Product details

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Abstract

The 'LEGO in the Age of Digitization' case is in two parts. Part B is an epilogue to Part A. It describes the LEGO Group's decision to close the LEGO Universe game, its learnings on how to embark on digital together with partners, the need to internally develop a unit to manage these partnerships and the conclusion to adopt a 'hybrid' approach between waterfall and agile development.

Time period

The events covered by this case took place in 1996-2017 with a focus on 2008-2012.

Geographical setting

Region:
World/global
Country:
Denmark

Featured company

LEGO Group (The)
Employees:
10000+
Turnover:
DKK 37,9 billion
Industry:
Consumer Goods;Toys and Games

About

Abstract

The 'LEGO in the Age of Digitization' case is in two parts. Part B is an epilogue to Part A. It describes the LEGO Group's decision to close the LEGO Universe game, its learnings on how to embark on digital together with partners, the need to internally develop a unit to manage these partnerships and the conclusion to adopt a 'hybrid' approach between waterfall and agile development.

Settings

Time period

The events covered by this case took place in 1996-2017 with a focus on 2008-2012.

Geographical setting

Region:
World/global
Country:
Denmark

Featured company

LEGO Group (The)
Employees:
10000+
Turnover:
DKK 37,9 billion
Industry:
Consumer Goods;Toys and Games

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