Decrypt'23 Round 1
Decrypt'23 Round 1
Decrypt'23 Round 1
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.
The answer should be in font style Times New Roman, with font size
of 12 (should not exceed 7 slides).
All facts you require to solve the given case have been provided
within the case study document.
BACKGROUND
MOBILE GAMING
KINECT
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.
PRICE SENSITIVITY
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.