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블리자드 기업 분석(영문)

"블리자드 기업 분석(영문)"에 대한 내용입니다.
13 페이지
워드
최초등록일 2020.10.28 최종저작일 2019.12
13P 미리보기
블리자드 기업 분석(영문)
  • 미리보기

    소개

    "블리자드 기업 분석(영문)"에 대한 내용입니다.

    목차

    Section 1. Define the competitive advantage of the company and do a value chain analysis to understand where the company generates its value. Then do the strengths and weaknesses of the internal company.
    Section 2. Do the Porter’s five forces of the market they operate in and then proceed to do an analysis of their main competitor. Elaborate a table where you can compare the capabilities of the companies.
    Section 3. Do an analysis of their business level strategies, here you need to be careful of choosing only 1 business unit and a specific market. Also explain their international strategy, what markets they choose and why they pursued this strategy.
    Section 4. Look at their mergers and acquisitions, what kind of advantages have they brought to them. Look at their strategic alliances and what did they achieve through those.
    Section 5. Research about their leadership, who are or were their main leaders and the value they brought to the company.

    본문내용

    For a long time, video games have been a niche product, mostly played by teenagers and making up for only a small amount in the overall revenue of the media landscape. The medium has come a long way since then, even surpassing the movie industry in revenue in 2015. (Reitmeier, P. , 2016) As this industry keeps growing and as the E-Sports are considered very seriously, video game industry is getting attention more and more. This paper will discuss the case of Blizzard entertainment, the well-known video game developer and publisher, subsidiary of Activision Blizzard.

    The success of the Blizzard Entertainment is due to the success of their game series. Warcraft(1994) Diablo(1996), StarCraft(1998) and Overwatch(2016) are the game series that they have developed and are still successful in the market. They kept on developing and launching the series such as StarCraft 2, Diablo 2,3,4, Warcraft 2,3, World of Warcraft, Overwatch and etc.

    참고자료

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    · Guinness World Record, 2019, As retrieved from
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    · BBC NEWS, June 4th 2015, Pong and Doom enter first video game hall of Fame, As retrieved from (https://www.bbc.com/news/technology-33005297) on 8th of January 2020
    · BBC NEWS, 2004, Us illegal download on the rise, As retrieved from
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    · Brandt, T., & Bresser, R. K. (2012). Gaining insight into membership strategy Competitive advantage by shaping institutions (No. 20127). Diskussionsbeiträge.
    · Brett Milina 2010, ‘World of Warcraft’ hits 12 million subscribers, as retrieved from
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    · Macrotrends, 2020, Activision blizzard – 27 year stock price History, As retrieved from
    · (https://www.macrotrends.net/stocks/charts/ATVI/activision-blizzard/stock-price-history) on 8th of January 2020
    · Activision Blizzard Financial Statements 2005-2018, As retrieved from
    · (https://www.macrotrends.net/stocks/charts/ATVI/activision-blizzard/financial-statements) on 9th of January 2020
    · Statista, 2020, Number of games released on stream worldwide from 2004~2018, As retrieved from (https://www.statista.com/statistics/552623/number-games-released-steam/) on 9th of January 2020
    · Game designing, 2019, The 50 Top Video Game Design Companies, As retrieved from (https://www.gamedesigning.org/game-development-studios/) on 11th of January 2020
    · Ewan Murphy, 2018, Activision Blizzard Porter five forces analysis, As retrieved from (https://www.essay48.com/term-paper/13139-Activision-Blizzard-Porter-Five-Forces) on 11th of January 2020
    · Brett & Kate Mckay, 2017, So you want my job : Video Game Producer, As retrieved from (https://www.artofmanliness.com/articles/so-you-want-my-job-video-game-producer/) on 11th of January 2020
    · Ed Frauenheim, 2004, No fun for game developers?, As retrieved from (https://www.cnet.com/news/no-fun-for-game-developers/) on 11th of January 2020
    · Global Stats, 2019, Best-selling PC Games Ranking History (1985-2019) , As retrieved from (https://youtu.be/gqsA9zatcpo) on 11th of January 2020
    · Forbes, Ilker Koksal 2019, Video gaming industry & Its Revenue shift, As retrieved from (https://www.forbes.com/sites/ilkerkoksal/2019/11/08/video-gaming-industry--its-revenue-shift/#2e270cd6663e) on 11th of January 2020
    · Jacob Morgan interview with CPO of EA, 2018 ,Putting the humanity back into human resources, As retrieved from (https://thefutureorganization.com/ea-chief-people-officer-hr/)
    · on 11th of January 2020
    · Activision Blizzard annual report, 2018, As retrieved from
    · (https://investor.activision.com/annual-reports) on 11th of January 2020
    · Lee, R. (2013). Business models and strategies in the video game industry an analysis of Activision-Blizzard and Electronic Arts (Doctoral dissertation, Massachusetts Institute of Technology).
    · Mergr, 2019, Activision Blizzard Mergers and Acquisitions Summary, As retrieved from (https://mergr.com/activision-blizzard-acquisitions#cma-tab) on 11th of January 2020
    · Stenmark, R. V. L. (2012). Mergers and acquisitions the case of Microsoft Corporation and Activision Blizzard Inc (Doctoral dissertation).
    · Activision Blizzard ,2012, Activision Blizzard and Tencent announce log term strategic relationship to bring call of duty online to China, As retrieved from (https://investor.activision.com/news-releases/news-release-details/activision-blizzard-and-tencent-announce-long-term-strategic) on 11th of January 2020
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