Sökning: "Blizzard Entertainment"

Visar resultat 1 - 5 av 6 uppsatser innehållade orden Blizzard Entertainment.

  1. 1. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment

    Magister-uppsats, Lunds universitet/Företagsekonomiska institutionen

    Författare :Dimitra Papangeli; Ella Martell; Michaela Sorle; [2023]
    Nyckelord :Strategic Brand Management; Kapferer’s Brand Identity Prism; Brand; Gaming Industry; Blizzard Entertainment; Online Community; Online Brands; Online Game Brands.; Business and Economics;

    Sammanfattning : 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. LÄS MER

  2. 2. Identifying, Analysing and Comparing Organisational Cultures in the Game Development Industry : A comparative case study on the two Blizzards from 1997-2005.

    Kandidat-uppsats, Uppsala universitet/Institutionen för speldesign

    Författare :Klito Lamaj; Ruilai Xue; [2023]
    Nyckelord :Blizzard Entertainment; Competing Values Framework; Diablo II; Organisational culture; Starcraft;

    Sammanfattning : 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. LÄS MER

  3. 3. Representationer av kvinnor i tv-spel : En semiotisk bildanalys om hur genus konstrueras i spelet Overwatch

    Kandidat-uppsats, Stockholms universitet/JMK

    Författare :Johan Skönergård; [2017]
    Nyckelord :Tv-spel; genus; representationer; kroppstyper; Overwatch; maskulinitet; femininitet;

    Sammanfattning : Tv-spel har sedan dess begynnelse kontinuerligt växt storartat och är numera en stor ekonomisk nöjesindustri med flera miljoner användare varje dag. Tv- och film har under flera år granskats och undersökts gällande exempelvis vilka meddelanden dessa sänder ut och reproducerar till dess konsumenter genom bland annat könsroller, våld, etnicitet och klass. LÄS MER

  4. 4. 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

    Kandidat-uppsats, Göteborgs universitet/Institutionen för språk och litteraturer

    Författare :Jacob Nolskog; [2012-02-20]
    Nyckelord :World of Warcraft; Computer-Mediated Communication; realms; computer game;

    Sammanfattning : 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. LÄS MER

  5. 5. eSport: Den professionella sidan och vägen dit

    Kandidat-uppsats, Institutionen för informatik

    Författare :Daniel Lahti; Per Nyström; [2012]
    Nyckelord :eSport; eSport;

    Sammanfattning : Computer games is a growing market with over millions of players that are playing and/or enjoying the play of games on a daily basis. The nerdy gamers that once were, are now becoming professional athletes in the virtual world called eSport. We have identified a lack of studies in this area which implies that there is little data of what it is. LÄS MER