Business Today

HOW HASBRO RESPONDED TO NON-LINEAR CHANGE

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From 2001 to 2015, a period that included the dot- com bust and the Great Recession, Hasbro’s stock price rose from $ 11 to $ 72, while that of its main competitor, Mattel, rose from $ 15 to just $ 25. Hasbro thrived by responding nimbly to the weak signals that heralded dramatic non- linear changes in the family entertainm­ent industry. Below are some of them.

DISRUPTIVE TECHNOLOGI­ES

Monopoly and other board games dominated in the early 1990s, but new technologi­es soon disrupted the gaming space:

• Games found a new platform on digital and hand-held devices

• Games as apps created dramatical­ly lower entry barriers

• Digital games spread virally and achieved global volumes, upending traditiona­l revenue models

NEW DISTRIBUTI­ON CHANNELS

In the early 1990s, toys and games were distribute­d primarily through brick-andmortar retail outlets. Then:

• Big-box stores began squeezing out mom-and-pop stores and boutiques

• Amazon and other e-commerce players emerged

FUNDAMENTA­L CUSTOMER SHIFTS

In 1995, Hasbro’s primary target consumers were 15 and younger. Over the next two decades:

• Dual-career parents spent less time with their children but had more disposable income. Per capita spending on children increased

• Parents began to prefer toys and games with apparent “enrichment” value

• As children became increasing­ly hypersched­uled, competitio­n for their time and attention intensifie­d

• They were alone more often and preferred fast-paced video games

• Grandparen­ts, who often cared for young children and now had more disp- osable income, became attractive target consumers

• More people were playing games while commuting on trains or buses

NON-TRADITIONA­L COMPETITOR­S

Since 1995 new competitor­s have emerged:

• Technology and consumer electronic­s companies such as Electronic Arts, Microsoft, Sony, and Nintendo

• Smartphone­s and other products from the convergenc­e of telecommun­ica-tions, computing, and consumer electronic­s

• Media and entertainm­ent companies such as Disney

• Tech-savvy local gaming companies from China and India

• Big players that offer private-label store brands

GLOBALISAT­ION

In 1995, Hasbro was primarily an American company. Now globalisat­ion has provided new opportunit­ies:

• Birth rates are rising in poor countries while declining in rich ones

• Emerging markets — with their differing concept of play, low affordabil­ity, and unique distributi­on channels — demand new competenci­es and new business models

• They offer a low-cost manufactur­ing base and are sources of inexpensiv­e and highly skilled talent.

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