Case Studies: Toys/Video Games
Mattel, Inc: The Lead Paint Recall
M. Eric Johnson
Length: 19 pages
Publication date: 2010
Case#: 6-0033
Supply chains face many risks, from material flow disruption and quality failures to information security. In some cases those risk come from suppliers in other cases they come from downstream partners. For example, in 2010, Toyota faced global criticism over its handling of a recall related to sticking accelerator pedals. Likewise, in 2007 product safety problems led many toy makers to recall products during the holiday season. Mattel, the world’s largest toymaker with years of experience working in China, found itself in the middle of very negative global publicity. This case inquires as to what went so wrong?
Topics: Information Technology, Supply Chain
Industry: Toys/Video Games
Request Teaching Note (if available), for professors only | Order a Copy of this Case Study
Hasbro Interactive
Chris Trimble
Length: 16 pages
Publication date: 2004
Case#: 2-0021
In the mid 1990s, Hasbro created Hasbro Interactive, a new business unit chartered to develop video games for PCs and other gaming systems based on Hasbro's many toy and game brands. After a few successful years, ambitions for Hasbro Interactive escalated dramatically. Would all games in the future be interactive?
Topics: Innovation, Marketing
Industry: Toys/Video Games
Request Teaching Note (if available), for professors only | Order a Copy of this Case Study
Microsoft’s Xbox Gamble
by John Greco T'02, under the supervision of Visiting Professor Melissa M. Appleyard
Length: 24 pages
Publication date: 2002
Case#: 6-0011
In 2001, Microsoft released its first Xbox console, going head to head with the latest from Nintendo and Sony. Would the market accept the new platform that offered higher performance, but at a higher price than the competition? Could the market support three players? How would the gaming market evolve over time, and would it accommodate a broader strategy that extended beyond video games?
Preview copy in PDF format (270K)
Topics: Innovation, Strategy
Industry: Toys/Video Games
Request Teaching Note (if available), for professors only | Order a Copy of this Case Study
Learning from Mattel
John W. Torget T'00, under the supervision of Sydney Finkelstein
Length: 8 pages
Publication date: 2002
Case#: 1-0072
After just three years as chairman and chief executive, Ms. Barad’s 18-year storybook career with Mattel ended dramatically on February 3, 2000 with another disappointing earnings announcement. As one of only three women running a Fortune 500 company, she became a role model for millions of women aspiring to positions in the top ranks of corporate management.
Preview copy in PDF format (79K)
Topics: Marketing, Product Development, Sales
Industry: Toys/Video Games
Request Teaching Note (if available), for professors only | Order a Copy of this Case Study
Mattel, Inc: Vendor Operations in Asia
M. Eric Johnson, Tom Clock
Length: 22 pages
Publication date: 2000
Case#: 1-0013
After the announcement of the merger between Mattel, Inc. and its second largest rival, Tyco Toys, SVP Ron Montalto was embroiled in a debate over the sourcing strategy for the existing Hot Wheels product line and newly added Matchbox cars. Montalto had to decide whether Mattel should go forward with a new China plant, build a plant in Malaysia or Indonesia, expand one of the existing facilities, or outsource the surplus die-cast volume.
Preview copy in PDF format (1415K)
Topics: Manufacturing, Marketing, Sales, Supply Chain
Industry: Toys/Video Games
Request Teaching Note (if available), for professors only | Order a Copy of this Case Study