Thursday, February 22, 2018

Top Management Videos 2/12


How to Interview – Strategy from Harvard Business School. http://www.youtube.com/watch?v=oakHl6Z0wE8 

Innovate Like google
Tom Davenport, Professor Technology & Management. ten minutes

General Management Focus – Lynn Paine, Professor Business Administration and Ann Moore, CEO, Time, Inc.


Managing UP – 
Lauren Mackler – Business Consultant


Grow Your Stars – Don’t Buy Them
Boris Groysberg, Professor, Harvard Business School


The Crucial Skill for Tomorrow’s Leaders
Management thought leaders share their ideas on what future leaders can't live without. Featuring: Angel Cabrera, Bill George, Daisy Wademan Dowling, Andy Zelleke, Batia Mishan Wiesenfeld, Evan Wittenberg, Dr. Ellen Langer, and Scott Snook.

CSI 1/12


Kyle Thompson 
CSI 
1/11/12

Link to my groups calendar (Section 1 Group 3) 



CSI: Final Group Podcast 1/12


CSI: Final Group Podcast – Group Podcast Overview
Description Group Project Information

 This month you will be working on a group podcast, the final version of the group podcast will not be due until the last day of class. During the month you will be creating and submitting the assignments that will build the final podcast. You will not begin work on the group podcast until the second week of class. For this assignment, you will work together in teams to collaborate and produce a multi-media presentation in the form of a podcast. There are no deliverables this week, this week will be used to familiarize yourself with what the project will entail. Your instructor will create and assign you to a group on Tuesday of week 2. For detailed instructions on the Group project you can download the instruction from this page or from the CSI web site.

Reasoning for the Assignment
Online collaboration has become common in the entertainment industry. Project team members are often located in multiple cities. This new dimension to the project group adds additional challenges for both students and professionals. This project will help you become familiar with some of the tools available to allow collaboration over great distances via the Internet and produce a finished product that you can be proud of.

Please note: the listed schedule is only for the Group Project; you will have additional individual FSO assignments due through out the month.

Schedule of tasks for the project (Please note our weeks run from Monday to Monday)

Week 1

Read the overview of the project and the assignment to become familiar with the task you will be responsible for.

Submit your introduction assignment, this is an individual assignment used by your instructor to assign you to a group. 

Week 2 

Tuesday - the instructor will assign you into groups and invite you to Wiggio based on your groups.

Tuesday thru Friday – on your assigned day attend a scheduled online Wimba session at fullsail.wimba.com  . The session will cover the basics of what the project will entail, what is being looked for, and offer a chance for you to ask your instructor any questions you may have at this point. If you cannot attend the WIMBA session you can watch the archive of the session also located at fullsail.wimba.com.

End of the week - There are a short set of question that will be based on the WIMBA session that you will need to answer on FSO

End of Week – Each group member will have accepted a Wiggio invitation sent to him or her in email. Posted contact information in Wiggio. Post times they can work on the podcast on wiggio’s calendar. Picked a group coordinator and alternate. Submitted a word document with a link to your wiggio group page.


Week 3

Tuesday-Friday - Attend a scheduled Wimba session. The session will cover the where the group should be at this point, discuss the outline of the project and how it will need to be presented, and offer a chance for you to ask your instructor any questions you may have a this point. If you cannot attend the WIMBA session you can watch the archive of the session also located at fullsail.wimba.com.

End of the week - There is a short set of questions that have to be answered in FSO based off the WIMBA session.

End of Week - Each Group member will create and submit they own podcast segment as well as the citations for the segment


Week 4

End of Week – submission of the completed Group Presentation Podcast and individual peer reviews.
Wednesday  - submit peer review of other student segments 

Please note: the listed schedule is only for the Group Podcast; you will have additional individual FSO assignments due through out the month. 

CSI Computer & Internet Discussion 1/12


Hello fellow classmates! My name is Kyle Thompson, and I am currently enrolled in the Sports Marketing and Media Bachelor Degree program at Full Sail University. My first class was in August of 2011. My three main loves in life are sports, the great outdoors, and video games. As long as I can remember these three loves have consumed all of my free time and dictated what I do at any given moment in my life. I am born and raised in the great Pacific Northwest state of Washington. With so much outdoor activities ranging from hiking, surfing, skiing, and fishing the very distinct four weather seasons provide different ways to enjoy these activities. Being within an hour or two from snowy mountains, white sand beaches, and large lakes provides a ton of exploring and exercise. After completing high school back in 2003, I looked into moving across the country and enrolling in one of Full Sail University’s video game design programs. After checking out the school and getting my financial information set up it became clear to me that I would not be able to afford the higher education at that time in my life. After years and years of hard backbreaking labor jobs, I decided that regardless of the price I was going to get that higher education and actually get a career not just a job. My research for my career path again led my back to Full Sail University but this time I feel that a career in the sports world is what I truly desire. As it would happen to be when I did my research, Full Sail was starting a brand new course with the Sports Marketing & Media class. This is exactly the degree I was looking for and gives me the chance to spring board into a variety of careers within the sports world when I complete the coursework. I hope to learn the entire ins and outs of the sports world through this class and want to know all of the aspects that make up such a huge industry. As technology grows I plan on getting up to speed with all of the newest forms of media and computer applications that I will really achieve with this Computer Science and Internet class. It is funny how after all of these years and hard work with the help of several grants and scholarships, that I am actually enrolled in my top choice for college education from my high school days. So far I have learned a lot of valuable information and I can truly say that every week provides me with something new and exciting within the coursework. 

P.S. You can reach me and follow my through my personal sites:         








World of Warcraft Analysis 12/11


World of Warcraft

After looking over the video game company World of Warcraft, the target audience is easily reached through my research.

Geographic: The primary target market for the World of Warcraft franchise is in the United States. However, the game is played online and though that medium the game is reached the most in Europe, Korea, Taiwan, China and Southeast Asia. 

Demographic: World of Warcraft targets males and females aged 21-54 that have either attended or graduated from college and possess basic computer skills. This target is very socialized and is in the middle to upper class. Average income ranging from $20,000 to $60,000 with most of the users being in college or college age.  There is a 61/39 split with males to female users. 

Psychographic: They specifically target an audience that is up to date with what is popular and current in the video game market. World of Warcraft reaches so many users because it gives away free trials to play and let’s the user purchase further content later. This is a perfect example of experiential learning.  World of Warcraft appeals to people that like video games, reality gaming, and trendy pop culture. 


Benefits Sought: World of Warcraft provides the following benefits: Social interactions with different cultures, completive atmosphere to reduce outside stress, improved hand/eye coordination and a place to unwind and enjoy the company of millions of gamers from around the world. 

Usage Rate: Rate is very high. Average World of Warcraft player plays 649 minutes a week or about 11 hours. At in given time 184,000 PC’s are connected to the game. One of the top games in the world for their largest signed up user base. 
To further their online gaming market, World of Warcraft should choose to do more product placement ads. This can be accomplished through the targeting of movie previews, prime time television show commercials, and ESPN the Magazine.

Movies that would be likely candidates would be teen movies, adult horror and thrillers, and comic-book themed character movies. 

Prime time television shows would include premium channels such as AMC, HBO, Showtime, and Cinemax. To go along with those channels ESPN, Comedy Central, MTV, VHS, and the big four of ABC, NBC, CBS, and FOX. 

Ads in ESPN the Magazine would showcase the video game to adults with a higher pocket book and higher education level. 












SWOT Analysis for Activision Blizzard Games 12/11


Student Name: Kyle Thompson  Date: 12/10/2011
     
SWOT Analysis for: Activision – Blizzard Games
Supporting Facts and Figures:

Within the 11.5 million subscribers worldwide segmentation is shown with demographic, economic, sociographic, and psychographic charts based on usage. 48% of subscribers are from Asia, 22% North America, 17% Europe, and 13% Other continents (Cavale, 2010). For the three months ending March 2010, Activision-Blizzard had revenues of $1.308 billion up from $981 million in the previous March quarter. Net income (profit) reached $381 million for the March 2010 quarter - up from $189 million in the previous March quarter (Mazel, 2010). 

Stock information of Activision-Blizzard Games and the cost-basis calculator of original share price from 10/22/1993 to the present. $999.99 invested on 10/22/93 would be valued at 11,197.54 today (Activision-Blizzard Investor Relations, 2011)  
World of Warcraft dominates the massively multiplayer online role playing (MMORPG) market with a 62% market share with Lineage I & 2 accounting for 12.9%, Runescape 7.5%, Final Fantasy XI 3.1% (Cavale, 2010).  
A total of 600,000 subscribers have been lost since the latest games release of Dec 7 2010 (Wolfshead, 2011). 
With the PS3 not lowering its systems retail price, Activision-Blizzard CEO Bobby Kotick is complaining about the costs to design new products on the system (Crossley, 2009). 
Approach to new products with a conservative design and playing it safe kind of mind set with minimal upgrades and only extended content (Watters, 2011).  
World of Warcraft is releasing its Cataclysm game to the Brazilian market 12/6/11 (Blizzard Press Release, 2011). 5TH highest number of Internet users by countries in the world (Internet World Stats, 2011). 
Could Sam Raimi be the director to finally film the upcoming World of Warcraft movie with a projected budget of $100 million dollars (Tanner, 2007). 
Will the in-game advertising hitting $77.7 million dollars in 2006 could 2011’s expected $971 million come close to 1 Billion dollars and help push games into a greater variety of opportunities (Yankee Group, 2011). 
With 22.7% of the population engaging in social network activities, will online games be able to cut into that top market with their second place of 10.2% (Nielsen Wire, 2011). 
With Blizzard’s games being released every few years, the consumer is tired of waiting for new products and same old stories. Blizzard plans on releasing two separate titles for the upcoming year, a first in their history (Cifaldi, 2011). 
Number of application available for download- The Apple Store 333,214; Android Market 206,143; Blackberry 26,771 (Wong, 2011). 
Conclusions:

Having the financial backing of such a large parent company in Activision, Blizzard has a strong future ahead of them. Already working within a niche market of MMORPG games, Blizzard has the opportunity to continue their dominance of that market and use it to an advantage in expanding their brand name. Blizzard does not need to diversify its games as they have proved doing one market extreme well works better than doing water downed products spread out over several genres. Looking ahead Blizzard needs to build upon their global market and reach the global consumer. With the release of their Brazilian-Portuguese language game, Blizzard is starting to see what the potential global market has for them.  

As trends continue to change from one means to another, Blizzard has to re-invent itself in the way it makes games. Being labeled as a “perfectionist”, Blizzard needs to find a better way of giving the consumer what is wants and not having to sacrifice the content of its game with a speedier turnaround on games release. The development process on phone application games and consoles are being released from all across the gaming genre within days and months compared to the yearly and bi-yearly production schedule at Blizzard. 

Knowing that the video game market is only going to get stronger with technology advancements, Blizzard needs to be aware of this and plan accordingly. A possible merger with a few other companies like Square-Enix (Final Fantasy), Mystic Entertainment (Warhammer) and Perfect World (Lineage) would help the global growth of Blizzard. Having online revenue exceed retail game sales is helping Blizzard cut expenses and production costs. Having fewer employees on the retail side of things has enabled Blizzard to shift those workers to their Battle.net server for less load times and delays and better online gaming product for the consumer. 

In their mission statement Blizzard’s eight core values state “gameplay first, commit to quality, play nice play fair, embrace your inner geek, every voice matters, think globally, lead responsibly, learn and grow” these values showcase their desire to be the best and listen to the consumer. 

References:

Activision-Blizzard Investor Relations. Stock Information and Cost-Basis Calculator. Online Posting. 9 Dec 2011. investor.activision.com. 10 Dec 2011. http://investor.activision.com/calculator.cfm?PostBack=1&initialAmnt=1000.00&calc_method=amnt&historic_Month=10&historic_Day=22&historic_Year=1993&Submit=Calculate&ReinvestDividends=1 

Blizzard Press Release. “World of Warcraft to Launch in Brazil December 6 2011.” Online Press Release Posting. 8 Nov 2011. us.blizzard.com. 10 Dec 2011. http://us.blizzard.com/en-us/company/press/pressreleases.html?id=3914935 

Cavale, Jude. “World of Warcraft Statistics Made Easy for You!” Online posting. 17 March 2010. Walyou. 10 Dec 2011. http://walyou.com/world-of-warcraft-statistics/ 

Cifaldi, Frank. “Blizzard Speeds Up WoW Development to Address Subscriber Churn.” Online posting. 9 May 2011. Gamasutra. 10 Dec 2011. http://www.gamasutra.com/view/news/34569/Blizzard_Speeds_Up_WoW_Development_To_Address_Subscriber_Churn.php 

Crossley, Rob. Kotick slams PS3 for ‘high’ dev costs. Online posting. 19 June 2009. Develop. 10 Dec 2011. http://www.develop-online.net/news/32222/Kotick-slams-PS3-for-high-dev-costs 

Internet Word Stats. “Top 20 Countries with the highest number of Internet users.”  Online posting. 7 Aug 2011. Internetworldstats. 10 Dec 2011. http://www.internetworldstats.com/top20.htm 

Mazel, Jacob. Activision-Blizzard Q1 2010 Overview. Online Posting. 6 May 2010. Vgchartz. 10 Dec 2011. http://www.vgchartz.com/article/79952/activision-blizzard-profits-381m-in-q1-2010/ 

Nielson Wire. “What Americans Do Online: Social Media And Games Dominate Activity.” Online posting. 2 Aug 2010. Nielsenwire. 10 Dec 2011. http://blog.nielsen.com/nielsenwire/online_mobile/what-americans-do-online-social-media-and-games-dominate-activity/ 

Tanner, Todd. “World of Warcraft- The Movie; $100M Budget, and more info.” Online posting. 7 Aug 2007. Neowin.net. 10 Dec 2011. http://www.neowin.net/news/world-of-warcraft---the-movie-100m-budget-and-more-info 

Watters, Chris. “Gut Reactions: Blizzard Breakdown.” Online posting. 16 July 2008. Gamespot. 10 Dec 2011. http://www.gamespot.com/features/gut-reactions-blizzard-breakdown-6193315/ 

Wolfshead. “Reflections on Blizzard Losing 600,000 WoW Subscribers.” Online posting. 18 May 2011. Wolfsheadonline. 10 Dec 2011. http://www.wolfsheadonline.com/reflections-on-blizzard-losing-600000-wow-subscribers/#28e71 

Wong, George. “The success of mobile gaming detailed in an inforgraphic.” Online posting. Ubergizmo. 10 Dec 2011. http://www.ubergizmo.com/2011/07/success-mobile-gaming-infographic/ 

Yankee Group. “In-Game Advertising Revenue to Reach $977 MM by 2011.” Online posting. 23 July 2007. Marketingvox. 10 Dec 2011. http://www.marketingvox.com/in-game-advertising-revenue-to-reach-971mm-by-2011-031632/ 

Blizzard Games - Research of an Entertainment Company 12/11


Introduction to Marketing
















 “Blizzard”













Kyle Thompson
Assignment #2 - Research of an Entertainment Company
Ms. Sherry
December 4, 2011
Company
For this research paper the topic of discussion is the video game publisher Blizzard Games. Blizzard started out in the early 1990’s as the brainchild of three UCLA grad students. At first the company worked on the coding of games and small projects that were ported over to the different video game systems at the time. After the modest success of Rock & Roll Racing and The Lost Vikings for the Super Nintendo Entertainment System, Blizzard struck gold with their first commercial success of Warcraft: Orcs vs. Humans. Perhaps what is most important about this landmark game for Blizzard was that it did not just attract hardcore gamers, but it generated them. 
Thanks to addition of multiplayer over modem and LAN allowed millions of friends to experience online competition. Following the success of Warcraft, Blizzard released Diablo and StarCraft in the upcoming years. Both were in the mold of Warcraft with them being another massive multiplayer online role-playing game (MMORPG). Blizzard has released sequels to their big three of video games and has reached sales over a million on each title they come out with. 
Throughout the years Blizzard has merged and been bought out by several companies but have always maintained their name and appeal. In December of 2007 an announcement was made that Activision and Vivendi Games were merging and in effect made Activision the parent company to Blizzard. Having Activision as the parent company combines to make the Activision Blizzard team one of the largest video game companies and have appeal over several different video game platforms. Activision has an index membership into the Nasdaq 100 and has over 7,600 full time employees (Yahoo! Finance 2011). 

Business
The main products and services that this company offers are video game related. The main seller is the consoles such as the Xbox 360, PS3, & Nintendo Wii but are also featured on just about every platform from phones, PDA’s, to Internet sites. The brand licensing goes beyond just the game itself though merchandising is made in just about every aspect. Physical “boxed” products in retail stores, DVD sales from the game’s soundtracks, monthly subscriptions to online gameplay, and upgraded features and bonuses to their games. Another new concept that is providing more and more income is the selling of add-on packs or level expansion packs. These packs allow the gamer to experience the same game over and over again with new content and added features extending the original gameplay days, months, and even in some cases years further. As Clayman states in his article “through prescience, a little luck, and an excellent understanding of what makes a games fun the developers at Blizzard have established a pedigree for excellence and a design sense that stays just in front of the curve” (Clayman  2010).

Target Market 
Blizzard’s target customer base ranges from the casual players to game enthusiasts, children to adults, and mass-market customers to value buyers. The typical age range is between 14 and 54, with a huge percentage in the 24-35 age range. Blizzard tries to make every game open to the entry level skilled players letting them join and progressively make the game harder depending on the players newfound playing abilities. Blizzard has three main services that it provides the audience with music, games, and online social connectivity. 
The first one of music is available for purchase from their company website. The music is the original soundtracks to their games and has in some cases a full orchestra performing the music. The games that Blizzard provides are World of Warcraft Cataclysm, Wrath of the Lich King, Burning Crusade, Reign of Chaos, Warcraft II, StarCraft I & II, and Diablo I & II. Development of Warcraft III and Diablo III is expected in the next calendar year.  The online aspect to Blizzard is really unrivaled and is the huge money maker. As Nicholas Werner states “every game they release clears one million units with ease, and quickly become known as a classic of its medium” (Werner 2011). Millions of people can purchase digital copies of games online and instantly connect to other friends nearby or around the world. Being able to just drop into any game or be recruited to play with people of the same player level gives Blizzard players the social angle to have support, assistance, and help to questions in their gameplay right away though this online system. 

Competition 
With so many companies out there today the market for making a good and unique products is hard to come by. As one of the industries leaders, Blizzard has several competitors that are trying to knock them off their top sales spot. The three main competitors are Electronic Arts (EA), THQ, and Ubisoft. In Mathew Kumar’s article he says “EA and Blizzard will only make games they expect to sell over 2 million units every year, while the others will still try clever Wii and DS games that make plenty of money at 500,000 units” (Kumar 2010). EA is probably Blizzards closest rival as it has the games that can come the closet to comparison. THQ and Ubisoft are in the second tier of competitors that are gaining ground overall but still lack that big name brand product and sales to truly compete with Blizzard and EA. 
EA games as several different games that try to appeal to every market. One of the biggest selling titles that directly competes with Blizzard’s World of Warcraft is EA’s Command & Conquer franchise. This game has a huge online multiplayer set up and uses that aspect to gain more players. Command & Conquer uses  a similar real-time strategy of playing as well as a first-person shooting aspect. The C&C series has been around since 1995 and has eleven games and eight expansion packs. The overall subscribers to the C&C series are a close second to Blizzard’s World of Warcraft. This is probably the closest game to Warcraft as it is played in the same genre and style of graphics. 
THQ is known for their WWE and UFC fighting games as well as well as the Warhammer game series. Warhammer is a science fiction real-time strategy game that is made for the PC with online gameplay the setting to the game. This title has been followed up with three expansion packs with an actual sequel being in development. This game has a cult following and has yet to appeal to the mass market as Blizzard has done with it’s games. 
Ubisoft is a French video game publisher that has Assassin’s Creed, Prince of Persia, Tom Clancy’s H.A.W.X, and Shaun White Skateboarding to its credit. Ubisoft’s EverQuest franchise is a direct clone to the World of Warcraft series. This game series is a MMORPG game and uses varies expansion packs and ads to lure away fans from Warcraft to try something new. Up to the moment EverQuest’s efforts have not made a dent in World of Warcraft sales but have provided Ubisoft with a solid contender. 
Altogether EA, THQ, and Ubisoft are successful businesses overall, when comparing the online gaming market and the accompanied users those three companies are well behind Blizzard’s sales in the MMORPG niche market. 

Summary 
In summary the company’s structure and current position in the video game market has never been stronger. Blizzard has plans to maintain and build upon their leadership position in the MMORPG genre by regularly providing new content, game features, and online services to further solidify the loyalty of their subscribers. Expanding their consumer base in all regions and continuing development on broadband connectivity facilitates online games and community experiences while creating access to new potential customers. Blizzard’s online gaming site Battle.net has several million active users and is growing to unprecedented levels. The future looks very bright for this one time company ran by three individuals that now has over four thousand and six hundred employees worldwide. 
References:

Clayman, David. “The History of Blizzard, We track the ascent of one of today’s biggest and most important developers.” Online posting. 21 Oct. 2010. PC feature at IGN. 3 Dec. 2011 http://pc.ign.com/articles/111/1111475p1.html 

Kumar, Mathew. “The Impact of Activision Blizzard.” Online posting. 9 June 2008. Gamasutra The Art & Business of Making Games. 2 Dec. 2011 http://www.gamasutra.com/view/feature/3690/the_impact_of_activision_blizzard.php. 

Werner, Nicholas. “All Your History: Blizzard Part 3.” Online posting. 26 April 2011. Inside Gaming Daily. 3 Dec. 2011 http://www.insidegamingdaily.com/2011/04/26/all-your-history-blizzard-part-3/ 

Yahoo! Finance. Activision Blizzard, Inc. Online posting. 2 Dec. 2011. Company Profile and Key Statistics.  2 Dec. 2011 http://finance.yahoo.com/q/pr?s=ATVI+Profile