The Computer Game Industry
This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action...
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Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk
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ndltd-UPSALLA1-oai-DiVA.org-ntnu-101722013-01-08T13:26:50ZThe Computer Game IndustryengBerg, Hovard AlexanderNorges teknisk-naturvitenskapelige universitet, Institutt for telematikkInstitutt for telematikk2010ntnudaimSIE7 kommunikasjonsteknologiTelematikkThis thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail. Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172Local ntnudaim:5604application/pdfinfo:eu-repo/semantics/openAccess |
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ntnudaim SIE7 kommunikasjonsteknologi Telematikk |
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ntnudaim SIE7 kommunikasjonsteknologi Telematikk Berg, Hovard Alexander The Computer Game Industry |
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This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail. |
author |
Berg, Hovard Alexander |
author_facet |
Berg, Hovard Alexander |
author_sort |
Berg, Hovard Alexander |
title |
The Computer Game Industry |
title_short |
The Computer Game Industry |
title_full |
The Computer Game Industry |
title_fullStr |
The Computer Game Industry |
title_full_unstemmed |
The Computer Game Industry |
title_sort |
computer game industry |
publisher |
Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk |
publishDate |
2010 |
url |
http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172 |
work_keys_str_mv |
AT berghovardalexander thecomputergameindustry AT berghovardalexander computergameindustry |
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1716520336583819264 |