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    2 case(s) found.

    esports: Creating New Sports from Online Gaming

    By  W. Chan Kim,  Renée Mauborgne,  Oh Young Koo,  Michael Olenick
    Add to cart popular
    The notion that innovation is tied to creative destruction is embedded in the psyche of innovators and entrepreneurs, which is why individuals and companies instinctively focus on disruption in pursuit of innovation and growth. But is disruption the only way to innovate and create new markets? And is it the best way?

      Published 15 Jan 2021

      Reference 6634

      Length 9 page(s)

      Topic Strategy

      Region Global

      Industry Computer Games,  Computer Software,  Entertainment

      View case

      esports: Creating New Sports from Online Gaming

      By  W. Chan Kim,  Renée Mauborgne,  Oh Young Koo,  Michael Olenick
      Add to cart popular
      • Reference 6634

      • Published 15 Jan 2021

      • Length 9 page(s)

      • Topic Strategy

      • Region Global

      • Industry Computer Games,  Computer Software,  Entertainment

      The notion that innovation is tied to creative destruction is embedded in the psyche of innovators and entrepreneurs, which is why individuals and companies instinctively focus on disruption in pursuit of innovation and growth. But is disruption the only way to innovate and create new markets? And is it the best way?
        View case

        Nintendo

        By  W. Chan Kim,  Renée Mauborgne,  David Champion,  Anders Kjellberg
        Add to cart
        The home video-game market in Japan was relatively small and the market in the US was on the verge of collapse. In Japan, Nintendo could expect stiff competition from a number of companies in, or actively considering an entry in this market. This did not look a good time for Nintendo to make an entry. Conventional strategic thinking would suggest that it is a suicidal action to enter the market.

          Published 01 Jan 1998

          Reference 4745

          Length 11 page(s)

          Topic Strategy

          Region Global

          Industry Computer Games,  Entertainment

          View case

          Nintendo

          By  W. Chan Kim,  Renée Mauborgne,  David Champion,  Anders Kjellberg
          Add to cart
          • Reference 4745

          • Published 01 Jan 1998

          • Length 11 page(s)

          • Topic Strategy

          • Region Global

          • Industry Computer Games,  Entertainment

          The home video-game market in Japan was relatively small and the market in the US was on the verge of collapse. In Japan, Nintendo could expect stiff competition from a number of companies in, or actively considering an entry in this market. This did not look a good time for Nintendo to make an entry. Conventional strategic thinking would suggest that it is a suicidal action to enter the market.
            View case

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