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Instruction For Academic Task 1: Course: General Management
Instruction For Academic Task 1: Course: General Management
Instruction For Academic Task 1: Course: General Management
2. General indications:
In groups of 4, students must present an analysis on 1 of the 3 business cases found in
Annex 1.
The analysis will mainly deal with how a company's external elements and competition
(environment) can influence its business. The assignment of cases is at the discretion of
the teacher.
Search for complementary information on the Internet to enrich your analysis.
3. Specific instructions:
• The practical case will be solved and presented in groups.
• The presentation of the case must provide a solution to the following questions:
• The practical case developed will be uploaded to the Canvas platform with the
following name: Academic task_n°.doc; and its exhibition will be within the week
programmed.
• All students must upload their file to the platform.
• The work will be presented in written form through a Word document or converted to
PDF in addition to the ppts that will be presented with the resolution of the case.
4. Recommendations
• Include cover with the name of the members
• Comply with assigned delivery times.
• The font will be Arial and the size will be 12 and line spacing 1.5
• They must organize the work according to the proposed index in specific instructions.
• The cases are found in annex 1
6. Evaluation criteria
• In Canvas you can find the evaluation rubric with which your performance will be
evaluated.
ANNEX I
CASE 1
Adapted for educational purposes from:
BBC News World. (February 2022). Fortnite: why did Apple and Google decide to remove the popular
video game from their application stores? BBC.com.
https://www.bbc.com/mundo/noticias-53781908
Fortnite, with more than 125 million users in the world, has been one of the biggest
phenomena in recent times. One of its main strategies to gain followers is that it can be purchased for
free and a specific console is not needed: it can be played on an Xbox or on a cell phone. However, if
the user wants to optimize their characters or have more weapons, objects or "movements" that help
them improve the gaming experience, they must first purchase the game's own currency by paying
with a credit card. In this way, the developers managed to raise more than US$100 million in the first
year of its launch.
Fortnite was initially available to download for free on Xbox and PlayStation consoles, in
addition to Windows and Mac software platforms. Later, its Battle Royale version was included for cell
phones and could be downloaded from the Apple App Store and more recently, on the Android
Google Play platform. However, reaching these mobile platforms was not easy. Epic Games had
indicated its initial reluctance to enter these virtual stores due to the percentage that the owner
companies (Apple and Google) take for each transaction a user makes.
Epic Games was always a harsh critic of the commission collection percentages of these
platforms. However, the movement against the policies of large stores, which Epic had made public
on different occasions, had its definitive point when the creator of Fortnite introduced a direct
payment method within the game, thus avoiding commissions. the platforms.
In August 2020, Fortnite was removed from the two most important application platforms in
the world, Apple Store and Google Play. The companies indicated that Fortnite breached several of
the legal terms that govern their virtual stores. According to specialized technology media, Epic
Games introduced a new payment method in which it offered a 20% discount to the user if they used
the direct payment available within the game instead of using the Apple or Google payment system.
With this direct charge, the developer avoided the 30% commission that, for example, Apple invoices
for each transaction within the games that are on its platform.
The Apple company said in a statement: "Epic Games enabled a feature in its application that
was not reviewed or approved by Apple and did so with the express intention of violating the App
Store guidelines regarding in-app payments that are required of all developers who sell digital goods
or services." Upon learning of Apple and Google's decision, Epic Games counterattacked and
announced that it had already filed a lawsuit against the technology giants.
In addition, he accused Apple of "exercising its enormous power to impose irrational restrictions and
illegally maintain its 100% monopoly on charges for applications that are in its stores."
Epic Games has claimed for years that the charges Apple imposed on it are exorbitant. Their
argument is simple: that Apple's control over the App Store is anti-competitive. Consider that
developers have the right to create applications for smartphones without having to pay large sums to
Apple (and also to Google, for its Google Play store). Other companies like Spotify have also pointed
out that Apple's charges are unfair. It is estimated that Apple has made hundreds of millions of dollars
from Fortnite payments alone. Epic Games' argument is that if they don't pay, where would they sell
their products? Finally, Epic Games decided to sue the Apple company.
CASE 2
Adapted for educational purposes from:
Carlos Cueto, José for BBC News Mundo. (February 2022). What is Twitch and what is behind its
million-dollar audiences? BBC.com. https://www.bbc.com/mundo/noticias-55826329
Twitch is an online live video platform that has been consumed by your younger children,
siblings, nephews, and cousins in recent years. For them, it is their television.
On Twitch, this is usually a person who puts a camera in front of their computer, starts the
live broadcast and from their chair chats directly with their audience about any topic that comes to
mind while playing a video game, analyzing a news story or comment on posts on the web. At first,
Twitch was mainly used by gamers, video game fans who broadcast their games with an entire
network of followers. Millions, in many cases.
In recent times, the platform has mutated rapidly and has been filled with content creators
with channels of all kinds: influencers, chefs, travelers, journalists or artists. Being a streamer - as
those who broadcast are known - seems to be in fashion.
Every day Twitch receives an average of 26.5 million visitors and every month more than 6
million people stream their own content, according to platform data. Several of the most popular
content creators earn millions in advertising, sponsorships, and donations. But what is really behind
the success of Twitch and its million-dollar audiences? Will these types of platforms be the future of
television as we know it?
Many experts agree that Twitch's big boom occurred when Amazon bought it for US$1 billion
in 2014. "It was already a consolidated platform before, but after the purchase by Amazon and the
rise of video games like Fortnite, Twitch took off definitively," Elena Neira, professor of
communication studies at the Open University of Catalonia, tells BBC Mundo. in Spain.
To many it may seem strange, or at least curious, that so many people can entertain
themselves by watching others play video games. The American sociologist TL Taylor, a specialist in
online gamer culture, says that this pleasure comes from afar: "Watching others play is a powerful
modality that has been tried to be carried out since the 80s, what happens is that now a lot of
progress has been made." for the improvement of internet infrastructure and devices such as
cameras, headphones and microphones. Furthermore, "Twitch has arrived at the right time and has
exploited it. The expansion of gamer culture and technological improvements have been wonderful
for him," he added.
But, not only the purchase of Amazon boosted the platform. Like many other internet
services, the coronavirus pandemic has also consolidated a paradigmatic change for Twitch. "During
confinement, it has perhaps become more evident that Twitch has somewhat abandoned the video
game niche and has quickly become a platform with more typical broadcasts, a serious alternative to
YouTube," explains Neira. As of the second quarter of 2020, with many of the national confinements
around the world due to the pandemic already consolidated, Twitch experienced a growth of 56% in
the total hours consumed, surpassing the five billion mark between April and June. hours, according
to data from specialized consulting firms. "I think a big part of the key to Twitch's success is because it
perfectly combines the enjoyment of watching content with a powerful sense of community. "This is a
global phenomenon," Taylor says.
The growth is such that many debate whether the consolidation of various services such as
YouTube, Netflix, and now Twitch are leading to the decline of traditional television. Professor Taylor
understands that it is a valid debate and gives an example: "Before, e-Sports organizers dreamed of
their competitions being broadcast on traditional television, but little by little they have become
convinced that they don't really need it." ". However, Elena Neira believes that it is a mistake to
present the Twitch phenomenon as a "thief" of television audiences. "What happens is that now we
consume a lot of diverse media. But it is true that television on the grid is aging and in very specific
cases it cannot be renewed," he explains.
How to monetize on Twitch can be a little more complicated to understand, Taylor warns,
since virtually most content creators are experimenting and there doesn't seem to be a clear path. "At
the moment we are seeing advertising, but also sponsorships, donations and subscriptions. Money is
made, but really all models are being experimented with," explains the expert.
Like other platforms on the internet, Twitch is also not free of concerns over privacy and
inclusivity issues. In late December, the service announced new policies on hateful conduct and
harassment aimed at protecting its users. On the other hand, Neira warns, there is another "perverse"
part of Twitch about the way it collects our data, consumption habits, keywords we use, geographic
location and content we consume. This information allows you to optimize advertising based on user
tastes.
CASE 3
Adapted for educational purposes from:
McCallum, Shiona for BBC News Mundo. (February 2022). Instagram backtracks and suspends its
plans to imitate TikTok after a barrage of criticism from users and celebrities. BBC.com.
https://www.bbc.com/mundo/noticias-62354203
BBC. (February 2022) What is Instagram Stories and how is it different from Snapchat?
BBC.com. https://www.bbc.com/mundo/noticias-36962958