Subject category:
Entrepreneurship
Published by:
USC-Marshall/Lloyd Greif Center for Entrepreneurial Studies
Version: July 15, 2018
Length: 21 pages
Data source: Field research
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Abstract
One of the world's most successful video game companies, Activision was looking create a potent new game franchise after the success of its popular 'Guitar Hero' and 'Call of Duty' products of the early 2000s. An internal design studio proposed 'Skylanders', an entirely new concept and business model in the video game industry. Capitalizing on RFID technology, they created collectible, physical toys that were integrated into game play, pioneering a new game category: 'toys to life'. After media and game powerhouses introduced similar offerings, Activision executives had to decide what the next wave of growth might be in a crowded marketplace.
Locations:
Industries:
Size:
USD7 billion in company revenues, 2016
Other setting(s):
2017
About
Abstract
One of the world's most successful video game companies, Activision was looking create a potent new game franchise after the success of its popular 'Guitar Hero' and 'Call of Duty' products of the early 2000s. An internal design studio proposed 'Skylanders', an entirely new concept and business model in the video game industry. Capitalizing on RFID technology, they created collectible, physical toys that were integrated into game play, pioneering a new game category: 'toys to life'. After media and game powerhouses introduced similar offerings, Activision executives had to decide what the next wave of growth might be in a crowded marketplace.
Settings
Locations:
Industries:
Size:
USD7 billion in company revenues, 2016
Other setting(s):
2017

