Lego Case Study
Lego Case Study
Lego Case Study
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Tugba Gurcaylilar-Yenidogan
Akdeniz University
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All content following this page was uploaded by Tugba Gurcaylilar-Yenidogan on 17 December 2021.
Received: March 3, 2021; Revised: April 15, 2021; Accepted: July 27, 2021
Abstract: The purpose of this paper is to shed light on the digital transformation of LEGO
and to figure it out in innovation-oriented growth decisions. To this end, the study here
examines the transformation process of the company from diversification to smart
specialization strategy in more detail. Besides, where digital architecture for toys requires
many innovations at the same time, authors discuss what LEGO does to add value. More
importantly, the typologies of innovation strategy elucidate the changes and improvements
that foster digital transformation.
Keywords: Digital transformation, smart toys, corporate strategy, innovation, LEGO.
Introduction
The digital revolution keeps reshaping and transforming the whole industrial landscape
tremendously. Organizations deal with a difficult struggle on how to ride the wave of
digitalization to business success. Likewise, the toy industry also seeks to attain a successful
digital business strategy to take advantage of the new age of innovations. Since connecting
players over the internet, the video game industry has seriously threatened the toy industry
(Grecu, 2013; Sawy et al., 2016). However, this situation never seems as if it will take
forever. Internet of Toys (referring to the Internet of Things) has already started to close the
distance between the toy industry and the gaming industry by creating a digital bridge
between physical toys and online games (Holloway and Green, 2016; Manches et al., 2015).
Technologies such as augmented reality, virtual reality, and voice recognition have
completely changed the play experience and enabled interactive toys to be launched (Curtin,
2018; Tippenhauer et al., 2012). Despite the more common adoption of new video games,
children still have some sort of attachment with their toys and are even proud of their toy
collection (Manches et al., 2015). Therefore, the digital play has merged with traditional play
instead of entirely replacing it (Marsh, 2017). On the one side, parents are more interested in
such kinds of educational toys (Plowmann and Luckin, 2004). On the other side, learning by
play is extremely expensive and hence it may take some time for smart educational toys to
completely take over the traditional toy market until cheaper versions are available (Brito et
al., 2018). But it is quite obvious that new generation toys that serve for both entertainment
and education are merging into a seamless blend of games and electronic media (Goldstein,
2013). Despite some challenges and disruption threats traditional toy manufacturers have
faced through time, there are only a few toy manufacturers available that held their ground
1
DOI: https://doi.org/10.51659/josi.20.139
Ever since the traditional toy industry has been disturbed by the video gaming industry,
leading toy manufacturers such as Mattel, Hasbro, and LEGO (Statista, 2018) started adding
technology to the play offerings in order to keep themselves alive and attractive. Although
toy companies are not the pioneers of the video gaming marketplace, they have entered the
market as secondary players (D’Hooge and Goldstein, 2001). The continual efforts of
improving traditional play with technology along with the advancements in IoS stimulated
the idea of producing smart toys. Smart toys can connect to electronic devices or the internet
and hence creates opportunities for connected toys with a play experience (Marsh, 2017).
One of the earliest smart toys is “Speak and Spell” from Texas Instruments (Tedium, 2018).
Coming forward with interchangeable game cartridges, this educational tool developed in the
1970s aimed at helping children learn and spell some 200 words. Then it has been acquired
A new series of brick blocks, LEGO DUPLO, was launched for pre-school children in 1969
(Figure 4). These products of the Themes Category were compatible with the classic LEGO
bricks. DUPLO series, also used in educational institutes, is one of the most famous product
categories (Robertson and Breen, 2013). LEGO had been a male dominant consumer base
until the launch of LEGO FRIENDS. It enabled the company to reach out to the little girls as
well. “LEGO FRIENDS” offers a more buildable experience for girls who enjoyed
constructing. LEGO went on to expand its customer segment by introducing LEGO
TECHNIC in 1977, targeting older children. This new line of the advanced product category
achieved great success in a short time and some elements of which were also used in the later
blockbuster lines of LEGO such as MINDSTORMS.
In an alternative vein, Kalbach (2012) assesses the impact of technological change in the
marketplace and thus identifies four zones of innovation such as incremental, breakthrough,
disruptive, and game-changer. A company in the pursuit of game-changer innovation
produces really new products by making radical changes in technology and disrupting the
existing markets. When modest changes in existing products sustain the current market, it
results in incremental innovation. If radical technological changes breed new ideas in
business offerings without disrupting an existing market, breakthrough innovations happen.
On the other side, disruptive innovation with incremental change in product technology
generates new revenue streams by either providing solutions to a new set of customer needs
or significant improvements in product performance. Consistent with the typology of Kalbach
(2012), the change and diversity in the innovation strategy of LEGO can be traced in Figure
7.