The Nanyang MBAPage 3 of 14
Blizzard, 62%NCSoft, 14%Jagex, 8%Square-Enix, 3%Ankama, 3%Sony, 2%Others,8%
Figure 2: MMOG Market ShareSource : Business Insights Ltd
KEY PLAYERS IN THE GAMES INDUSTRY
1. Activision, Inc. & Blizzard Entertainment Activision, Inc.’s Positioning & Key Strategic Moves -
The year 2006 marks thebeginning of transition in consoles and shift in consumer demand away from thecurrent generation software to new consoles. Activision had established an earlypresence in next-generation platforms since 2004 by forging several key alliances andexpanded into new geographies. In one such move, Activision and NielsenEntertainment entered into a strategic alliance to jointly create a reliable measurementof the effectiveness of
in-game advertising
(Activision, Inc. Annual Reports 2004-07).
Activision’s key strategy was simply to create, license and acquire a group of highly recognizable brands, and market them to a variety of consumer demographics.
Activision actively pursued game title development that is compatibleto all new console platforms (e.g. Sony PlayStation 2 and 3, Nintendo GameCube,Microsoft Xbox, Nintendo Game Boy Advance, PlayStation Portable, Nintendo DualScreen and Nintendo Wii). Given their large and growing installed base, they had aclear strategy in place to build significant presence at the launch of each new platformwhile being careful not to move away too quickly from the current generation platforms.
Blizzard Entertainment’s Positioning & Key Strategic Moves -
BlizzardEntertainment was founded in February 1991 by three UCLA graduates. After a seriesof product launches, the company created Warcraft in 1994 and the breakthroughMMOG version World of Warcraft (WoW) in 2004. WoW boasts monthly subscribers of11 million around the globe today. Blizzard has a culture that champions bothproductive and experimental creativity which inspires devoted players. Jeff Green,editor-in-chief of the online gaming magazine 1Up.com says,
“[Blizzard people] are essentially design geniuses, making games easy enough for casual players and deep enough to attract and hook hard-core players. Simple to learn, difficult to master is the holy grail of game design, and Blizzard does this every single time.”
Blizzard Entertainment dominated theonline gaming segment with 62% market
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