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Decrypt'23 Round 1

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COL ' 23

FIN
F&IC
HINDU

DECRYPT' 23
A CASE STUDY COMPETITION

FIRST ROUND

FINANCIAL COLOSSEUM' 23
INSTRUCTIONS
The case study solutions will be accepted till 8 a.m., 18th April
2023. Not mailing your answer separately to
decrypthindu23@gmail.com within your time slot will lead to
disqualification.

You will be judged on your reasoning skills, logic, innovation and


technique used to solve the case. The solution has to be presented
in the form of a PPT.
You are required to send your solution in PDF format.

Name pdf:- TeamName_Participant1_Participant2_Participant3.

The answer should be in font style Times New Roman, with font size
of 12 (should not exceed 7 slides).

There is no strict format in which the answer should be structured.


The solution sheet must contain the participants' names, team
name, email IDs and the name of the institution. Plagiarism is
Prohibited.

All facts you require to solve the given case have been provided
within the case study document.

All the assumptions made must be carefully stated. All facts,


figures, and names are fictional and resemblance to any real-
world situation is purely coincidental. If using any qualitative
analysis, indicate the source of the data. Make the solution as
detailed as possible but do not compromise on succinctness. Good
Luck!
INDUSTRY OVERVIEW
The unstoppable growth of gaming globally is set to reach
unprecedented levels within the next decade. According to a
recent Newzoo study on the sector, mobile gaming will generate
an estimated $91.4 billion in revenue within a decade, accounting
for almost 45% of the total Gaming Industry. This new scenario
represents a unique opportunity for mobile operators in all
territories to leverage this revenue stream and build user loyalty. In
this regard, the expertise offered by Digital Virgo, both for telcos
and premium merchants, is key to the expansion of this business
line.

The number of game development companies in India has been


growing at a CAGR (Compound Annual Growth Rate) of 22% over
the past few years, indicating the rapid expansion of the game
development ecosystem in the country.

BACKGROUND

MOBILE GAMING

Mobile gaming in India has a diverse player base, including people


of different ages, genders, and backgrounds. Mobile games are
popular among both urban and rural populations, with players
ranging from casual gamers to serious gamers who participate in
competitive gaming events.
Mobile gaming is the dominant segment in India's gaming industry,
accounting for around 85% of the total gaming revenue.
PC GAMING

In addition to mobile gaming, PC gaming and console gaming are


also popular in India, although they are relatively niche markets.
However, with the growing popularity of esports, PC gaming is
expected to see significant growth in the coming years.

KINECT

Kinect-type gaming devices are not as widely popular in India as


traditional gaming consoles such as PlayStation, Xbox, or Nintendo.
Kinect, which is a motion-sensing input device developed by
Microsoft for use with its Xbox gaming console, has seen limited
adoption in India.

One of the reasons for this limited adoption could be the cost of
the Kinect device, which is relatively higher compared to other
gaming accessories. Additionally, there may be concerns about the
need for a larger play area and the requirement for good lighting
conditions for accurate motion tracking with Kinect, which may not
be feasible for all users in India.

Furthermore, there has been a shift in the gaming market towards


other gaming technologies such as virtual reality (VR) and
augmented reality (AR), which offer more immersive and interactive
experiences compared to Kinect-type motion-sensing devices.
These newer technologies have gained more popularity in recent
years.

It's important to note that the capital intensity of the gaming


industry in India can vary greatly depending on the type of gaming
business, the scale of operations, and the specific market segment.
The condition of both PC and console gaming in India is on an
upward trend, with a growing community of gamers and increasing
demand for gaming hardware, software, and accessories.

PRICE SENSITIVITY

Price sensitivity is a factor in the Indian gaming market, with many


gamers looking for affordable gaming hardware and games. Pricing
of gaming hardware, software, and accessories can be a deciding
factor for many gamers, and affordability remains an important
consideration for the overall condition of PC and console gaming in
India.
COMPANY OVERVIEW
Thunderbolt Ltd. is a leading player in the motion and VR gaming
industry, with over 20 million active users worldwide. Thunderbolt has
achieved industry-leading growth with very positive projections for
the next 2-3 years, thus enabling the market to value the company at
a whopping INR 8000 Crores ($1 Billion).

In a recent survey conducted among its users, 80% of respondents


stated that they enjoy playing Thunderbolt's games because of the
high level of immersion they offer. Thunderbolt’s games regularly win
best game awards among the game critic circle. 67% of the user
base comprises males in the age group of 11-25 due to the content
of the games. The company uses cutting-edge technology and their
games run on 144 hz making the experience much more fluid and
immersive.

Despite facing stiff competition from its major competitor Velocity


Ltd, Thunderbolt has managed to maintain its position as a leader in
the gaming industry. The company's plans to develop its own games
and integrate AI into the game-making process are expected to
drive further growth and user engagement.
CONTEXT 1
Thunderbolt was founded in 1995 by a group of gaming enthusiasts
who wanted to create a platform that offered users a diverse range
of games worldwide. Over the years, the company has grown to
become one of the leading gaming companies in the industry, with
millions of users and a strong reputation for offering popular games
on its platform.

However, according to recent news, Velocity, a competitor of


Thunderbolt has made a deal and acquired a major game studio,
raising concerns for Thunderbolt.

The acquisition allows Velocity to control how consumers beyond


users of its own consoles and subscription services, access
Thunderbolt’s games. This could lead to Velocity manipulating
pricing, reducing video game consoles, or withholding content from
competitors entirely, resulting in harm to consumers and Thunderbolt
Losing access to popular games could be a major blow to their
revenue streams and market position, which could potentially impact
the company's long-term growth prospects.

PROBLEM 1
Thunderbolt needs to develop appropriate strategies that address
their concerns while also keeping the budget in mind; they need to
reallocate funds, explore external funding/partnerships or take a
legal action on Velocity.
Formulate a solution to tackle this problem being faced by
Thunderbolt.
CONTEXT 2
In the early 2000s, Thunderbolt released a first-person shooter game
that quickly gained popularity among gamers. This game was the
start of a series of games that revolved around guns, violence, and
murders. Over the years, the company became known for producing
these types of games, and that soon became their main source of
revenue.

Despite criticism from some quarters about the violent nature of their
games, Thunderbolt continued to release games that were
increasingly violent and graphic. However, they also continued to
innovate and develop new technologies that pushed the boundaries
of what was possible in gaming.

By the early 2010s, Thunderbolt had become one of the largest game
development companies in the world, mainly in Kinect. They had
offices in multiple countries and employed thousands of people. Their
games were played by millions of people around the globe, and the
company had become a household name in the gaming industry.

PROBLEM 2
American Psychological Association has released a research
according to which violent games including which involve guns,
murders etc are harmful to the mental health of children as well as
adults as it makes them violent and prone to unnecessary anger and
harmful actions. Due to this, the share price and sales of Thunderbolt
fell, as it had the largest number of those sorts of games in
comparison to other companies that produce games and gaming
consoles.
Draft a solution to help the company tackle this problem.

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