Nokia: From N-Gage to QD


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Case Details:

Case Code : BSTA037
Case Length : 14 Pages
Period : 1865 - 2004
Organization : Nokia
Pub Date : 2004
Teaching Note :Not Available
Countries : Global
Industry : Communications

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This case study was compiled from published sources, and is intended to be used as a basis for class discussion. It is not intended to illustrate either effective or ineffective handling of a management situation. Nor is it a primary information source.

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"The mobile market is already expanding into new areas of games, entertainment, media and the enterprise market, with compelling new mobile services laying the groundwork for the build-out of wireless multimedia networks."

- Jorma Ollila, Chairman & CEO, Nokia1

Introduction

In early 2004, Jorma Ollila (Ollila), CEO of Nokia, the Finnish telecom giant, was reflecting on his company's prospects in the multi-billion dollar gaming industry. Nokia, which provided high quality, easy-to-use communications products like mobile phones, was making an ambitious foray into games with its N-Gage game deck. N-Gage used an innovative wireless multiplayer platform to provide both local and remote interactive gaming. But most analysts considered Nokia a novice in the intensely competitive video game industry, which was dominated by well-entrenched players such as Sony, Nintendo, and Sega.

Microsoft, the software behemoth, was also making rapid strides with its Xbox. Analysts wondered how Nokia would fare in the games wars...

Excerpts >>


1] "Nokia CEO says mobility the next global mega-trend,"www.nokia.com

 

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