International Business Strategy: Rovio Entertainment Analysis
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This study analyzes the global megatrends and their impact on Rovio Entertainment's strategic position. It also assesses the strengths and weaknesses of Rovio's business models using the Business Model Canvas and relevant academic theory.
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International Business Strategy 1
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Table of Contents Introduction......................................................................................................................................3 SECTION A:...................................................................................................................................3 Identify 4 global megatrends and assess their potential impact on Rovio Entertainment’s strategic position. From your analysis what are Rovio’s major threats and opportunities?........3 Section B..........................................................................................................................................7 Using the Business model canvas and relevant academic theory, critically analyse Rovio Entertainment’s business models over the period covered by the case study. What are the strengths and weaknesses of its key business models?................................................................7 Conclusion.....................................................................................................................................10 References......................................................................................................................................11 2
Introduction International business strategy is referred to the plan which guides commercial transactions taking place between the entities in different countries. Generally, international business strategy is referred to the plans and actions of private companies rather than governments. It is also considered as a goal to increase profit(Ainamo, 2016). This study will be based on Rovio Entertainment, best known for its Angry Bird smartphone game. The company was founded in 2003 and is based in Finland. The Angry Birds becomes the top-selling App on Apple’s App store in 2010 and started the stream of business venture including broadcast and media, retail stores, playgrounds and publishing. In 2010, Rovio entertainment was one of the largest entertainment companies; though, after some years of significant growth, Rovio had to face several challenges. This study will state 4 global trends in the entertainment industry and its potential impact on the company’s strategic position. The threats and opportunities of the company will also be outlined in the study. It will then by using the business model canvas, critically analyse the key business models of the Rovio Entertainment. All the analysis in the study will be supported by both relevant theories and examples. SECTION A: Identify 4 global megatrends and assess their potential impact on Rovio Entertainment’s strategic position. From your analysis what are Rovio’s major threats and opportunities? In the current business scenario, entertainment trends in particular are in constant flux. The new platforms, mediums and changing features are constantly changing the way people consume the content. In 2018, there was a rise of game playing on the Smartphone and social media continued to evolve into the entertainment hub(Helmhout, Deeg & Greenwood, 2016). In the current Smartphone trend, gaming has become an important part in the entertainment industry. It has become an unquestionable mainstream. Smartphone has become a clear winner in the giving device industry, with 66% using it to play games. This has boosted the universal Smartphone ownership at a global level. Gamers now have no boundaries. They no longer have to sit in the basement, playing games in the PC console. According the data published byDing 2018, mobile 3
gaming revenues were computed for $70 million in 2018. This shows a year over year increase of over 25%. In coming years, these numbers are expected to rise. One of the primary reasons behind the stagnation of Rovio Entertainment is their dependency on Angry Birds. It is only game that gave profit to the company. As per the case study, the company focusedalotonAngryBirdsandtriedveryhardtoframeandbranditlikeDisney Characteristics(Ainamo, 2016). Here are some of the global trends that have impacted the Rovio Entertainment: Social Games: In the current gaming scenario, social games have been on rise. Angry Birds didn’t have any option of playing with an unknown, which is now a very important element. According to the industry body, Entertainment Software Association, there has been an increase in the popularity of social games by 50% from last year(Wei, Lu and Li, 2018). Together with casual games, social games accounts for the largest share of online games. As for example, the growth in PubG and Fortnite was mainly due to its social gaming structure. Social games are not popular among the tech-savvy youth, but also the adults. As for example, Fortnite has been the breakout star of the last two years, with 200 million players across the globe and with impressive revenue of $2.4bn in 2018. Freemium Games: There has been a noteworthy growth in the popularity of freemium games, which is free to play games. According to the case study, until 2013, Angry Birds had generated revenue through download fees. After that the company introduced their first freemium model. Though it was downloaded50 million times in just a month, it failed to boost revenues and disappeared from the grossing app store charts(Lutnick et al., 2018). Angry Birds was not originally a freemium model, though with fans complained about the intrusive app purchases and continuous un-installation forced the company to launch the free app. Mergers and Acquisitions: A significant trend is visible from the mergers and acquisitions. In order to grab more market share, game publishers are trying to conquer multiple platforms utilized for gaming, mobile devices, social networks, browsers, etc (Esposito & Tse, 2018). As for example, one of the global gaming leader, EA Games acquired mobile gaming companies Glu and social game developer Playfish. Another example is Zynga, one of the largest social game publishers acquired mobile gam app developer NaturalMotion to get a larger share of the 4
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audiences(Lutnick et al., 2018). According to the given case study, Rovio Entertainment ignored this market trend which impacted its business significantly. The company refused the offer of Zynga that resulted in a huge loss after three years of significant growth. Augmented Reality: The gaming industry is not complete without the new trend of AR. The AR was the primary reason for the breakout success of the previously touched Pokemon Go. The game made $268m in August 2017 with active 20m users that time. The main reason behind the success of the game was the fact that it was the first games to use AR(Lockton et al., 2019). AR has the ability superimpose computer generated images onto screens and using the vision-based recognition algorithms to create the gaming surrounding. Several industry giants saw this potential and invested heavily in creation of AR headsets such as Microsoft’s HoloLens. On the basis of above discussion, here are the major threats and opportunities for Rovio Entertainment: Opportunities: The opportunities can be considered as the areas where there are potentials of growth in market share and profits can be identified by the firm. As the customers are required of migrating to the licensed players from the un-organized operators in the industry of technology, entrepreneurship, ethics and influence, Rovio Espoo gets the opportunity of penetrating the entry level markets (Lockton et al., 2019). Moreover, more stability is brought into the market by the low rate of inflation due to which credit at lower rates of interest is enabled for the customers at Rovio Espoo. Due to this, the consumption of the products of Rovio Espoo also increases. There has been an emergence of a new trend for the customers where they migrate to the higher end products and services. This has created a great opportunity for the organization as the brand recognition of the firm is very strong in the premium segment of customers. Moreover, the preferences of the customers are currently changing fast (Jacobides, Cennamo & Gawer, 2018). The aspects like increasing disposable income, fast adoption of technologies and easy access of information have driven the customers towards more willingness for trying and experimenting with new services and products offered in the market. Along with this, the increment in the government regulations has made it difficult for the un-organized firms for operating in the 5
industryoftechnology,influence,ethicsandentrepreneurship.Thishasprovidedhuge opportunities to Rovio Espoo for increasing its customer base. Threats: With the retiring of the babyboomers, it has become very difficult for the new generation to replace the purchasing power. This can lead to the increment of the profits but it might reduce the long-term margins as brand loyalty of the young customers is very low. Although being a leader in the product innovation aspect of the industry of innovation and entrepreneurship, some stiff challenges are still faced by the organization from the local and international competitors (Liu and Li, 2012). Moreover, as per the increasing dependence of the firm on innovative solutions and high turnover of the firm’s employees, it can be estimated that the firm might challenges in acquiring skill human resource in the upcoming future (McGahan, 2014). Other than this, the potentiality of losing the intellectual property is the biggest threat for the organization that can occur from the tie-ups developed by the firm with the local players present in the sector. The emerging market like China does not have strong frameworks for intellectual property rights(Wei, Lu and Li, 2018). The main reason behind this is the growth of the technological expertise of the local business operators in the market. 6
Section B Using the Business model canvas and relevant academic theory, critically analyse Rovio Entertainment’s business models over the period covered by the case study. What are the strengths and weaknesses of its key business models? Business model canvas of Rovio Entertainment Key Partners Smartphon e Operating System Third- party video distributio n platforms Parksand Attraction s Media (Sony pictures and Columbia pictures) Key Activities Software developm ent Products developm ent Licensing Third party integration s Game Design Value Propositions Multi colours birds who try to save their eggsfrom green coloured pigs Thegame wasonce called as one themost mainstream games Multi product Oneradical new product Customer relationships Time Killer Highly addictive Simple Viral Multi- platform Customer Segments Nich e Mark et Mult i- sided mark et Mass Mark et Key Resources Innovation Word-of- mouth Big Data Channels Android Market App store Windows Park 7
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Company culture attraction s Third party platforms TVand Media CostStructure Software development IT systems Operations Developers Managers Product development Legal and Agreements RevenueStreams Add-on features Copyrights Freemium Merchandising According to the given case study, Mobile Games maker Rovio reported its operating profit fell 73 percentlast year due to drop its licensing business, and due to the brand losing its appeal. Failing consumer product business such as toys, clothing and brand licensing adds to the problems of the Finish Company(Lindén, 2017). The case study also showed that Mobile Gaming is a very risky business. One can become an international sensation overnight and then could fade away as it came.On the basis of business model canvas and given case study, here are the strengths and weaknesses of Rovio Entertainment: Strengths: Exhaustive options of product mix are provided by Rovio Espoo to the customers. The company issupportedbyittooperateindifferentsegmentsofcustomersintheindustryof 8
entrepreneurship and innovation(Entertainment, 2012). Moreover, the associates network and dealer network of the organization is also extensive. This not only supports the delivery of efficient services and also the management of the competitive challenges in the industry of entrepreneurship and innovation. Other than this, although downward pressure is faced by the organization in terms of profitability, the firm is still racking in the higher profit margins compared to the competitors of the firm. Moreover, successful record has been maintained by the organization regarding customer driven innovation. For many years, the organization has ventured is various business markets other than the sector of entrepreneurship and innovation (Feijoo et al., 2012). This firm has been supported by this is the development of a diversified stream of revenue outside the segment of entrepreneurship and innovation. At Rovio Espoo, efficientstrategiesareusedintheaspectsofemployee’sskilldevelopmentandtalent management. Weaknesses: The organization has a low loyalty amount its customers. The members of the supply chain partners of Rovio Espoo have low allegiance level. Moreover, with the increment in revenues, the market share of the firm is also declining due to the faster growth of the industry compared to the growth of the firm. The trends in the market are required to be analyzed by the firm carefully for tackling this weakness. Moreover, the organization is also concerned by the high turnovers of the employees working in the lower levels(Cai, Leung and Chen, 2013). This can lead to the requirement of higher salary for maintaining the talent within the organization. Moreover, low investments are made by the firm in its customer oriented services and products due to which to decrement in the competitive advantages of the organization.Other than this, there is a requirement of improvements in the operational margins and gross margins of the firm which might pressurize the financial statement of the organization. Moreover, another huge weakness for the firm is the disappearance of the local monopolies and niche markets which can be exploited by the firm. This has decreased the effectiveness of the customer networks which are promoted by Rovio Espoo. 9
Conclusion In conclusion, it could be said that the primary reason behind the stalled growth of Rovio Entertainment is its approach towards the global trends. The study also outlined that there has been an emergence of a new trend for the customers where they migrate to the higher end products and services. This has created a great opportunity for the organization as the brand recognition of the firm is very strong in the premium segment of customers. The aspects like increasing disposable income, fast adoption of technologies and easy access of information have driven the customers towards more willingness for trying and experimenting with new services and products offered in the market. 10
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Saka- Helmhout, A.U., Deeg, R. & Greenwood, R. (2016) "The MNE as a challenge to institutional theory: Key concepts, recent developments and empirical evidence", Journal of Management Studies, vol. 53, no. 1, pp. 1-11. Wei, W., Lu, X. and Li, Y., 2018. PUBG: A Guide to Free Chicken Dinner. 12