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Technology

Technology case interviews explore areas like product launch, platform strategy, SaaS pricing, digital transformation, and tech M&A. Expect quantitative analysis of user metrics, market sizing for emerging tech segments, and go-to-market strategy design.

Total Cases: 9
Companies: 2
Medium 6 Hard 3
Hard

Catch Me Or I Go; HuDisney

M&A Strategy Media & Entertainment

Your client is Disney, they're a global leader in entertainment and have a diverse portfolio of media networks, including Disney+ and Hulu. Disney+ is …

15 min
Darden
50
Hard

FIFA World Cup 26

Profitability Revenue Estimation Sports/Events

Our client, Horizon Vista TV, has secured exclusive broadcasting rights for the FIFA World Cup 26 in North America. How much revenue should they …

15 min
PeterK
50
Hard

Mapflix Nollywood

Market Entry Strategy Tech

Our client is Mapflix, a US-based video streaming company that streams movies/shows over the internet. Mapflix has established market leadership for …

15 min
Duke
50
Medium

The Home of Gnome

Competitor Analysis Media & Entertainment

Our client is The Dalt Wisney Company, a diversified entertainment company known for its iconic franchises and unparalleled storytelling for the whole …

15 min
Columbia
50
Medium

Gaming Challenges

Go-to-Market Strategy Market Entry Media & Entertainment

Storm Games is a video game developer focused on computer games. Their main title, King of the Forest, is an online RPG that has been extremely …

15 min
ROSS
50
Medium

Nica Productions

Profitability Investment Decision Media & Entertainment

Nica Productions is an American Media company that is trying to figure out its next project. This company has an extensive experience producing series …

15 min
IESE
50
Medium

Nica Productions

Profitability Decision Analysis Media & Entertainment

Nica Productions is an American Media company that is trying to figure out its next project. This company has an extensive experience producing series …

15 min
IESE
50
BCG
Medium

NICA PRODUCTIONS

Profitability Capital Allocation Media & Entertainment

Nica Productions is an American Media company that is trying to figure out which will be its next project. This company has an extensive experience …

15 min
IESE
50
Medium

Setflix or Chill

Market Entry Product Strategy Media & Entertainment

Our client is a major US media and entertainment company that has over 50 years of experience in making Hollywood. While its movies continue to …

15 min
ROSS
50

Overview

  • The industry encompasses creation, licensing, and/or distribution of video, audio, and print media.
  • Major disruption in the industry is driven by digital content.
  • Disruptors include online news and online streaming services (e.g., Netflix, Hulu).

Revenue Drivers

  • Advertising (largest revenue category, especially for media offering free access to customers).
  • Subscriptions (e.g., streaming services).
  • Licensing fees (for content).
  • One-time purchases (e.g., movie downloads, album sales).
  • Merchandise sales.

Cost Drivers

  • Media production (e.g., studios, equipment, printing presses).
  • Talent acquisition (e.g., actors, editors, writers).
  • Other labor costs (e.g., sales staff).
  • Marketing expenses.
  • Technology-related costs, especially for digital media.

Key Metrics

  • Viewership / Readership (audience engagement).
  • The industry is highly consolidated due to the history of conglomerates.
  • High importance of network effects to grow viewership and readership.
  • Most media has shifted to an omnichannel presence (content available across multiple platforms).
  • Digital media often has low barriers to entry, which can put downward pressure on ad prices and increase piracy risks.
  • Consumer and advertising spending are highly influenced by macroeconomic conditions.
  • Growth in augmented reality (AR) and virtual reality (VR) technology.
  • The rise of OTT streaming services like Hulu, Netflix, and YouTube has led many to ‘cord-cut’ traditional cable.
  • ‘Content is King’ as media giants invest heavily in curating high-quality content to attract and retain subscribers.
  • There’s a shift from cable to digital online advertising, influenced by ad-blockers, AI, and big data for personalized ads.
  • Augmented Reality (AR) and Virtual Reality (VR) are gaining traction for enhanced storytelling and sports coverage.
  • Music streaming services like Spotify and Apple Music have largely replaced the physical disc market, making online platforms crucial for artists.
  • Gaming and e-sports are fast-growing segments, with mobile gaming and streaming platforms (Twitch) driving a ‘games as a service’ monetization model.

Important Terminology

  • Digital vs. Linear: Linear refers to traditional broadcast or cable TV, while Digital refers to online streaming.
  • Ratings: A measure of viewers for a particular program or time slot in television; Nielsen is a major provider, though its digital ratings have lagged.
  • Box-Office: The total revenue generated by movies shown in theaters.

Important Calculations

  • Profitability: (Revenues - Costs) OR (Price x Quantity) - (Variable Cost) - (Fixed Costs)

Important Considerations (Revenue Factors)

  • Advertising Revenue
  • Ticket Sales (Price x Quantity)
  • Merchandising
  • Tours / Licensing / Endorsements

Important Considerations (Cost Factors)

  • Artist Fees
  • Commission
  • Promotion Advertising
  • Venues
  • Content Creation Costs

Overview

  • This industry encompasses the creation, licensing, and distribution of video, audio, and print media.
  • Digital content has caused major disruption, with online news and streaming services (e.g., Netflix, Hulu) being key disruptors.

Revenue Drivers

  • Advertising, which is the largest revenue category, especially for media offered free to consumers.
  • Subscriptions, which can be tiered or single membership fees.
  • Licensing fees for content.
  • One-time purchases of content or products.
  • Merchandise sales.

Key Metrics

  • Viewership / Readership.

Cost Drivers

  • Media production costs (e.g., studios, equipment, printing presses).
  • Talent expenses (e.g., actors, editors, writers).
  • Other labor costs (e.g., sales staff).
  • Marketing expenses.
  • Technology costs, especially for digital media infrastructure.
  • Content acquisition costs (e.g., rights for sporting events, exclusive show rights).
  • The industry is highly consolidated due to a history of mergers and acquisitions.
  • Network effects are crucial for growing viewership and readership.
  • Most media companies have transitioned to an omnichannel presence.
  • Digital media has low barriers to entry, leading to downward pressure on ad prices and increased piracy risks.
  • Consumer and advertising spending are significantly influenced by macroeconomic conditions.
  • Emergence of augmented reality (AR) and virtual reality (VR) technology.