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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Main Author: Berg, Hovard Alexander
Format: Others
Language:English
Published: Norges teknisk-naturvitenskapelige universitet, Institutt for telematikk 2010
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172
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spelling 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
collection NDLTD
language English
format Others
sources NDLTD
topic ntnudaim
SIE7 kommunikasjonsteknologi
Telematikk
spellingShingle ntnudaim
SIE7 kommunikasjonsteknologi
Telematikk
Berg, Hovard Alexander
The Computer Game Industry
description 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
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