英国论文代写:暴雪娱乐营销

英国论文代写:暴雪娱乐营销

暴雪娱乐的营销使命是致力于创造现存的最史诗般的娱乐体验。这其中的优势在于为游戏所创造的炒作,这些游戏仍在开发过程中,并与不同行业的热门公司建立关系(Levine, 2007)。这些营销策略的不足之处在于,该公司现在获得的形象是,它只针对战争爱好者,而且只针对那些喜欢暴力的人。根据更为复杂和详细的插图由Tomaselli et al。(2008),它可以得出的结论是,视频游戏行业主要由球员分为3分类包括软件出版、研究和开发(真正的游戏),研究、开发和硬件生产(游戏机的游戏,比如那些用于Xbox)和转售的零售(McConnigal,2011)。暴雪在最初的产品类别中,专注于研究和开发,同时也专注于室内出版领域的游戏。当看这家公司时,很明显,该组织有足够的资源来维持和发展其在市场上的现有地位。

英国论文代写:暴雪娱乐营销

成功的高质量游戏开发和复杂的故事线和3D图形,例如魔兽世界需要通过2个基本资源(Mehta et al., 2010)。这些资源进一步增加了公司推广营销的视角,包括人才和资金。另一方面,人才在公司的营销过程中也扮演着重要的角色。Mehta et al.(2010)在文章中指出,暴雪已经在视频游戏市场建立了基本能力,通过对web环境中不同玩家的管理掌握了技术的复杂性(Sheth et al., 2015)。此外,Vivendi还可以模拟Activision和暴雪以及该产品组合中的相关组织(如Music Universal)之间的协同效应。尽管对公司将创造高质量游戏的最优秀人才集合在一起的能力进行比较是有问题的,但似乎该公司仍有可能在这方面处于合适的位置。暴雪的资源将需要有效地利用,因为市场内部的竞争已经增加,欧洲和美国市场的增长。年代已经慢了下来。

英国论文代写:暴雪娱乐营销

The marketing mission of Blizzard entertainment lies in dedicating itself to create the most epic experience of entertainment which exists. The strength in this lies in hype created for games which are still under the process of development and formulating relationships with popular companies in distinct industries (Levine, 2007). The weakness of these marketing strategies is the fact that the company has now gained the image that it is only for war lovers and only for those who love violence. Depending upon the much complicated and detailed illustration given by Tomaselli et al. (2008), it can be concluded that the industry of video game consists mainly of players who are divided into 3 classifications inclusive of software publishing, research and development (of the real games), researching, development and hardware production (consoles of games such as those used for Xbox) and reselling of retailing (McConnigal, 2011). Blizzard comes in the initial category wherein the company indulges in researching and development along with games in house publishing. When looking at the company, it becomes evident that the organization has sufficient resources for sustaining and developing its present position in the market.

英国论文代写:暴雪娱乐营销
Successful high quality games development with complicated story lines and 3D graphics such as the Warcraft World required being fuelled through 2 essential resources (Mehta et al., 2010). These resources furthermore added to the promotional marketing perspective of the company inclusive of talent and capital. Talent, on the other hand, has also played an essential role within the process of marketing for the company. As it has been indicated in the article by Mehta et al. (2010), essential competence has been built up by Blizzard in the market of Video games, and the technical complexities were mastered through management of various players in the web environment (Sheth et al., 2015). Vivendi, moreover, could result in simulating synergies presented between Activision and Blizzard and related organizations within this portfolio such as the Music Universal. While it is problematic to present the comparison of the company’s ability to bring together the best talent of creating games of high quality, it still seems that there is likeliness that the company is properly positioned for doing this. The resources of Blizzard will require being used in an effective manner, as competition within the market has increased and growth of market within Europe and U.S has slowed down.

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