blog




  • Essay / Blizzard Entertainment Case Study - 2354

    Blizzard Entertainment Digital Business ApplicationIntroductionThis article explores the business application of Blizzard Entertainment, a leading company in the video game industry. The primary focus is on the company's strategic advantages over its competitors and how it leverages them to secure a stable position in the interactive entertainment industry. The benefits include a unique set of values ​​that are at the heart of the company's philosophy and approach to gaming. A unique business strategy that allows them to see the industry through the eyes of the customer is presented. The report also mentions a subscription-based business model that was applied in one of the games published by Blizzard. The benefits and possible threats of the said model are assessed and evaluated. The company's organizational strategies are described. Presentation and history of the company Blizzard Entertainment is an American game developer and publisher. The company was established in 1991 as Silicone & Synapse, by three friends Allen Adham, Michael Morhaime and Frank Pearce, who shared a love of gaming. The company's early output included creating entertainment software for various platforms such as MS-DOS, Macintosh, Sega Genesis and Super NES. Since its inception in 1991, Blizzard (known as Silicone & Synapse) has released a few titles that earned them initial recognition. on the market (e.g. The Lost Vikings, Rock'n Roll Racing), but the real breakthrough came with the first edition of the game called Warcraft, which was a Real Strategy Time game, which set new standards for later developments in this area. gender. The considerable achievements of Warcraft paved the way for the next successful releases, such as Warcraft II, Warcraft III, Diablo, Diablo II StarCraft, S...... middle of paper ......]Moltenbrey, Karen, " Gaming for the Masses”, Computer Graphics World, March 2002, p. 12.Roberts M. 2005, A Study of Massively Multiplayer Online Business Model Within the Interactive Entertainment Industry, San Francisco State University Svensson, Christian “MMOG Player Trends Detail” Next -Gen.biz, October 13, 2005 http://www.next- gen.biz/index.php?option=com_content&task=view&id=1325Erik Kain, While World of Warcraft is bleeding subscribers, the free game is already on the way to win the future http://www.forbes.com/sites/erikkain/2013/05/09/as-world-of-warcraft-bleeds-subscribers-free-to-play-is-already-winner-the -future/Sukishan(2009).BlizzardEntertainmentCompany[Online]Available:http://discuss.itacumens.com/index.php/topic,78425.0/prev_next,prev.htm#new.Munk, Dale H. “The game by subscription will be important » GIGnews.com, May 2003http://www.gignews.com/biz/subscriptions.htm