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Battle Royale in the Video Game Industry

Video games constitute a huge market with over three billion customers. Video games are a multifaceted business that depends on the type of platform (PC, console, mobile device). Mobile video games are experiencing the strongest development and are leading to the appearance of new business models (free-to-play games financed by advertising and in-game purchases). The appearance of new entrants that directly compete by developing simple and fast games (casual games) more quickly and at lower cost and the emergence of players that indirectly achieve domination by controlling access to mobile platforms through the app stores (Google and Apple) is leading to a disruption in the competitive balance of the market. In addition, the boundary between platforms is becoming blurred due to the development of new modes of game distribution, such as cloud gaming, which allow online play via the Internet either by subscription or as a game on demand.
In order to understand the challenges of the challenges of this profoundly changing environment, the case study provides a wealth of information which enables the detailed application in a comprehensive manner of the fundamental tools of strategic analysis of a competitive environment:
- PESTLE, Porter's 5 forces model,
- Industry value chain,
- Segmentation,
- Key factors of success,
- BCGs advantage matrix
Objectifs pédagogiques
- To be able to analyse a situation, understand it and synthesise it (use data to justify arguments).

- To develop critical thinking skills in order to understand the advantages and limitations of analytical models.

- To know how to identify and analyse sectoral upheavals and their consequences on the business models of competitors.

- To select relevant data to make judgements about strategic issues in an industry.

- To understand, apply and comment on strategic analysis tools.

- To be able to make hypotheses as to the correct answer using the information available in a situation of uncertainty.

- To be able to work in teams (discuss on the basis of contradictory arguments and take a collective position in a situation in which there is no obvious right or wrong answer).

Strategy - External analysis - Pestel - Porter 5 forces - Key success factors - Segmentation - BCG's advantage matrix.
Bachelor and Master students
Secteur d'activité
Video games
Caractéristiques particulières
- Exam case
- PPT: Debriefing (50 slides)
- PDF: in appendices, a complete overview of the video game sector
Livraison par lien de téléchargement
16 avec 12 page(s) annexe(s)
plus de 3 heures (Duration: from 3 to 12 hours)
92 - Activités récréatives, culturelles et sportives
Oui (30 pages) - incluse

Adhérents : 360,00 € HT / Non adhérent : 720,00 € HT
* Usage illimité pour un campus sans limite de nombre d'étudiants.

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