Essays about: "Blizzard Entertainment"
Found 3 essays containing the words Blizzard Entertainment.
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1. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment
University essay from Lunds universitet/Företagsekonomiska institutionenAbstract : Purpose: This study intends to explore how video games companies work with strategic brand management. Methodology: A qualitative literature review and case study of Blizzard Entertainment using Kapferer’s Brand Identity Prism. The data was collected from Blizzard as well as other secondary sources. READ MORE
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2. Identifying, Analysing and Comparing Organisational Cultures in the Game Development Industry : A comparative case study on the two Blizzards from 1997-2005.
University essay from Uppsala universitet/Institutionen för speldesignAbstract : Organisational culture is a long debated research field, one that is greatly influential in modern day workspace, possibly deeply affecting organisational performance. This thesis is a case study on Blizzard entertainment from 1997 to 2005, where Blizzard North and Blizzard South, two organisations, existed and worked on some of the company’s most influential games. READ MORE
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3. World of Warcraft-English - An Investigation of the Language of the English-speaking European Realms and its Differences to other kinds of Computer-Mediated Communication
University essay from Göteborgs universitet/Institutionen för språk och litteraturerAbstract : Over the last decade or so, there have appeared several computer games where one plays over the internet as a digital character with and against a large number of other players, interacting in more or less fantastic environments and cooperating to achieve goals in the game. The most successful by far of these MMORPGs (short for Massive Multiplayer Online Role-Playing Game), in terms of how many people are playing it, is World of Warcraft (WoW), released by Blizzard Entertainment in 2004 (MMOGchart. READ MORE