1. Extend the brand through licensing of books, software, and other products. .
2. Expand the adventure gaming lifestyle by professionalizing the game through tournaments and game centers.
3. Solidify the company's position as the largest player in their market through the acquisition of competitors.
Stakeholders.
The company's internal stakeholders are its employees, as well as the stockholders of Hasbro. .
The only external stakeholders appear to be the customers, and artists. .
SWOT Analysis.
Strengths.
We believe Wizards of the Coast has the following strengths:.
1. They are the largest adventure gaming company in the world.
2. They have incorporated business talent from outside sources to augment the founders who have a genuine interest in the industry. .
3. The demographics of their customers (educated, intellectual, income) suggest that they have a relatively loyal, stable base for the foreseeable future.
Weaknesses.
We believe the company has the following weaknesses:.
1. The cultural clash between experienced business managers brought in to supervise somewhat eccentric employees.
2. They are still essentially a one-product company, existing on the success of Magic.
3. The current product line might not appeal to a broader spectrum of consumers.
Opportunities.
We believe Wizards of the Coast has opportunities in the following areas:.
1. To expand the market by putting more emphasis on college students (the typical player is a person with a good education, disposable income, and an affinity for computers).
2. Utilize the current favor that "fantasy media" enjoys in mainstream culture (i.e. Harry Potter books, The Lord of the Rings movies) as a springboard for increased awareness/ additional product offerings.
3. The rise in popularity of both Internet games and computer games provides a new avenue for possible expansion.
4. Expansion of the number of gaming centers including expansion to overseas gaming centers. .
5. Possible growth internationally.