Emerging-market multinationals (EMMs), which are companies operating in several countries, have during the last decades, attracted substantial attention from western multinationals for their increasing scale on international level. In 2008 the Emerging economies had 70 multinationals in the Fortune Global 500, an increase of 50 from 1998, and an increase of 9 since 2007; clearly demonstrating the pace of the Emerging multinationals. This development has been possible through a high number of mergers and acquisitions, as well as a focus on Capital (Foreign Direct Investments), Talent (workforce), Resources (commodities etc.), new consumers and Innovation.
Worth USD $65bn, and growing faster than the movie industry, the video game segment has one of the biggest impacts on today’s popular culture (Janson, 2011). In this article, we will have a look on Blizzard Entertainment, one of the innovative publishers that released games which played major roles for the notoriety of this business as well as defining its future path. We will assess how the company makes the correct strategic decision by creating a sustainable growth and relationship with their customers. We will mostly discuss its World of Warcraft (referred as WoW later on) game as it makes 1/3rd of Activison Blizzard’s total revenues (Miller, 2012).
Education is the foundation of development. This fact has not been refuted once throughout the world’s history: from the Pharaonic civilization to the Mayan surreptitious culture, and from the British colonies to the American empire. The story replicates itself over and over again. Any civilization commences as a group of people who can barely feed themselves through primitive ways, and then through accumulative knowledge, they identify new ways to prosper and grow.
The Sub-Saharan African continent is no exception. Countries like Mali are still trapped back by its ignorance-evidenced by the relatively low literacy rates (only 26% literate) – from the rest of the civilized world. Despite the abundance of natural resources that these African countries hide beneath their grounds, they have failed to match developed countries like Japan which is bestowed a small area of non-arable land and some fish! The basic principles of economics are exemplified in this case: raw materials and land remain inanimate, non-valuable objects without the co-existence of labor and capital. Continue reading
Google Inc. launched Google+ on June 28, 2011 in an invite-only “Beta testing” phase . Users were then allowed to invite their friends and to create their accounts. The following day, this policy was dropped due to an ‘insane demand for accounts’ (Shaer, Matthew). Google announced on July 14th, 2011 that Google Plus had reached ten million users just two weeks after its limited trial phase . After four weeks, it had reached 25 million. Google’s biggest market was the US, followed then by India (Google+ Draws). Larry Page then declared that the service had reached 40 million users in October 2011. Males have been the majority of early adopters of Google+ (71.24%). The dominant age range is between 25 and 34. A survey estimates 13% of US adults have joined Google Plus and is projected to have 22% of US adults in a year.
Five Reasons Why Google+ Failed
How to start your Fortune 500 business? This info-graphic reviews the history of some of the most successful businesses today: Apple, Mattel, Amazon, Whole Foods Markets, and Starbucks. Continue reading
Ghandinian Innovation or Frugal Innovation guru R.A. Mashelkar presents a talk on TED on three ultra-low-cost designs from India that brought high-end products to the availability of the masses. Society is in dire need of such business development practices. This “convex lens leadership” vision could be implemented on a global scale if labor costs are kept low and the work environment is modernized and promotes ingenuity.
A growing industry
Happy Birthday!!! The video game is 50 years-old, and according to DFC Intelligence , in 2015 the industry is estimated to be valued at around $70.1 billion. The industry already surpasses Hollywood and its audience keeps increasing . Almost everyone tends to play, or has been affected by, video games; and is popular in both genders (males: 58%, female: 42%) and ages . The last Call of Duty by Activision Blizzard, a real blockbuster game, grossed $1 billion faster than Avatar! Released November 8, 2011, it achieved it in only 16 days whereas Avatar reached the symbolic number in…17 days . Continue reading