and whether it has gone too far, or not far enough.
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  • Corporate Strategy: The Quest for Parenting Advantage

    While the core competence concept appealed powerfully to companies disillusioned with diversification, it did not offer any practical guidelines for developing corporate-level strategy. To fill the gap, the authors propose the parenting framework, with tools for answering two questions: Which business should a company own? What parenting approach will get the best performance from those businesses? To determine the fit between a parent and its businesses, corporate strategists should look at four areas: the critical success factors of the business, the parenting opportunities in the business, the characteristics of the parent, and the financial results. Next, to determine which businesses to keep and which to divest, they should rank them into five categories: those that fit well; those that fit in some ways; those that fit but have little potential; those with a possibility of value destruction; and those that fit in parenting opportunities but not in critical success factors.
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  • Promus Companies: Harrah's Casinos

    Provides an overview of the U.S. gambling industry and the rapid expansion of gambling beyond Nevada and New Jersey since 1988. Focuses on Harrah's, a traditional top-tier casino company, which was the first to aggressively expand into emerging gaming markets and that needs to consider how best to sustain its competitive position.
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  • Power Play (A): Nintendo in 8-bit Video Games

    The home video-game industry began in 1972 with the founding of Atari. After riding a dramatic boom and bust in the early 1980s, most players left the business. Nintendo of Japan then rebuilt the industry--establishing a commanding worldwide position by the end of the decade. By 1990, Nintendo game systems could be found in one out of every three households--in both Japan and the United States. The company's stock market value exceeded that of Sony or Nissan. The case describes the steps Nintendo took to achieve this success. Also covers the U.S. antitrust investigation of Nintendo.
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  • Bankruptcy Problem from the Talmud

    Describes a problem of bankruptcy, following the treatment in the 2,000-year-old Babylonian Talmud. A person dies, leaving a number of debts that total more than the size of the estate. The question is: How should the estate be divided among the creditors? The case presents the Talmudic prescriptions for dividing three such estates. The estate division problem is then reinterpreted as the problem of how a number of partners involved in a project should divide the total cost of the project among them. The Talmudic prescription for estate division coincides with the added value approach. (In particular, it is neither equal nor proportional division.) The analysis applies beyond the context of estate division, as the cost-sharing reinterpretation demonstrates.
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