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Building Strategy
Just six bricks can be combined
                915 million ways
Agenda
Introduction
Analysis
Strategy
Implementation
Risks and Mitigations
Conclusions
“A competitive strategy to continue the organization’s
 financial success and dominance in the toy market”


      Licensing       New competitors
                                        Commoditization
     challenges        taking market
                                         of Lego product
influencing product        share


    Expanding dominance in a toy market
      with opportunity and uncertainty
Uncertainty in Disney Licensing
presents a challenge to future contracts
       Lego has             Lego Star
     considerable          Wars, Spider
    investment in          Man, Indiana
licensed building sets        Jones


   Disney’s recent                               Marvel had
acquisition of Marvel     Disney favoured      agreements with
gives it rights to over   partner is Mattel   Hasbro to produce
   5000 characters                                  toys


  Future of Disney          Hasbro has a      New Kre-O product   Hasbro’s multiple
     licencing               strong past         launch could        product lines
  opportunities is         relationship to     increase royalty      might act as
      unclear                  Marvel         payment tolerance   stronger incentive
Hasbro’s introduction of Kre-O is a
      significant threat to market share
Hasbro’s brand power

Enlarged marketing budget

Guaranteed Shelf Space

Popular Transformers brand

Compatible with LEGO blocks

LEGO has considerable product brand value

Hasbro cannot mention LEGO in its promotion
Failure to protect LEGO brand from
competitors has lead to commoditization


 MEGA blocks has     All competing
                                       Lego must focus
  challenged the    products will be
                                         on its brand
 control over the   compatible with
                                           values
 brick ecosystem          LEGO
Brick Ecosystem to Lego Ecosystem
  Brand Engagement

 • Connect to consumers on multiple platforms

  Innovation Focus

 • LEGOs leadership in the market drives responses

  Develop Experiences

 • Focus on delivering value beyond blocks
“A competitive strategy to continue the organization’s
 financial success and dominance in the toy market”


      Licensing       New competitors
                                        Commoditization
     challenges        taking market
                                         of Lego product
influencing product        share


    Expanding dominance in a toy market
      with opportunity and uncertainty
High profile brand licensing is an easy
         revenue generator
                            Low Risk
                            • Pipeline of
                              opportunities


      Proven                                  Integrated
      • Spiderman: $100                       Competition
        million toy sales                     • Disney, Hasbro, MEGA
                                                Blocks




                              Focus on
                              Western
                               Brands
License Brands in localized areas to
      increase product awareness

                     • Unproven brands
Lock in untapped     • Higher risk potential
    licenses         • Lower competition means discount purchases


Purchase smaller     • Anime
brands in specific   • Cartoons and Movies
      area           • Popular Media
Strategies to focus on New Growth
              Build           Avoid




              Brand          Products




                              Popular
          New Licensing      Licensing




          Customization   Standardization
Expand beyond North America


                                        Create an on the
  LEGO stores a     Bring to emerging    ground brand
proven concept in     markets with       experience to
 North America      localized content     engage new
                                           customers
Build Foundation with Lego Stores

         Core Products   Special
         • LEGO Themes   Products
         • LEGO Games    • Localised
                           Content
                         • Collectables



         Media           Interactive
         • PC Games      • Play Booths
         • Ipad Apps     • Building set
         • Comics          Projections
                         • Personalisation's
Engaging the Consumer: Virtual Media


                                         Mirroring virtual
                   Average 6-year old
  World is going                        content is essential
                     has access to a
     virtual                               to continued
                     mobile device
                                              success
Engaging the Consumer: Virtual Media

Mobile Application
• Augmented Reality
• Stories/comics from licensed/non-licensed products
• Games

Partnerships with Zynga for Facebook games
Engaging the Consumer: Point System


Localisation and customization tied to LEGO brand with Point System

Add value to all LEGO branded products

Network Effect – Each new product adds value to the system
Engaging the Consumer: Point System
           • Buying products
           • Completing video game
             achievements
 Gaining
  points   • Use of mobile app/Zynga
             Facebook games
           • Any LEGO Theme Park
             purchases
Engaging the Consumer: Point System
                              Buy products
              Exclusive DLC   online or at a
                               LEGO store



   Customization
                                          Theme Parks
    of products          Why
                        collect
                        points?
Engaging the Consumer: Lego Account
Engage with online community
• Upload pictures/videos of LEGO creations
• Discussion boards
• Share creative ideas
Track and manage points

Connect with LEGO
How is fits together
Get Points            Add Points   Spend Points

Lego Packs                         Personalised
                                   -Lego Characters


Game Achievements     Enter via:   Collectable Content
                                   -Special Editions


Comic Purchases       QR Codes     Downloaded Content
Engaging the Consumer: Point System


Creates unique LEGO experience

Allows LEGO to tap into the creativity of its users

Gives LEGO consumer data that is hard to get through vendors
Risks and Mitigations
Inability to procure   • This would be a big problem
   new licensing       • Mitigation would require extensive investments into
    agreements           LEGO’s innovative capacity


Competitors copy       • Hasbro’s Kre-Os do not have sufficient brand power
  our strategies       • First mover advantage


                       • LEGO grew revenue by 37% when the market
Competitors steal        increased by 13%
our market share       • Ecosystem will further mitigate brand switching
Implementation Timeline
Item                      F   M   A   M   J   J   A   S   O   N   D   J
Develop Objectives

Contract Developers

Product Development

Product Testing

Test Release

Feedback Implementation

Product Modifications

Store Modifications

North American Launch
Assumed Costs
Online content development
 • Agency at $500k

Online content management
 • $500k per year

Store build-out costs
 • ($200-400k per store) * (50 stores) = $10 million

Marketing costs for emerging markets
 • ($250k year) * (40 markets)

New licensing agreements
 • ($1 million each) * (1 per market) = $40 million
Metrics of Success
 Vs. Generic     • Change in sales after
   Blocks          rollout

                 • Click through rate on point
Network Effect     system

    Local        • Total sales of localised
 Engagement        content
Revenue Growth Expectation

    20%                  25%                30%
• No further         • Estimated      • Best Case
  licensing            impact given     Scenario
                       our strategy




               2011 Revenue: 20,818mm DKK
Non-Licensed
                    Building Sets


          Mobile                      Licenced
          Content                   Building Sets




                      The
Online
Website              LEGO                     Video Games

                     Group


       Stores and
                                    Board Games
      Merchandise


                    Theme Parks
“Our ultimate goal is to inspire and develop children
to think creatively, reason systematically and release the
                     potential to shape their own future –
             experiencing the endless human possibility”

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WCCC 2012: The Lego Group - UBC

  • 2. Just six bricks can be combined 915 million ways
  • 4. “A competitive strategy to continue the organization’s financial success and dominance in the toy market” Licensing New competitors Commoditization challenges taking market of Lego product influencing product share Expanding dominance in a toy market with opportunity and uncertainty
  • 5. Uncertainty in Disney Licensing presents a challenge to future contracts Lego has Lego Star considerable Wars, Spider investment in Man, Indiana licensed building sets Jones Disney’s recent Marvel had acquisition of Marvel Disney favoured agreements with gives it rights to over partner is Mattel Hasbro to produce 5000 characters toys Future of Disney Hasbro has a New Kre-O product Hasbro’s multiple licencing strong past launch could product lines opportunities is relationship to increase royalty might act as unclear Marvel payment tolerance stronger incentive
  • 6. Hasbro’s introduction of Kre-O is a significant threat to market share Hasbro’s brand power Enlarged marketing budget Guaranteed Shelf Space Popular Transformers brand Compatible with LEGO blocks LEGO has considerable product brand value Hasbro cannot mention LEGO in its promotion
  • 7. Failure to protect LEGO brand from competitors has lead to commoditization MEGA blocks has All competing Lego must focus challenged the products will be on its brand control over the compatible with values brick ecosystem LEGO
  • 8. Brick Ecosystem to Lego Ecosystem Brand Engagement • Connect to consumers on multiple platforms Innovation Focus • LEGOs leadership in the market drives responses Develop Experiences • Focus on delivering value beyond blocks
  • 9. “A competitive strategy to continue the organization’s financial success and dominance in the toy market” Licensing New competitors Commoditization challenges taking market of Lego product influencing product share Expanding dominance in a toy market with opportunity and uncertainty
  • 10. High profile brand licensing is an easy revenue generator Low Risk • Pipeline of opportunities Proven Integrated • Spiderman: $100 Competition million toy sales • Disney, Hasbro, MEGA Blocks Focus on Western Brands
  • 11. License Brands in localized areas to increase product awareness • Unproven brands Lock in untapped • Higher risk potential licenses • Lower competition means discount purchases Purchase smaller • Anime brands in specific • Cartoons and Movies area • Popular Media
  • 12. Strategies to focus on New Growth Build Avoid Brand Products Popular New Licensing Licensing Customization Standardization
  • 13. Expand beyond North America Create an on the LEGO stores a Bring to emerging ground brand proven concept in markets with experience to North America localized content engage new customers
  • 14. Build Foundation with Lego Stores Core Products Special • LEGO Themes Products • LEGO Games • Localised Content • Collectables Media Interactive • PC Games • Play Booths • Ipad Apps • Building set • Comics Projections • Personalisation's
  • 15. Engaging the Consumer: Virtual Media Mirroring virtual Average 6-year old World is going content is essential has access to a virtual to continued mobile device success
  • 16. Engaging the Consumer: Virtual Media Mobile Application • Augmented Reality • Stories/comics from licensed/non-licensed products • Games Partnerships with Zynga for Facebook games
  • 17. Engaging the Consumer: Point System Localisation and customization tied to LEGO brand with Point System Add value to all LEGO branded products Network Effect – Each new product adds value to the system
  • 18. Engaging the Consumer: Point System • Buying products • Completing video game achievements Gaining points • Use of mobile app/Zynga Facebook games • Any LEGO Theme Park purchases
  • 19. Engaging the Consumer: Point System Buy products Exclusive DLC online or at a LEGO store Customization Theme Parks of products Why collect points?
  • 20. Engaging the Consumer: Lego Account Engage with online community • Upload pictures/videos of LEGO creations • Discussion boards • Share creative ideas Track and manage points Connect with LEGO
  • 21. How is fits together Get Points Add Points Spend Points Lego Packs Personalised -Lego Characters Game Achievements Enter via: Collectable Content -Special Editions Comic Purchases QR Codes Downloaded Content
  • 22. Engaging the Consumer: Point System Creates unique LEGO experience Allows LEGO to tap into the creativity of its users Gives LEGO consumer data that is hard to get through vendors
  • 23. Risks and Mitigations Inability to procure • This would be a big problem new licensing • Mitigation would require extensive investments into agreements LEGO’s innovative capacity Competitors copy • Hasbro’s Kre-Os do not have sufficient brand power our strategies • First mover advantage • LEGO grew revenue by 37% when the market Competitors steal increased by 13% our market share • Ecosystem will further mitigate brand switching
  • 24. Implementation Timeline Item F M A M J J A S O N D J Develop Objectives Contract Developers Product Development Product Testing Test Release Feedback Implementation Product Modifications Store Modifications North American Launch
  • 25. Assumed Costs Online content development • Agency at $500k Online content management • $500k per year Store build-out costs • ($200-400k per store) * (50 stores) = $10 million Marketing costs for emerging markets • ($250k year) * (40 markets) New licensing agreements • ($1 million each) * (1 per market) = $40 million
  • 26. Metrics of Success Vs. Generic • Change in sales after Blocks rollout • Click through rate on point Network Effect system Local • Total sales of localised Engagement content
  • 27. Revenue Growth Expectation 20% 25% 30% • No further • Estimated • Best Case licensing impact given Scenario our strategy 2011 Revenue: 20,818mm DKK
  • 28. Non-Licensed Building Sets Mobile Licenced Content Building Sets The Online Website LEGO Video Games Group Stores and Board Games Merchandise Theme Parks
  • 29. “Our ultimate goal is to inspire and develop children to think creatively, reason systematically and release the potential to shape their own future – experiencing the endless human possibility”

Editor's Notes

  1. All most all of us have fond memories of discovering our first lego set with our parents or childrenIn 50 years few competitors have posed a serious threat to LEGO The global toy market is Transforming Grew revenue by 50% when the market grew by 30%In 2010 LEGO took market share from competitors and turned a profit It’s time to look at the next avenue for growth