Marketing Analysis of Blizzard Entertainment Essay

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Blizzard Entertainment® is a prime developer and publishing house of amusement package. After set uping the Blizzard label in 1994. the company rapidly became one of the most popular and well-respected shapers of computing machine games. By concentrating on making well-designed. extremely gratifying amusement experiences. Blizzard has maintained an alone repute for quality since its origin.

Blizzard’s path record of consecutive figure one merchandising games spans more than a decennary. and with blockbuster hits such as World of Warcraft® . Warcraft® III: Reign of Chaos™ . Diablo® II. and StarCraft® . the company has earned several back-to-back Game of the Year awards. In add-on. Blizzard’s online-game service. Battle. net® . is one of the largest in the universe. with 1000000s of active users.

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The high-quality merchandises based on Blizzard’s games have besides proven popular and garnered much critical acclamation. These merchandises include action figures. novels. manga. board games. pen-and-paper role-playing games. dress. and the World of Warcraft Trading Card Game. which is a best seller in its class. Widening the range of its game existences even further. Blizzard is presently at work with Legendary Pictures. the studio behind the characteristic movies Batman Begins. Superman Returns. and 300. on a live-action Warcraft film.

The ground that the Blizzard became so successful on doing games is that the company interacts with the clients.

First. all the staff of Blizzard are the game lovers. they know what is hot. and what the clients want to play and see. This will assist the company knows the mark market better. besides give a way for bet oning development. For illustration. in the early 90s. when the real-time scheme games came out. Blizzard launched their Warcraft I. and rapidly became popular. After the success of Warcraft I. the company launched Diablo I during the 1998 to 2000. this created the new coevals of the 3rd individual role-play games. which has copied by other companies in the last 10 old ages.

Second. after the Blizzard’s large success of the Diablo and Warcraft. the company still wanted introducing its merchandises and services through analysing gamers’ information. the study inquiries were posted on its home page and other large package media. such as computing machine bet oning universe. Personal computer gamer and computing machine life. They were hearing from the Diablo and Warcraft fans for their ideas of developing new games. and what they want the following games to be. Then the glorification yearss of Blizzard has came—— the Starcraft had launched in late 1998. and became the best real-time scheme game in the nineteenth century. because the game was absolutely balanced for the 3 species conflict in the galaxy. Blizzard could non accomplish this without analysing what the clients want and the information which collected from the gamers.

Third. Blizzard is a computing machine games shaper and besides supplying online bet oning waiters for the participants. such as World of Warcraft and Starcraft. The aim of relationship is more like the cross-selling. once the games are launched by the company ; they are traveling to the market through the traders such as: Best Buy. Future Shop and besides through online shopping. straight from the Blizzard company home page. Furthermore. Blizzard develops and publishes its ain games. so provides them into the market. so they save a batch of avoid selling its games through a publishing house like EA Games.

Finally. the Blizzard has achieved its success by linking with the clients ; both analyze the information from clients and engage professional gamers giving thoughts for the hereafter development. It became more and more of import for the company’s selling in the presents.

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