Social Games Case Study Management Data Analysis Chapter

PAGES
2
WORDS
744
Cite

"To start off with the consumer's needs for a significant change is often the most direct way of defining new knowledge and new technology, and of organizing purposeful and systematic work on fundamental discovery" (Drucker, p. 506). Innovation is what social gaming is all about. Platforms are changing and devices are not only becoming less expensive, but more and more powerful with larger amounts of memory, quicker processors, and yet the decision is easier in deciding what games people want, "If you know what your friends are playing, the Facebook distribution model scales a lot better" (Chang, p. 21). This type of product is the epitome of what Drucker called an "innovation design" -- yet both innovation and entrepreneurship continue to change. Strategically, Drucker's maxims apply, though: 1) Be the "fastest with the mostest," first to market never hurts; 2) Hit them "where they aint" -- take from the winners, just do it better; 3) Follow the changes in economic characteristics -- in the global market, do not market to old values, but to new ideas and paradigms; 4) Find the niche -- and exploit, exploit, exploit (Drucker). In fact, "innovative opportunity is exploiting the consequences of events that have already happened...

...

507). This is most certainly true in the social gaming market, in which there are numerous opportunities: branded intellectual properly, online and social game market mixes, consumer product placement and sales, alignment with entertainment venues, and more. Using Drucker's fearless views of innovation, not being afraid of dissent, and continuously moving with the market will be the key success factors for organizations, especially those in the social games industry.
REFERENCES

Boyd, D. And Ellison, N. (2007). Social Network Sites: Definition, History, and Scholarship. Jounral of Computer Mediated Communications. 13 (1): Retrieved from: http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html

Chang, V., Mendelson, H. (2010). Social Games. Stanford Graduate School of Business Case EC-39. Retrieved from: https://gsbapps.stanford.edu / cases/detail1.asp?Document_ID=3367

Drucker, P. (2001). Management. Woburn, MA: Butterworth-Heinemann.

Tancer, B. (October 24, 2007). MySpace or Facebook: Competing Addictions.

Time. Retrieved from:http://www.time.com/time/business article/0,8599,1675244,00.html?imw=Y

Sources Used in Documents:

REFERENCES

Boyd, D. And Ellison, N. (2007). Social Network Sites: Definition, History, and Scholarship. Jounral of Computer Mediated Communications. 13 (1): Retrieved from: http://jcmc.indiana.edu/vol13/issue1/boyd.ellison.html

Chang, V., Mendelson, H. (2010). Social Games. Stanford Graduate School of Business Case EC-39. Retrieved from: https://gsbapps.stanford.edu / cases/detail1.asp?Document_ID=3367

Drucker, P. (2001). Management. Woburn, MA: Butterworth-Heinemann.

Tancer, B. (October 24, 2007). MySpace or Facebook: Competing Addictions.
Time. Retrieved from:http://www.time.com/time/business article/0,8599,1675244,00.html?imw=Y


Cite this Document:

"Social Games Case Study Management" (2012, September 23) Retrieved April 19, 2024, from
https://www.paperdue.com/essay/social-games-case-study-management-75600

"Social Games Case Study Management" 23 September 2012. Web.19 April. 2024. <
https://www.paperdue.com/essay/social-games-case-study-management-75600>

"Social Games Case Study Management", 23 September 2012, Accessed.19 April. 2024,
https://www.paperdue.com/essay/social-games-case-study-management-75600

Related Documents
Case Study of Facebook
PAGES 3 WORDS 895

Leadership Ethics on Facebook The milestone in the history of social networking world was created with the advent of Facebook. It was initially created by Mark Zukerberg for the students of Harvard as a platform for social networking. The innovation, creativity and most importantly strong leadership has made this social networking portal an internationally recognized social networking site translated in almost 70 languages. In today's era where the definition of

This is also in defiance of the usual job search and reward method -- instead of salary-driven, Millennials are fulfillment-driven. Through these intergenerational pairings, companies hope to tap into this valuable, selfless idealistic pursuit of knowledge and social capital for its own sake, while not losing the work ethic and focus of older generations. The experiment at Randstad has been quite successful in many instances, although the degree to which

Mobile Loyalty Background The mobile telephone system is part of a global communication sector that has a number of distinct but interlinked elements. Whether one talks on a telephone, searches the net, emails, sends texts or downloads and participates in web-generated data sharing, one is using the mobile telephone network more and more, to the point where it and some of the competing companies appear to be reaching their service capacities.

Robin Hood Case Study, by
PAGES 10 WORDS 3571

Moving on to the means of generating revenue and controlling the inventory of goods and supplies, we should mention that the first step consists of rationing the supplies in the forest. Due to the increased number of Merrymen living within the Sherwood Forest, the supplies gathered are insufficient in liaison to their needs. We can consider the supply of products (the loot) as being roughly constant. An augmented demand confronted

Elderly Care Case Study Discharging a patient from hospital is usually a complex process that is surrounded by many challenges. Therefore an appropriate discharge plan should be put in place so that there can be avoidance of re-hospitalization. As the case manager for Mr. Trosak case there are several healthcare issues that should be addressed when working with an interdisciplinary plan to determine the most appropriate discharge plan for Mr. Trosak. These

37). This approach is highly congruent with the guidance of marketing experts such as Wheaton (2004) who advises, "There are synergies between different lifestyle sports industries and their media. Corporations make equipment for several lifestyle sports, sometimes under different brand names. Clothing companies like Quiksilver sell to a range of lifestyle sport markets including skating, surfing, windsurfing, snowboarding and have been quick to exploit the potential of emergent and rapidly