International Strategy Presented by Claudia Hosky Tim Lynch - - PowerPoint PPT Presentation

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International Strategy Presented by Claudia Hosky Tim Lynch - - PowerPoint PPT Presentation

International Strategy Presented by Claudia Hosky Tim Lynch Stanley Martin Jr Hieu Nguyen Rovio: History & Situation Founded in 2003 by Niklas Hed, Jarno Vkevinen, & Kim Dikert Mobile game development studio Focused


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Presented by Claudia Hosky Tim Lynch Stanley Martin Jr Hieu Nguyen

International Strategy

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Rovio: History & Situation

 Founded in 2003 by Niklas Hed, Jarno

Väkeväinen, & Kim Dikert

 Mobile game development studio  Focused on 2D games, first-person shooters,

and creepy/nightmare scenario, many won awards

 Wanted to make an exclusive product:

Angry Birds

 Accel Partners, Atomico and Felicis Ventures

contributed $42 million in venture capital funds

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Rovio: History & Situation

 2010 - Angry Birds released for iPhone  2010 – opened American office in Palo Alto, CA

Focus: port games to other platforms

 2010 – Angry Birds for Android & Palm Pre  2011 – moved to new office in Espoo, Finland  2011 – opened corporate offices and marketing

in China

 2012 – opened new satellite office in Stockholm,

Sweden

Focus: game development & Finland market

development

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Department Heads

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Angry Birds

 Continuing worldwide chart

success

 Billionth download in 2012  Valued at $6 billion - $9 billion  Angry Birds games include: Angry Birds Angry Birds Seasons Angry Birds Rio Angry Birds Space

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Rovio: History & Situation

 Innovative Promotions  Wal-Mart:

merchandise opens levels

 T-Mobile:

Seattle Space Needle

 China: Theme parks

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Criteria to Assess International Strategy

1.

Operational

2.

Strategic

3.

Financial

4.

Organizational

5.

Growth

6.

Capability Development

7.

Client Satisfaction

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 Game engineers & testers work for low budget  Savings allow them to reinvest into new games like Amazing

Alex

 “Simple” game style allows easy transfer across platforms,

including standard computers

 9 month turnaround time  Virtual product – customer can purchase & play online  No concern about

inventory

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 No economy of scale – trouble with distribution & marketing  iPhone allowed them to release games without large distributor

 iOS became primary concentration for development

 Strategic goal: To have a game that could be comprehended &

played within 1 minute

 Fast upload, minimal “training”

 Instituted 1-3 star score to cater to

casual and “hardcore” gamers

 Short game sessions, constant

rewards

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 Chillingo pushed Apple to place Angry Birds as Game of the Week

which catapulted it from #600 to #1 downloaded app

 Pursued merchandizing opportunities  Expanded their roster from 28 to 224 employees  Acquired Futuremark Game Studio  Decided to push into Disney 2.0 market  Hired former chairman/CEO of

Marvel Entertainment, David Maisel

 Acquired Kombo Animation Studio

to expand to cartoon animation

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 2011 earnings of $106.3 million  2011 revenue of $67.5 million

 Rovio offers paid and free

versions of Angry Birds

 Paid = $0.99  Free = advertising revenue

 Ad revenue is over $1 million/month

 30% of profits

64%

Profit Margin

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 Family owned business with a vision  Kaj Hed, Mikael Hed, Niklas Hed  Kaj Hed invested 1 million euros into Rovio & still stands as the

majority owner of the company

 Mikael is the CEO and Niklas is COO  Structure is very flat and highly networked for communication  Embrace and celebrate employees at all levels of the firm

 Will likely increase recruitment and retention

 Expansion is based off of market saturation

 Should they go public? In what country?

 Finland hopes gaming industry will be a

mainstay of the Finnish economy

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 Work for hire while developing Angry Birds in spare time  Fail to capture US & UK Markets

 Targeted smaller European markets  Gain Brand recognition  Work with Chillingo in US & UK markets

 Ported to multi platforms

 Android model – advertising

 Disney 2.0  30% total revenue from consumer products,

merchandises and license

 Expanding toward:

 Animation industry  Main stream high end game industry

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 Increased employees from 28 to 224

 Same size as Valve Software

 Acquired Futuremark Game Studio

 3DMark Vintage Engine

 Acquired Kombo Animation Studio  Hired David Maisel, former chairman of Marvel Studios

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 Angry Birds was an overnight hit,

moving from #600 to #1 on iOS devices

 Customer strategy was strong – answered every single

tweet & e-mail

 Strategy to make a simple game worked… and didn’t

Customers beat the game quickly, and wanted more

Rovio couldn’t keep up with demand

Other devices, new levels, more challenges…  Inability to keep up with demand and correspondence almost

killed the company – except for one thing, everyone wanted MORE

 Accidental shortage could have warranted higher pricing, but didn’t

 Angry Birds Space hit 50 million downloads in 35 days

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 1 billion Angry Birds downloaded  At 500 million downloaded  #1 in 79 countries  200,000 year played total  300 million minutes played daily  2011, Property of the Year  2012, Overall Best Licensed

Program of the Year

 2012, Best Character/Toy

Brand Program of the Year

 1 billion Angry Birds downloaded  At 500 million downloaded  #1 in 79 countries  200,000 year played total  300 million minutes played daily  2011, Property of the Year  2012, Overall Best Licensed

Program of the Year

 2012, Best Character/Toy

Brand Program of the Year

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Presented by Claudia Hosky, Tim Lynch, Stanley Martin Jr, and Hieu Nguyen

 Focus: Angry Birds  Animators for short videos  Future film in the works  “Flipping the bird” in next game  Angry Birds Theme Parks:

 Finland  China (20)  United States (many!)

 Focus: CHINA  Development team from 11 to 100

employees

 Released video in tandem with

Olympics & new Chinese game

 Research center for Chinese

market

 Revenue growth expected: 300%  Chinese products expected to go

from 10% to 30% of revenue

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