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The Lego Group: Building Strategy Case 10 Essay

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The Lego Group: Building Strategy, Case 10

Overview
LEGO, the brand of toy that has been played with by multiple generations of people was founded during the Great Depression in 1932 by Ole Kirk Kristiansen, a Danish carpenter. Kristiansen started making toys out of wood and had 12 employees under him. The word LEGO combines two Danish words leg and godt, which mean “play well” and in Latin, fittingly means “to put together”. It’s ironic that LEGO was given that name because it was only later that Ole’s son Godtfred Kirk Christiansen strategically noticed an opportunity of creating the “LEGO system of Play” which was the idea that and every LEGO brick should connect to each other across multiple sets. The strategy was simple. Each …show more content…

They created the LEGO MINDSTORMS line, which allowed users to build and control complex sets with the use of computers and remote controls.
In 1999, it made another strategically different yet important move by acquiring the rights to movies and children themes. These enabled the launch of LEGO Star Wars and DUPLO Winnie the Pooh product lines. The Star Wars theme was an instant success and became one of the most profitable product lines. This led to fully implementing this new strategy by obtaining other rights popular licensed intellectual property like other Disney themes, NBA Basketball, Soccer, Bob the Builder, Dora the Explorer, etc.
When LEGO found that it had many different licensed rights they began to expand their computer game market share by partnering with videogame design companies to develop computer games as well as video games for game consoles. They started with 30 games being released between 1997 and 2009. Strategically this was smart because, since LEGO has been around for over 70 years, they market to young kids yet still are popular with adults that have grown up playing with LEGOS as kids themselves. The video games ended up being a hit with children and adults. At this time, there was a market for more age appropriate video games that didn’t include violence or other inappropriate behavior. LEGO tapped that market. They also continued to expand by offering an online virtual universe for interacting with other online

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