Who – the protagonist
In this simulation case, students participate in a dynamic multimedia learning experience, immersing themselves in the role of Senior Vice President of Strategy at the fictional video game company, Viv8 Studios.
What?
Viv8 is a Swedish video game company that produces intense multiplayer experiences which take place within richly detailed virtual worlds.
The company was founded eight years ago and has had a best-selling game title for the past five years.
Popular in-game purchases such as character skins and weapons form a big part of Viv8’s total sales revenue.
Why?
Viv8 is concerned about losing ground to its competitors in the near future, and the company needs to know what the best course of action is.
Through the simulation, the students main task is to explore the trade-offs between various aspects of multi-sided platform models and to develop strategic recommendations for the company.
Students need to decide whether Viv8 should develop a traditional game marketplace, sell digital real estate in the metaverse, or neither.
When?
In the last decade, the global gaming market has nearly tripled in sales.
Where?
The fictional company Viv8 is based in the Swedish capital of Stockholm.
Key quote
“The main deliverable will be for you (students) to make a recommendation to the board about which option is more viable, and why.”
Einer Lindqvist, CEO.
What next?
As students work their way through the simulation, their answers determine whether Viv8 should develop a traditional game marketplace or sell digital real estate in the metaverse.
Their different viewpoints can then be discussed in class.
On reasons for writing the case…
Andrew said: “I was looking for a fun way to teach the basics of creating digital platforms. I already had a 45-minute lecture on this topic, but I wanted participants to apply the concepts to a really cool setting.”
On developing a LiveCase simulation…
Andrew commented: “The experience of developing this LiveCase was a lot of fun, it’s a little like designing a small computer game.
“LiveCase is a great platform to develop cases, but the effort is a bit higher when compared to simply writing a traditional case. A decision tree must be developed for all the options that participants will be facing. You also must have a ‘trap’ option in mind, one you want students to fall into, but developing it is challenging. It must be attractive enough to seem realistic, whilst also creating pedagogical learning moments that those who fall into it can take away from the exercise.”
On teaching the case…
He added: “Students really like interacting with the LiveCase, it almost feels like it teaches itself.
“It works very well in the middle of the course where participants are used to a typical case discussion as it is a very different format for case discussion and group work.”
On how students react to the case…
He explained: “Students love this LiveCase, and they also have a good sense of humour when most of them choose the ‘trap’ option.
“Teaching it is enjoyable, and it’s fun for the participants to experience.”
The case
Who – the protagonist
In this simulation case, students participate in a dynamic multimedia learning experience, immersing themselves in the role of Senior Vice President of Strategy at the fictional video game company, Viv8 Studios.
What?
Viv8 is a Swedish video game company that produces intense multiplayer experiences which take place within richly detailed virtual worlds.
The company was founded eight years ago and has had a best-selling game title for the past five years.
Popular in-game purchases such as character skins and weapons form a big part of Viv8’s total sales revenue.
Why?
Viv8 is concerned about losing ground to its competitors in the near future, and the company needs to know what the best course of action is.
Through the simulation, the students main task is to explore the trade-offs between various aspects of multi-sided platform models and to develop strategic recommendations for the company.
Students need to decide whether Viv8 should develop a traditional game marketplace, sell digital real estate in the metaverse, or neither.
When?
In the last decade, the global gaming market has nearly tripled in sales.
Where?
The fictional company Viv8 is based in the Swedish capital of Stockholm.
Key quote
“The main deliverable will be for you (students) to make a recommendation to the board about which option is more viable, and why.”
Einer Lindqvist, CEO.
What next?
As students work their way through the simulation, their answers determine whether Viv8 should develop a traditional game marketplace or sell digital real estate in the metaverse.
Their different viewpoints can then be discussed in class.
Author perspective
On reasons for writing the case…
Andrew said: “I was looking for a fun way to teach the basics of creating digital platforms. I already had a 45-minute lecture on this topic, but I wanted participants to apply the concepts to a really cool setting.”
On developing a LiveCase simulation…
Andrew commented: “The experience of developing this LiveCase was a lot of fun, it’s a little like designing a small computer game.
“LiveCase is a great platform to develop cases, but the effort is a bit higher when compared to simply writing a traditional case. A decision tree must be developed for all the options that participants will be facing. You also must have a ‘trap’ option in mind, one you want students to fall into, but developing it is challenging. It must be attractive enough to seem realistic, whilst also creating pedagogical learning moments that those who fall into it can take away from the exercise.”
On teaching the case…
He added: “Students really like interacting with the LiveCase, it almost feels like it teaches itself.
“It works very well in the middle of the course where participants are used to a typical case discussion as it is a very different format for case discussion and group work.”
On how students react to the case…
He explained: “Students love this LiveCase, and they also have a good sense of humour when most of them choose the ‘trap’ option.
“Teaching it is enjoyable, and it’s fun for the participants to experience.”