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Blizzard Entertainment Inc Case Study

Blizzard Entertainment Inc Case Study

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Published by Jokeras13
Research & Development
Research & Development

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Published by: Jokeras13 on Feb 26, 2010
Copyright:Attribution Non-commercial


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Vasileios Mantzoukas1/30/2010
Blizzard Entertainment Inc
Company Overview1.1.History of the company1.2.Markets –Products –Competitors1.3.Technologies Capabilities2.Innovative andDesign activities2.1.R&D2.2.InnovationStrategy
Key Challenges andOpportunities4.References
1. Company Overview1.1 History of the company
Blizzard entertainment is an American video game developer and publisher which wasestablished in February 1991 by Michael Morhaime, Allen Adham and Frank Pearce (Allthree of them are graduates of UCLA).The original name of the company was Silicon Synapse and was served as a third-party developer, creating entertainment software forvarious platforms, including MS-DOS, Macintosh, Sega Genesis, and Super NES.It was in 1993 when the company developed its first games like Rock N' Roll Racing andThe Lost Vikings.In 1994 it changed its name to Chaos studios and was renamed again to BlizzardEntertainment Inc. The same year Blizzard was acquired by Davidson & Associates in avery low price of 10 million dollars.In 1996 Blizzard acquired Condor Games a company working for them on Diablo, a gamewhich became a great hit. Condor Games was renamed to Blizzard North and was locatedin San Mateo, California. The same year CUC International acquired Davidson & Associatesalong with Sierra-on-line and then merged with a hotel, real estate and car-rentalfranchiser called HFS Corporation to form Cendant.In January 1997 Blizzard launched their online gaming service Battle.net. It becameextremely popular among gamers and a major selling point for Diablo and subsequentBlizzard games. External interfaces used by other online services did not incorporate intothe games which made use of them. Battle.net’s success came from the fact that it wasthe first online service that had this feature along with ease of account creation and theabsence of member fees. Since the successful launch of Battle.net, many companies havepublished online game services mimicking Blizzard's service package and the userinterface. Nowadays its active users count is over 13 million and continues to rise.In 1998 the consumer software operations of Cendant were sold to French PublisherHavas. The same year Vivendi SA successfully acquired Havas and Blizzard became a partof the Vivendi games group in which, till now, continues to operate autonomously.In 2004 Blizzard opened European offices (Blizzard Europe) in Yvelines, France which wereresponsible for the upcoming release of its first MMO-RPG game called World of Warcraft inEurope. In addition, recently, a new organisation was created by Blizzard in Korea(Blizzard Korea) for the exact same reason.Swingin' Ape Studios, a company responsible for the creation of StarCraft: Ghost (consolegame), was acquired by Blizzard in 2005.Nowadays Blizzard headquarters are located in Irvine, California along with Blizzard North.Year after year it continued producing new games keeping quality and its customerexceptionally satisfied. All the games they have developed till now are big-sellers and in2008, Blizzard was honoured at the 59th Annual Technology & Engineering Emmy Awardsfor the creation of World of Warcraft where Mike Morhaime, the president and co-founder

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