Marketing Analysis of Blizzard Entertainment Assignment

Marketing Analysis of Blizzard Entertainment Assignment Words: 517

Blizzard’s track record of back-to-back number one selling games spans more than a decade, and with blockbuster hits such as World of Warcraft@, Warrant’ Ill: Reign of Chaos, Dibble’ II, and Statecraft’, the company has earned several consecutive Game of the Year awards. In addition, Blizzard’s online-game service, Battle. net@, Is one of the largest in the world, with millions of active users. The high-quality products based on Blizzard’s games have also proven popular and garnered much critical acclaim.

These products include action figures, novels, magna, board games, pen-and-paper role-playing games, apparel, and the World of Warrant Trading Card Game, which Is a bestseller In Its category. Extending the reach of Its game universes even further, Blizzard is currently at work with Legendary Pictures, he studio behind the feature films Batman Begins, Superman Returns, and 300, on a live-action Warrant movie.

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The reason that the Blizzard became so successful on making games Is that the company Interacts with the customers. Firstly, all the staff of Blizzard are the game lovers, they know what is hot, and what the customers want to play and see. This will help the company knows the target market better, also give a direction for gaming development. For example, in the early ass, when the real-time strategy games came out, Blizzard launched their Warrant l, and quickly became popular.

After the success of Warrant I, the company launched Dibble I during the 1998 to 2000, this created the new generation of the third person role-play games, which has copied by other compares In the last ten years. Secondly, after the Blizzard’s big success of the Dibble and Warrant, the company still wanted innovating its products and services through analyzing gamers’ information, the survey questions were posted on Its homepage and other big software media, such as computer gaming world, PC gamer and computer life.

They were hearing from the Dibble and Warrant fans for their thoughts of developing new Ames, and what they want the next games to be. Then the glory days of Blizzard has the Statecraft had launched in late 1998, and became the best real-time came— strategy game in the 19th century, because the game was perfectly balanced for the 3 species battle in the galaxy. Blizzard could not achieve this without analyzing what the customers want and the data which collected from the gamers. Servers for the players, such as World of Warrant and Statecraft.

The objective of relationship is more like the cross-selling, once the games are launched by the many; they are going to the market through the dealers such as: Best Buy, Future Shop and also through online shopping, directly from the Blizzard company homepage. Furthermore, Blizzard develops and publishes its own games, then provides them into the market, so they save a lot of avoid selling its games through a publisher like EAI Games. Finally, the Blizzard has achieved its success by connecting with the customers; both analyze the data from customers and hire professional gamers giving ideas for the future development.

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Marketing Analysis of Blizzard Entertainment Assignment. (2019, Dec 04). Retrieved June 19, 2024, from