Sökning: "blizzard"
Visar resultat 1 - 5 av 17 uppsatser innehållade ordet blizzard.
1. Game publishers and their constant need for damage control : A Content Analysis of Activision Blizzard's communication during their public-relations crises
Kandidat-uppsats, Linnéuniversitetet/Institutionen för medier och journalistik (MJ)Sammanfattning : Big organisations and companies in game development and distribution have in recent years become involved in public-relations crises. In the past you could see that dissatisfied consumers have an impact on the image for organisations. LÄS MER
2. What is strategic brand management in the gaming industry? A case study of Blizzard Entertainment
Magister-uppsats, Lunds universitet/Företagsekonomiska institutionenSammanfattning : 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
3. 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 speldesignSammanfattning : 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
4. The Effect of Accounting Standards on Business Acquisitions : An analysis of the Swedish acquisition market
Uppsats för yrkesexamina på avancerad nivå, Umeå universitet/FöretagsekonomiSammanfattning : The topic of business acquisitions has been much debated in 2022, largely due to Microsoft’s record-breaking acquisition of Activision Blizzard. Historically, business acquisitions and their corresponding goodwill values have been a thoroughly examined and debated subject between scholars and regulators due to the complexity and ambiguity of goodwill. LÄS MER
5. Considerations for gender inclusion and representation in digital games : Lessons learned from failed and best practices
Magister-uppsats, Linnéuniversitetet/Institutionen för kulturvetenskaper (KV)Sammanfattning : Representation of gender, culture and at-risk populations has long been a thorny issue across all narrative and creative media: research shows that it affects viewers, altering the way they perceive these concepts, their characteristics and traits, and their roles in different scenarios, but it can also be a powerful instrument to illustrate dynamics and connotations in certain cultures and sub-cultures. The movie industry utilizes the Bechdel test to measure representation, i. LÄS MER