Professional Documents
Culture Documents
Case Assignment 1
Lucia
Jung
1000439965
Case
Assignment
1
Marvel
Enterprises,
Inc.
Following
the
companys
declaration
of
bankruptcy
in
the
late
1990s,
Marvel
had
since
developed
a
new
operation
strategy
integrating
its
extensive
licensing,
toys,
and
publishing
divisions
to
better
align
with
its
financial
standing.
Focusing
on
its
core
business
elements,
the
new
strategy
allowed
Marvel
to
successfully
recover
and
grow
to
have
a
market
value
of
over
$2
billion
by
2003.
With
significant
values
in
sales
and
income
as
well
as
its
brand
awareness
and
equity
achieved
by
2004,
it
was
time
for
executives
to
critically
examine
the
companys
future,
reevaluate
its
current
marketing
and
operation
strategies,
and
explore
potential
growth
opportunities.
ISSUE
STATEMENT
Marvels
current
strategy
is,
in
a
word,
outdated.
Rather
than
seizing
growth
opportunities
available
within
their
various
divisions,
especially
those
related
to
motion
pictures,
Marvel
Universe
characters,
and
publishing,
the
company
has
become
too
dependent
on
their
licensing
activities
and
popularity
of
well-known
core
characters
(e.g.
Spider-Man).
The
company
has
reached
a
point
where
this
strategy
is
no
longer
compatible
with
its
market
position
and
long-term
objectives.
SITUATION
ANALYSIS
Stemming
from
its
recovery
period
after
filing
for
bankruptcy,
Marvels
strategy
mainly
focused
on
reducing
overall
expenditures,
implementing
growth-sustaining
measures,
and
minimizing
risk,
while
also
building
the
company
back
up.
In
order
to
do
so,
the
company
emphasized
the
importance
and
revenue-generating
roles
of
three
divisions:
comic-book
publishing,
toys,
and
licensing.
Marvel
Universe,
Characters,
&
Comic-Book
Publishing
Marvels
existing
character
and
character
family
bank
makes
up
what
the
company
calls
the
Marvel
Universe,
and
is
showcased
in
their
comic-books
in
the
form
of
periodicals
and
graphic
novels.
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With
popular
characters
having
hundreds
of
associations
and
different
story
lines,
there
exists
a
variety
of
series
targeted
at
different
consumer
groups.
Mainly
targeted
at
males
from
13
to
23
years
old
as
well
as
adults
in
their
mid
30s,
comic-books
have
a
vary
limited
customer
base,
making
it
difficult
to
expand
and
develop
this
market1.
Traditional
distribution
methods
did
not
improve
this
situation,
as
direct
market,
mass
market,
and
subscription
channels
were
either
causing
Marvel
comic-
books
to
experience
extreme
competition
on
the
shelves
in
the
form
of
DC
Comics
and
smaller
independent
publishers,
or
channel
locations
were
not
easily
accessible.
While
this
market
is
considered
stable
at
$300
million
in
annual
sales
and
Marvel
had
a
sizeable
40%
dollar
market
share,
publishing
is
not
strong
enough
to
extend
and
strengthen
the
Marvel
brand,
especially
considering
the
existence
of
media
and
entertainment
products.
2
In
keeping
with
their
strategy
of
minimizing
risk,
Marvel
is
very
cautious
about
running
with
new
characters
and
storylines
(if
the
margin
is
under
30%).
That
is,
they
invest
in
developing
characters
and
publishing
the
comic-books,
but
inferring
from
the
case,
they
may
not
be
investing
enough
to
market
them
and
build
awareness,
resulting
in
a
lower
margin
than
that
of
existing
core
superhero
publications.
Marvels
over-dependence
on
the
winners
may
be
generating
enough
revenues
to
cover
these
costs
and
contribute
a
great
amount
to
the
companys
overall
profits,
but
there
is
also
risk
involved
in
this
decision
since
consumer
tastes
may
change
and
the
public
may
lose
interest
in
any
of
the
popular
characters,
implying
major
changes
in
revenue
as
well.
Marvels
Toy
Division
The
Marvel
toy
business
has
grown
to
become
a
top
designer
of
action
figures
and
childrens
toys.
Mainly
targeted
at
boys
from
4
to
12
years
old
and
an
older
customer
base
for
collectors,
the
toy
division
is
a
significant
contributor
to
profits,
and
creates
opportunities
for
sales
of
associated
1
Appendix
Exhibit
A-
Target
Segments,
Competitors,
and
Distribution
Channels
for
Marvel
Company
Divisions
2
Appendix
Exhibit
B-
Comic-Book
Industry
Market
Shares
3
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consumer
products.
The
companys
decision
to
invest
in
this
industry
and
in
developing
products
for
the
market
is
justified
by
the
$20
billion
in
sales
that
the
industry
generated
in
2003.
Through
their
licensing
agreement
with
TBW
(excepting
Spider-Man),
Marvel
has
a
fairly
advantageous
position,
as
it
has
tight
control
over
quality
aspects
of
the
products
and
does
not
face
the
manufacturing
and
inventory
risks.
It
is
worth
questioning
this
strategy,
however,
because
the
company
is
already
responsible
for
the
development,
design,
and
marketing
aspects
of
the
toy
business,
which
incur
implicit
costs,
and
yet
Marvel
is
unwilling
to
independently
manufacture
its
own
products
for
fear
of
bearing
explicit
costs.
Considering
revenues
for
popular
character
toys
(more
than
10%
of
net
revenues
in
2001),
such
as
the
Spider-Man
Web
Blaster,
and
the
increase
in
sales
during
major
movie
releases,
the
toy
business
may
be
an
extremely
beneficial
investment
opportunity.
In
any
case,
Marvels
toys
gain
much
better
exposure
than
its
comic-books
through
the
distribution
channels
due
to
the
specialty
toy
retailers
and
mass
merchandisers
like
Wal-Mart
and
Toys
R
Us.
Because
they
are
easily
accessible
and
available
to
a
wide
range
of
consumer
groups,
the
Marvel
brand
toys
can
market
the
characters
and
the
associated
media
products,
and
are
also
likely
to
gain
more
influence
on
consumer
behaviour
through
increased
brand
awareness.
This
strategy
also
had
its
consequences,
since
mass
retailers
provided
shelf
space
for
Marvels
competitors
in
the
toy
industry
(i.e.
Bandai,
Hasbro,
Mattel).
This
calls
for
Marvel
to
strengthen
its
competitive
advantages
and
find
ways
of
obtaining
more
shelf
space
in
its
distribution
channels.
Marvels
Licensing
Division
and
Media
Exposure
Using
licensing
as
the
main
operating
tool
to
expand
the
company,
Marvel
has
monetized
its
existing
content
library
consisting
of
major
blockbuster
characters
like
The
Hulk
and
Spider-Man,
as
well
as
many
lesser-known
character
families
like
The
Ghost
Rider,
and
The
Fantastic
Four.3
Through
licensing,
the
characters
and
the
Marvel
brand
have
been
available
for
use
in
various
media
products
3
Appendix
Exhibit
C-
Production
Costs
and
Revenues
of
Marvel
Movies
Released,
Revenue-Sharing
Arrangement
for
Marvel
4
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and
consumer
products,
making
this
division
the
most
profitable
among
all
of
Marvels
divisions,
generating
$139
million
in
operating
income.
With
motion
pictures
being
a
major
component
of
Marvels
licensing
division,
the
companys
studio
has
invested
human
capital
and
incurred
implicit
costs
in
increasing
this
particular
licensing
activity.
To
minimize
risk
and
reduce
expenditures,
Marvel
has
built
partnerships
with
various
studios
that
produce
the
film
adaptations
of
its
popular
storylines,
avoiding
any
studio
or
production
costs,
as
well
as
any
marketing
and
advertising
costs.
In
other
words,
Marvels
close
involvement
with
the
development
of
the
films
is
not
reflective
of
their
very
limited
capital
investment.
Despite
total
box
office
results
for
blockbuster
films
like
Spider-Man
and
X-Men
II
covering
all
studio
productions
costs
and
generating
significant
profits,
Marvel
continues
to
engage
only
in
licensing
its
brand
and
characters
without
any
control
over
the
film
release
and
marketing
strategies.
Their
revenue-sharing
agreements
with
their
studio
partners
are
surprisingly
unfavourable,
and
often
generated
negligible
amounts
in
profits.4
However,
overall,
Marvel
films
dominated
the
market
generating
more
than
70%
of
the
revenue
($1.2
billion
out
of
$1.7
billion),
while
the
remaining
percentage
could
be
traced
to
its
competitors,
DC
Comics
(and
Warner
Brothers)
and
Pixar.
Marvels
licensing
activities
for
other
media
and
consumer
products
are
alternative
sources
of
revenue,
and
it
is
assumed
that
they
tend
to
appeal
to
very
specific
consumer
groups
or
subgroups
(e.g.
consumers
who
enjoy
purchasing
and
playing
video
games,
consumers
who
have
access
to
special
theme
parks/shopping
malls/other
venues).
While
this
provides
the
company
with
a
plethora
of
opportunities
to
build
brand
awareness
and
general
sales
of
licensed
products,
the
minimum
payment
to
Marvel
by
licensees
are
dependent
on
the
customer
awareness
of
the
characters
and
storylines
that
are
being
marketed.
This
addresses
the
previous
issue
of
dependence
on
core
characters,
and
the
risks
4
Appendix
Exhibit
D-
Motion
Picture
Revenue-Sharing
Agreements
Marvels
Share
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involved
in
terms
of
loss
of
revenue,
as
well
as
the
issue
of
Marvels
brand
equity
and
loyalty
versus
the
characters
brand
equity
and
loyalty.
ANALYSIS
OF
ALTERNATIVES
&
DECISION
CRITERIA
Decision
Criteria
Implementing
any
alternative
strategies
for
Marvel
requires
consideration
of
several
major
factors
that
will
drive
the
decision-making
process.
First,
the
new
strategy
must
allow
for
sustained
growth:
after
emerging
from
bankruptcy
and
recovering
to
a
certain
degree,
the
company
can
now
focus
its
attention
on
long-term
development
and
future
profitability
in
all
divisions.
Second,
any
alternatives
should
consider
the
extent
of
Marvels
capital
investments
and
work
to
identify
all
profitable
activities
that
will
maintain
or
exceed
profitability
under
the
current
licensing
strategy.
Furthermore,
any
new
strategies
should
increase
Marvels
brand
equity
and
loyalty
and
be
more
effective
than
placing
too
much
focus
on
popular
blockbuster
characters,
promoting
increased
awareness
of
the
companys
other
smaller,
lesser-known
characters.
Based
on
these
criteria,
Marvel
has
a
variety
of
strategy
options
to
implement:
1. The
current
market
strategy
They
can
continue
licensing
operations
while
maintaining
control
over
the
design
and
quality
of
toys
and
consumer
products,
and
build
brand
equity
and
awareness
of
their
original
popular
characters
through
the
media
at
the
cost
of
having
low
revenue
shares
from
production
studio
profits.
While
this
method
is
certainly
not
an
unprofitable
one,
their
lack
of
capital
investment
and
risk-
avoiding
behaviour
is
preventing
the
company
from
tapping
into
potentially
profitable
sources
of
revenue
in
the
form
of
motion
pictures
(Spider-Man
grossing
$820
million
worldwide,
Marvel
receiving
$25
million
only
in
profits),
independent
toy
production,
and
expansion
of
the
Marvel
Universe.
There
is
also
a
disconnect
between
the
objectives
of
the
current
market
strategy
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minimizing
expenditures
and
risk,
and
financial
stability
and
the
goals
of
a
more
stable
Marvel
that
seeks
growth
opportunities
and
large-scale
projects
to
increase
profitability.
2. Expanding
the
Marvel
Universe-
Introduction
of
new
heroes
and
investment
in
marketing
lesser-
known
heroes
Under
the
previous
market
strategy,
Marvel
chose
to
cancel
any
comic-book
publications
featuring
new
characters
if
they
had
less
than
a
30%
margin.
Judging
from
Publishings
explanation,
the
company
did
not
invest
in
aggressive
marketing
or
advertising
for
these
new
products,
nor
did
it
attempt
to
build
any
brand
awareness
through
licensing
activities,
choosing
instead
to
watch
it
for
a
period
of
time.
This
strategy
places
much
more
emphasis
on
the
existing
popular
characters
and
increases
Marvels
dependence
on
these
characters
to
achieve
expected
profits.
Marvel
needs
to
question
what
would
happen
to
their
profits
if
consumers
lose
interest
in
major
characters
like
Spider-
Man,
and
how
this
would
also
negatively
affect
all
divisions
within
the
company.
By
introducing
new
characters
and
investing
in
creating
customer
awareness,
Marvel
can
gain
popularity
for
these
characters
and
distribute
some
of
the
risk
associated
with
their
dependence
on
popular
superheroes.
3. Investing
in
Capital-Intensive,
but
also
Potentially
More
Profitable
Activities
Motion
Pictures
Marvel
has
been
focused
on
activities
that
required
very
little
of
their
own
capital
investment,
thereby
emphasizing
their
use
of
licensing
as
a
means
of
generating
revenue.
This
strategy
was
very
applicable
when
the
company
did
not
have
the
cash
and
financial
means
of
providing
any
capital
investment,
however,
with
its
current
standing,
activities
requiring
large
investments
may
be
necessary
to
reap
the
bigger
rewards.
In
particular,
Marvel
may
want
to
seize
the
opportunity
to
capitalize
on
motion
pictures.
With
an
ever-growing
consumer
market
for
entertainment
products,
Marvel
can
invest
physical
and
human
capital
in
setting
up
its
own
production
studio
and
producing
its
own
films.
By
taking
this
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risk,
Marvel
could
fully
own
(and
not
just
license)
its
popular
superheroes
and
have
full
control
over
the
whole
filmmaking
process,
release
time
and
strategies,
and
marketing
and
advertising
strategies,
and
retain
the
profits
from
the
project.
RECOMMENDATIONS
After
considering
Marvel
Enterprises
long-term
goals
and
areas
in
which
it
has
not
yet
seized
all
revenue-generating
opportunities
and
profit-maximizing
activities,
it
is
recommended
that
the
company
introduce
new
heroes
and
character
families
under
publishing
to
expand
and
diversify
the
Marvel
Universe.
Distribution
channels
for
resulting
comic-book
series
and
graphic
novels
should
be
better
planned
and
organized
to
effectively
build
awareness
and
facilitate
easy
access
to
these
new
products.
It
is
also
recommended
that
Marvel
focus
less
on
minimizing
risk
and
expenditures
and
invest
more
physical
and
human
capital
in
producing
its
own
motion
pictures.
ACTION
&
IMPLEMENTATION
PLAN
The
main
issue
with
introducing
any
new
characters
under
the
Marvel
brand
was
that
they
never
got
enough
exposure
through
marketing
efforts
to
rise
to
the
level
of
Spider-Man
or
The
Hulk.
As
a
result,
majority
of
consumers
are
likely
paying
too
much
attention
to
existing
popular
heroes,
and
are
less
likely
to
personally
seek
out
lesser-known
characters.
To
respond
to
this
behaviour,
Marvel
can
build
the
awareness
of
new
heroes
with
consumer
awareness
of
known
heroes.
One
of
Marvels
greatest
strengths
is
that
it
has
interlocking
story
lines
and
families
of
characters
created
by
association
with
popular
heroes.
So,
by
publishing
comic-books
introducing
new
characters
as
part
of
a
team
with
a
known
character,
for
example,
the
target
audience
of
comic
books
featuring
known
characters
(and
previously
untapped
consumer
groups)
can
be
exposed
to
lesser-known
heroes.
By
using
the
brand
equity
built
by
Marvels
successful
characters,
it
can
effectively
market
its
new
characters.
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1000439965
If
Marvel
can
gain
an
audience
for
these
new
characters,
opportunities
for
licensing
activities
may
also
increase.
Assuming
Marvel
invests
enough
capital
to
produce
motion
pictures
for
its
popular
heroes
and
stories
(discussed
below),
it
can
additionally
engage
in
licensing
the
use
of
their
lesser-
known
characters
to
external
production
studios
so
that
they
may
gain
exposure
through
the
media.
This
can
lead
to
the
development
and
marketing
of
toys
and
other
consumer
products,
since
increases
in
demand
have
shown
to
be
closely
related
to
film
releases.
In
terms
of
distribution,
Marvels
publishing
had
been
relying
heavily
on
direct
market
channels
such
as
specialty
stores
to
carry
a
large
amount
of
their
products,
but
these
stores
were
not
very
strategically
located
to
be
easily
accessible
to
a
large
consumer
base.
Perhaps
it
would
be
beneficial
for
Marvel
to
also
reevaluate
their
distribution
methods,
and
consider
enhancing
their
online
specialty
shops
via
their
company
website.
This
would
categorize
their
product
lines
ranging
from
comic-books
to
toys
to
collectors
items
and
make
them
available
to
anyone
who
visits
the
site.
Exclusive
memberships
are
also
an
option
so
that
those
willing
to
pay
a
membership
fee
can
gain
access
to
specialty
items
and
other
advantages,
but
this
may
alienate
Marvels
current
customers
who
are
not
willing
to
pay
the
fee.
The
company
should
be
aware
of
the
response
of
customers
to
these
changes
whether
it
is
accepted
and
appreciated
or
considered
too
corporate
and
act
accordingly.
In
implementing
this
strategy,
Marvel
executives
should
be
aware
of
the
possibility
of
market
cannibalization,
as
well
as
costs
of
expanding
the
product
line
(characters).
While
it
seems
unlikely
that
responses
to
a
new
character
could
reduce
sales
volume
and
revenue
for
products
associated
with
their
major
heroes
(many
of
which
have
had
years
to
build
awareness
and
equity),
Marvel
needs
to
consider
the
likelihood
of
cannibalization
and
examine
the
implications
in
terms
of
possible
revenue
loss.
As
well,
developing
new
characters
and
stories
requires
human
capital,
and
this
is
an
investment
decision
that
Marvel
should
weigh
against
the
potential
payoffs.
Lucia
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1000439965
Investing
their
own
capital
in
large-scale
projects
like
motion
pictures
is
bound
to
require
Marvel
to
face
high
fixed
costs
in
setting
up
the
studio
itself,
as
well
as
other
costs
in
hiring
talent
and
human
capital,
cost
of
production
technology,
and
marketing
expenses.
These
costs
should
be
covered
in
full
by
the
revenue
generated
by
the
film
when
released,
although
there
is
little
guarantee
that
this
will
be
the
case
besides
the
initial
popularity
and
awareness
of
the
characters
and
effective
marketing
of
the
film.
This
type
of
project
is
high-risk
due
to
the
level
of
investment
on
Marvels
part,
but
as
its
CEO
says,
there
could
be
a
huge
payoff
as
well.
As
mentioned
previously,
lesser-known
character
films
are
likely
much
riskier
to
invest
in,
since
there
is
even
less
guarantee
of
the
films
becoming
a
hit
and
generating
high
revenues.
For
these
films,
Marvel
might
consider
using
its
licensing
strategy
to
have
the
major
studios
produce
them,
and
gain
profits
through
their
revenue-sharing
agreements.
If
these
characters
do
well,
Marvel
can
also
capitalize
on
this
opportunity,
and
produce
spin-offs
or
sequels
in
their
own
studios
(provided
they
are
not
under
contract
with
other
studios).
An
advantage
of
Marvel
producing
its
own
films
is
that
representatives
of
the
company
itself
can
dictate
exactly
how
each
character
in
each
film
will
be
marketed
to
the
public.
However,
there
is
the
challenge
of
building
the
brand
equity
and
customer
loyalty
in
the
Marvel
Studios
brand,
something
that
large-scale
production
studios
like
Sony
Pictures
and
20th
Century
Fox
had
already
possessed
before
making
Marvel
films.
A
considerable
amount
needs
to
be
invested
in
not
only
marketing
the
films,
but
the
studio
brand
as
well,
in
order
to
successfully
implement
this
strategy.
10
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1000439965
APPENDIX
Exhibit
A:
Target
Segments,
Competitors,
and
Distribution
Channels
for
Marvel
Company
Divisions
Marvel
Enterprises
Inc.
40%
11
Lucia
Jung
1000439965
Exhibit
C:
Production
Costs
and
Revenues
of
Marvel
Movies
Released,
Revenue-Sharing
Arrangement
for
Marvel
Title
Production Cost
Revenue-Sharing
Agreement
Blade
Blade
II
Spider-Man
X-Men
X-Men
II
$45M
$55M
$139M
$75M
$110M
$183M
$232M
$1.23B
$453M
$621M
HE
The
Hulk
Daredevil
The
Punisher
$120M
$75M
$33M
$374M
$282M
$55M
HE
RP
HE
PP
(5%
share
for
Marvel)
RP
($5M
cap)
RP
PP
Exhibit
D:
Motion
Picture
Revenue-Sharing
Agreements
Marvels
Share
Agreement
Revenue
Participation
(RP)
Marvels Shares
References
Elberse,
Anita.
Marvel
Enterprises,
Inc.
(Abridged).
Harvard
Business
School
Case
505-001,
November
2004
(Revised
May,
2005).
12