Pokemon: Gotta Catch Em All (Abridged) Harvard Case Solution & Analysis

Pokemon, a colloquial name given to a collection of 150 fantastic, animal style with organic beings the authority and ability to develop, are the stars of the video games, card games, cartoons and TV. Designed in Japan in 1996, Pokemon has quickly become a favorite toy phenomenon that country, and attracted the attention of Nintendo of America, which, in February 1998, acquired all intellectual property rights in all bearing the name of the Pokemon outside of Asia. Launched in September 1998, Pokémon quickly took the United States by storm, alone resuscitation from Nintendo lagging sales of video games, and earn credibility as one of the top three licensing success stories of all time by the end of the year 1999 (for global sales of $ 7 billion and U.S. sales of $ 1.2 billion). This case raises the question of how management at Nintendo and licensing partner 4Kids Entertainment did it, and, perhaps more importantly, can they maintain (and possibly growing) success of Pokemon over time. There are just a craze Pokemon to be "milked", or it can be used as a sustainable franchise brand? Pokemon was a success just a fluke, unpredictable function simply luck, or thought-brand strategy and planning is the reason?
This case is only available in paper format (HBP do not have the rights to distribute digital content). As a result, a digital copy of an educator if not available through this Web site. "Hide
by Susan Fournier Source: Harvard Business School 23 pages. Publication Date: June 10, 2002. Prod. # 502 092-HCB-ENG

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