LINDEN LAB CROSSING THE CHASM PDF

Eisenmann and Alison Berkley Wagonfeld. In early , managers at Linden Lab, creator of the virtual world Second Life, faced decisions about the company's growth strategy. Despite profound initial skepticism about demand for a user-generated virtual world that was not a traditional game, Second Life had achieved profitability and strong growth. However, sustaining growth would prove challenging.

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Below are the available bulk discount rates for each individual item when you purchase a certain amount. Register as a Premium Educator at hbsp. Publication Date: April 16, Source: Harvard Business School. In early , managers at Linden Lab, creator of the virtual world Second Life, faced decisions about the company's growth strategy. Despite profound initial skepticism about demand for a user-generated virtual world that was not a traditional game, Second Life had achieved profitability and strong growth.

However, sustaining growth would prove challenging. Growth had strained Linden Lab's technical infrastructure. Also, although Second Life had attracted a large, loyal base of early adopters, it was unclear whether their preferences were similar to those of mainstream consumers.

In this context, management faced choices about platform strategy and target markets. Should Linden Lab continue to offer an open platform or build its own solutions for customers? Should it target adult consumers, teens, enterprise customers, or the education market? If you'd like to share this PDF, you can purchase copyright permissions by increasing the quantity.

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Linden Lab: Crossing the Chasm

Below are the available bulk discount rates for each individual item when you purchase a certain amount. Register as a Premium Educator at hbsp. Publication Date: April 16, Source: Harvard Business School. In early , managers at Linden Lab, creator of the virtual world Second Life, faced decisions about the company's growth strategy. Despite profound initial skepticism about demand for a user-generated virtual world that was not a traditional game, Second Life had achieved profitability and strong growth. However, sustaining growth would prove challenging.

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What are Second Life s challenges? What strategic options are available to them in ? Second Life s Challenges: When Second life was launched in , there was skepticism about demand for a usergenerated virtual world as it was not a traditional game. Growth had strained Linden Lab s technical infrastructure. New users found it difficult to master tools that controlled avatar movement, communication and content creation. Second life has trouble with antisocial behavior and fraud.

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