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dc.contributor.advisorMichael A. Cusumano.en_US
dc.contributor.authorLee, Rurien_US
dc.contributor.otherSloan School of Management.en_US
dc.date.accessioned2013-09-24T19:42:04Z
dc.date.available2013-09-24T19:42:04Z
dc.date.copyright2013en_US
dc.date.issued2013en_US
dc.identifier.urihttp://hdl.handle.net/1721.1/81088
dc.descriptionThesis (S.M. in Management Studies)--Massachusetts Institute of Technology, Sloan School of Management, 2013.en_US
dc.descriptionCataloged from PDF version of thesis.en_US
dc.descriptionIncludes bibliographical references.en_US
dc.description.abstractIn recent years the video game industry has been of great importance in the business world beyond the role of a cultural medium. With its huge size and potential for more growth, the industry has attracted many newcomers. The target customers are expanding to females and elders who have not been known to be game players. Moreover, the introduction of new platforms, personal computers and mobile devices, broadens the application of the video games. Because of its diversified mechanisms and platforms, the business models of the gaming industry have evolved. In this thesis, the traditional and newly invented business models are introduced with an analysis of pros and cons through real cases of gaming companies. The analysis of Activision-Blizzard and Electronic Arts shows the current business strategies of two giants in the industry, "diversification" and "casual games". Moreover, the huge difference of financial performances of two companies indicates the risk of an overbroad portfolio and investment in an unfamiliar genre.en_US
dc.description.statementofresponsibilityby Ruri Lee.en_US
dc.format.extent[64] p.en_US
dc.language.isoengen_US
dc.publisherMassachusetts Institute of Technologyen_US
dc.rightsM.I.T. theses are protected by copyright. They may be viewed from this source for any purpose, but reproduction or distribution in any format is prohibited without written permission. See provided URL for inquiries about permission.en_US
dc.rights.urihttp://dspace.mit.edu/handle/1721.1/7582en_US
dc.subjectSloan School of Management.en_US
dc.titleBusiness models and strategies in the video game industry : an analysis of Activision-Blizzard and Electronic Artsen_US
dc.title.alternativeAnalysis of Activision-Blizzard and Electronic Artsen_US
dc.typeThesisen_US
dc.description.degreeS.M.in Management Studiesen_US
dc.contributor.departmentSloan School of Management
dc.identifier.oclc858011078en_US


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