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Soviljot Singh Behl Chetan Dua 
Survhi Rathi Meera Thakker 
Ishaan Srivastava Anurag Yelkur
Original & Historic 
• Born in October 1939 - SUBMARINER 
& HUMAN TORCH set the world 
alight! 
• 60 years of story telling by Stan Lee 
and the mighty Marvel bullpen 
• 40 years of animation, toys and 
consumer products
Rich & Complex 
• 45 years of continuous plot 
evolution 
• Single fictional universe of inter-relating 
characters and inter-twining 
stories all under one 
brand 
• 5,500 characters: Heroes & 
Villains, Friends & Relations
Young & Old 
• Adults: Grew up with Marvel characters 
• Buy fashion apparel, collectibles, 
accessories… 
• Adults love the comics 
• Kids: Exposed to the movies, animation, books 
and video games 
• Buy toys, school accessories, casual apparel, 
sleepwear, novelties… 
• Kids love the comics 
“CRADLE TO GRAVE” APPEAL
Here & Now 
• Movies: 
• worth in excess of $4.5bn 
at Box Office 
• Toys: 
• Hasbro – global toy partner 
• Comics: 
• 400% uplift in 5 years 
• Video Games: 
• Activision - over 20 million sold in 3 years 
• Consumer Products: 
• over $6bn in sales at retail
Recognized projects till date… 
FANTASTIC FOUR
Recognized projects till date…
Recognized projects till date… 
THE INCREDIBLE 
HULK
Recognized projects till date… 
THOR
Recognized projects till date… 
CAPTAIN 
AMERICA
DIVISIONS 
MARVEL 
Comic Book 
Publishing 
Toys Licensing
Toys 
In 2001, Entered into five and a half 
year exclusive licensing agreement 
with TBM, a Hong Kong based 
company. 
TBM licensed the rights to 
manufacture and sell action figures 
that featured Marvel.
• Prices for end customers-$ 7 for average action 
figure & $15- $20 for role-play toys. 
• Used to drive customer traffic for other products- 
T-Shirts, backpack etc. 
Toys 
Products 
• Target Age group – 4to 12 years old boys. 
• Collector Segment-for adults who have grown up 
with action figure. 
Customers 
• Specialty toy retailers, mass merchandisers , mail-order 
companies, independent distributors. 
• 66 % of sale by top 5 customers-Walmart , Toys 
‘R’ Us ,Target , Kay-Bee Toy Stores and Kmart 
Distribution 
• Contributed 10% of total revenue in 2001. 
• 35% of the total revenue was from toys division in 
2002. 
Market 
Performance
Licensing 
Marvel Studios 
Marvel’s 
Consumer 
Media Group 
Licensing 
Licensed Marvel Characters 
Feature Films 
Television programs 
Video Games 
Animations 
Destination Based entertainment(Theme parks)
Licensing – Motion Pictures 
Pursued a diversified base of studio partners. 
Marvel Studios’ executives were closely involved in 
film development process. 
Two types of revenue sharing agreements with 
studios 
Revenue participation 
Profit participation 
Spider Man-most successful in terms of box-office 
performance. 
Licensed its characters for other media also such as 
animated shows, video games.
Licensing-Consumer Products 
Sold licenses for a variety of consumer products- toys, 
apparels , accessories, footwear , collectibles , and food 
products 
Till 2003, it had over 450 active license contracts. 
Royalty typically ranged from 8%-15% but could go upto 30 
% also. 
Total Revenue from licensing -$ 318,000 in 2003. 
Toys, Appeals and video games generated 50% of the 
Marvel’s licensing revenue. 
Goal was to secure “best in class “ licensing partners in all 
major categories.
Company Objectives 
• To diversify geographically 
• To carry out a market research of its audiences psyche 
from a superhero prospective 
• To capitalize on the strength of prominent characters 
but at the same time also focus on the lesser known 
characters and try to turn them into potential 
blockbusters.
S.W.O.T. Analysis 
Strengths 
Weaknesses 
Opportunities 
Threats
Strengths 
Film Production 
Films by Marvel: 
Year(s) Series 
1994–1998 Spider-Man: The Animated Series 
1992–1997 X-Men 
1996–1997 The Incredible Hulk 
1994–1996 
Fantastic Four 
Iron Man
Strong brand equity 
Rank Licensor Sales 
1 Disney Consumer Products $28.6Bn 
2 Iconix Brand Group $12.0Bn 
3 Phillips-Van Heusen $8.7Bn 
4 Mattel $7.0Bn 
5 
Warner Bros Consumer 
Products 
$6.0Bn 
6 Marvel Entertainment $5.6Bn 
7 
Nickelodean Consumer 
Products 
$5.5Bn 
8 Sanrio $5.0Bn 
9 Major League Baseball $5.0Bn 
10 
The Collegiate Licensing 
Company 
$4.3Bn 
Strengths
Strengths 
• Publisher of comics 
• Marvel Entertainment: 
a)Reach 
b)Visibility
Weaknesses 
• Monotonous themes, products and services 
• Only handful of characters obtained the level of ‘SUPERHEROES’
Opportunities 
• Innovation 
• Online Marketing 
• Product line expansion 
• Capitalize on the Low Market share
Threats 
• DC Comics 
• Torrent usage – less sales of movies and comics 
• Intellectual property risks
CEO ACTIONS 
• Elimination of unprofitable business lines 
• Acquisition of other publishers and diversification outside of comic 
book core 
CONSEQUENCES 
• Streamlining of operations 
• However, mismanagement in non core areas 
RESULT 
• MARVEL FILED FOR BANKRUPTCY
• Toys Inc. took over Marvel TAKEOVER after it filed for bankruptcy. 
•Monetizing the content library by licensing products 
• Managing for long term value 
•Quality and Consistency in publishing division 
3 Fold 
Strategy 
• Toy design and marketing activities dictated by upcoming 
movie releases 
• Earnings severely affected if child dislikes character 
• Rivalry with DC – poaching of employees 
FAILURE
DIVERSIFY 
PORTFOLIO 
STOP 
LICENSING 
MORE 
AGGRESSIVE 
MARKETING 
STRATEGIES 
STRATEGIC 
ALLIANCES 
MANUFACTURING 
OF PRODUCTS BY 
MARVEL 
NEW CHARACTERS
CREATION OF 
NEW 
CHARACTERS 
Old characters 
lack connect 
Monetary Value 
has been milked 
Keep 
Manufacturing 
Greater share in 
sales 
Artists and 
Editors to have 
exclusivity 
contracts 
Characters to be 
licensed for 
movies
LICENSING 
• Led to 15% increase in 
market share 
• Led to 20% jump in stock 
price 
MOTION PICTURES 
• Marvel has to capitalize on 
the motion pictures licensing 
and distribution 
• Of the business lines, motion 
pictures is the fastest 
growing line 
• However Marvel retains only 
7% of sales 
Marvel Universe 
• Marvel Universe is greatest 
strength 
• It is a brand in itself, not a 
house of brands 
• Marvel should go ahead with 
new characters and slowly 
phase out older ones – or 
introduce them sporadically 
to create novely
Marvel Case Presentation

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Marvel Case Presentation

  • 1. Soviljot Singh Behl Chetan Dua Survhi Rathi Meera Thakker Ishaan Srivastava Anurag Yelkur
  • 2. Original & Historic • Born in October 1939 - SUBMARINER & HUMAN TORCH set the world alight! • 60 years of story telling by Stan Lee and the mighty Marvel bullpen • 40 years of animation, toys and consumer products
  • 3. Rich & Complex • 45 years of continuous plot evolution • Single fictional universe of inter-relating characters and inter-twining stories all under one brand • 5,500 characters: Heroes & Villains, Friends & Relations
  • 4. Young & Old • Adults: Grew up with Marvel characters • Buy fashion apparel, collectibles, accessories… • Adults love the comics • Kids: Exposed to the movies, animation, books and video games • Buy toys, school accessories, casual apparel, sleepwear, novelties… • Kids love the comics “CRADLE TO GRAVE” APPEAL
  • 5. Here & Now • Movies: • worth in excess of $4.5bn at Box Office • Toys: • Hasbro – global toy partner • Comics: • 400% uplift in 5 years • Video Games: • Activision - over 20 million sold in 3 years • Consumer Products: • over $6bn in sales at retail
  • 6. Recognized projects till date… FANTASTIC FOUR
  • 8. Recognized projects till date… THE INCREDIBLE HULK
  • 10. Recognized projects till date… CAPTAIN AMERICA
  • 11. DIVISIONS MARVEL Comic Book Publishing Toys Licensing
  • 12. Toys In 2001, Entered into five and a half year exclusive licensing agreement with TBM, a Hong Kong based company. TBM licensed the rights to manufacture and sell action figures that featured Marvel.
  • 13. • Prices for end customers-$ 7 for average action figure & $15- $20 for role-play toys. • Used to drive customer traffic for other products- T-Shirts, backpack etc. Toys Products • Target Age group – 4to 12 years old boys. • Collector Segment-for adults who have grown up with action figure. Customers • Specialty toy retailers, mass merchandisers , mail-order companies, independent distributors. • 66 % of sale by top 5 customers-Walmart , Toys ‘R’ Us ,Target , Kay-Bee Toy Stores and Kmart Distribution • Contributed 10% of total revenue in 2001. • 35% of the total revenue was from toys division in 2002. Market Performance
  • 14. Licensing Marvel Studios Marvel’s Consumer Media Group Licensing Licensed Marvel Characters Feature Films Television programs Video Games Animations Destination Based entertainment(Theme parks)
  • 15. Licensing – Motion Pictures Pursued a diversified base of studio partners. Marvel Studios’ executives were closely involved in film development process. Two types of revenue sharing agreements with studios Revenue participation Profit participation Spider Man-most successful in terms of box-office performance. Licensed its characters for other media also such as animated shows, video games.
  • 16. Licensing-Consumer Products Sold licenses for a variety of consumer products- toys, apparels , accessories, footwear , collectibles , and food products Till 2003, it had over 450 active license contracts. Royalty typically ranged from 8%-15% but could go upto 30 % also. Total Revenue from licensing -$ 318,000 in 2003. Toys, Appeals and video games generated 50% of the Marvel’s licensing revenue. Goal was to secure “best in class “ licensing partners in all major categories.
  • 17. Company Objectives • To diversify geographically • To carry out a market research of its audiences psyche from a superhero prospective • To capitalize on the strength of prominent characters but at the same time also focus on the lesser known characters and try to turn them into potential blockbusters.
  • 18. S.W.O.T. Analysis Strengths Weaknesses Opportunities Threats
  • 19. Strengths Film Production Films by Marvel: Year(s) Series 1994–1998 Spider-Man: The Animated Series 1992–1997 X-Men 1996–1997 The Incredible Hulk 1994–1996 Fantastic Four Iron Man
  • 20. Strong brand equity Rank Licensor Sales 1 Disney Consumer Products $28.6Bn 2 Iconix Brand Group $12.0Bn 3 Phillips-Van Heusen $8.7Bn 4 Mattel $7.0Bn 5 Warner Bros Consumer Products $6.0Bn 6 Marvel Entertainment $5.6Bn 7 Nickelodean Consumer Products $5.5Bn 8 Sanrio $5.0Bn 9 Major League Baseball $5.0Bn 10 The Collegiate Licensing Company $4.3Bn Strengths
  • 21. Strengths • Publisher of comics • Marvel Entertainment: a)Reach b)Visibility
  • 22. Weaknesses • Monotonous themes, products and services • Only handful of characters obtained the level of ‘SUPERHEROES’
  • 23. Opportunities • Innovation • Online Marketing • Product line expansion • Capitalize on the Low Market share
  • 24. Threats • DC Comics • Torrent usage – less sales of movies and comics • Intellectual property risks
  • 25.
  • 26. CEO ACTIONS • Elimination of unprofitable business lines • Acquisition of other publishers and diversification outside of comic book core CONSEQUENCES • Streamlining of operations • However, mismanagement in non core areas RESULT • MARVEL FILED FOR BANKRUPTCY
  • 27. • Toys Inc. took over Marvel TAKEOVER after it filed for bankruptcy. •Monetizing the content library by licensing products • Managing for long term value •Quality and Consistency in publishing division 3 Fold Strategy • Toy design and marketing activities dictated by upcoming movie releases • Earnings severely affected if child dislikes character • Rivalry with DC – poaching of employees FAILURE
  • 28. DIVERSIFY PORTFOLIO STOP LICENSING MORE AGGRESSIVE MARKETING STRATEGIES STRATEGIC ALLIANCES MANUFACTURING OF PRODUCTS BY MARVEL NEW CHARACTERS
  • 29.
  • 30.
  • 31.
  • 32. CREATION OF NEW CHARACTERS Old characters lack connect Monetary Value has been milked Keep Manufacturing Greater share in sales Artists and Editors to have exclusivity contracts Characters to be licensed for movies
  • 33. LICENSING • Led to 15% increase in market share • Led to 20% jump in stock price MOTION PICTURES • Marvel has to capitalize on the motion pictures licensing and distribution • Of the business lines, motion pictures is the fastest growing line • However Marvel retains only 7% of sales Marvel Universe • Marvel Universe is greatest strength • It is a brand in itself, not a house of brands • Marvel should go ahead with new characters and slowly phase out older ones – or introduce them sporadically to create novely