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not be much chance for Radica to compete pro…tably and probably it would try to go into some<br />
very speci…c niche of the market; this is similar, in the context of Gans and Stern analysis, as when<br />
M …rst developed the innovation and the game ended. However, the interesting underpinnings of<br />
the Gans and Stern model is when E developed the innovation …rst and threatened M to enter the<br />
market and directly compete with it; in the Mattel-Radica situation, Radica is actually one of the<br />
important …rms serving this growing segment of the toy industry and, as is it was shown above,<br />
Mattel’s growth rate had been deteriorating when compared with its rivals. This could serve as<br />
evidence that Radica, as it was E in Gans and Stern model, is a real threat for Mattel.<br />
As in the formal model, Radica has two options: 1) to directly compete with Mattel for this<br />
growing segment of the market, or 2) to negotiate with Mattel. This negotiation could be geared<br />
to sell a license for Mattel to use Radica’s products or to sell the whole …rm to Mattel. On the<br />
other hand, Mattel also has two options: 1) intensify its investments on R&D and try to eventually<br />
gain market share and also become a leader in the electronic game segment, or 2) negotiate with<br />
Radica a license agreement or to acquire Radica altogether. Table 5 shows the intensity in R&D,<br />
which is the total R&D expenditures divided by net sales for the years 2004 and 2005 (before the<br />
acquisition).<br />
Insert Table 5 around here<br />
Interestingly both …rms had approximately the same intensity in R&D before the acquisition.<br />
Actually, Mattel had increased its R&D intensity from 3.36 to 3.51 from 2004 to 2005; on the other<br />
hand, Radica went from having a R&D intensity of 3.37 in 2004 to having a R&D intensity of 3.02<br />
in 2005. Although many factors not considered here could be related to this relative movement<br />
of R&D intensity of these two …rms (e.g. not all Mattel’s R&D expenditures go to developing<br />
electronic games), it is clear that both …rms are active players in terms of R&D. For example,<br />
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