Academic literature on the topic 'Blizzard Entertainment'

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Journal articles on the topic "Blizzard Entertainment"

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Gengler, Barbara. "Blizzard entertainment sued." Network Security 1998, no. 6 (1998): 6–7. http://dx.doi.org/10.1016/s1353-4858(98)90008-3.

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Wang, Yichen. "Research on the Impact of Corporate Mergers on the Market." Frontiers in Business, Economics and Management 17, no. 3 (2024): 178–80. https://doi.org/10.54097/hp3g7p31.

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This paper explores Microsoft’s $68.7 billion acquisition of Blizzard Entertainment, a landmark deal in the gaming industry. It analyzes the impact on Microsoft’s market position, business strategy, and financial performance. The paper starts with a review of merger and acquisition theories, then compares Microsoft’s and Blizzard’s pre-acquisition market positions and strategies. It assesses the effects of the acquisition on Microsoft’s market performance, strategic adjustments, and financial outcomes. Finally, it provides insights and recommendations based on current industry trends for Micro
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Liu, Jingyi. "Operation and Development by Blizzard Entertainment: The Fall of Overwatch and Organizational Behaviour Based Suggestions." Advances in Economics, Management and Political Sciences 26, no. 1 (2023): 1–10. http://dx.doi.org/10.54254/2754-1169/26/20230533.

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Since it came out, the multiplayer video game Overwatch from Blizzard Entertainment has only had a brief period of success and has been going downhill ever since. This study examines the operative and developing problems in Overwatch 1 and 2 from the consumers' and players' viewpoints to determine their reasons. It then builds a theoretical framework of organizational behavior to explore and explain those identified issues with reputation, customer experience and happiness, customer resonance, and corporate culture compliance. Practical solutions and suggestions that might be helpful for Blizz
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Ковалева, Ирина Петровна, та Владислав Павлович Боков. "Причины и следствия крупных слияний и поглощений в индустрии развлечений и технологий". Известия Дальневосточного федерального университета. Экономика и управление, № 3 (29 грудня 2023): 137–50. http://dx.doi.org/10.24866/2311-2271/2023-3/137-150.

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The article analyzes the causes and consequences of major mergers and acquisitions in the entertainment and technology industry on the example of such companies as: Microsoft – Activision Blizzard, AMD – Xilinx, Nvidia – ARM, Amazon – MGM, Embracer group and others. As a result, the overall effectiveness of the transactions under consideration was indicated, indicating the negative consequences.
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Čertický, Michal, and David Churchill. "The Current State of StarCraft AI Competitions and Bots." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (2021): 2–7. http://dx.doi.org/10.1609/aiide.v13i2.12961.

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Real-Time Strategy (RTS) games have become an increasingly popular test-bed for modern artificial intelligence techniques. With this rise in popularity has come the creation of several annual competitions, in which AI agents (bots) play the full game of StarCraft: Broodwar by Blizzard Entertainment. The three major annual StarCraft AI Competitions are the Student StarCraft AI Tournament (SSCAIT), the Computational Intelligence in Games (CIG) competition, and the Artificial Intelligence and Interactive Digital Entertainment (AIIDE) competition. In this paper we will give an overview of the curr
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Buro, Michael, and David Churchill. "AIIDE 2013 StarCraft Competition." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): xv. http://dx.doi.org/10.1609/aiide.v9i1.12615.

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In 2013, AIIDE will host the Fourth Annual Star-Craft AI Competition. Participants are given the task of building the best performing AI system for the popular real-time strategy game StarCraft Brood War (Blizzard Entertainment). Thee goals of the competition are to provide a testbed for real-time AI systems and to promote game AI research by exhibiting AI techniques such as scripting, planning, optimization, spatial reasoning, and opponent modeling in a fast-paced popular video game.
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Buro, Michael, and David Churchill. "AIIDE 2014 StarCraft Competition." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (2021): xv—xvi. http://dx.doi.org/10.1609/aiide.v10i1.12702.

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In 2014, AIIDE will host the Fifth Annual StarCraft AI Competition. Participants are given the task of building the best performing AI system for the popular real-time strategy game StarCraft Brood War (Blizzard Entertainment). The goals of the competition are to provide a testbed for real-time AI systems and to promote game AI research by ex- hibiting AI techniques such as scripting, planning, optimization, spatial reasoning, and opponent modeling in a fast-paced popular video game.
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Chen, Yixuan. "Competition in the Gaming Industry: Blizzard’s Strategic Layout, Risks, and Prospect." SHS Web of Conferences 181 (2024): 01018. http://dx.doi.org/10.1051/shsconf/202418101018.

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With the growing digital economy and the impact of the Covid-19 pandemic in the past two years, video games have become the mainstream entertainment for general public. Some game companies have chosen acquisitions over the past few years to expand their market share and enhance their competitiveness, but acquisitions come with many risks. This paper analyses the strategic intentions and risks of Microsoft’s acquisition of Activision Blizzard, and puts forward forward-looking suggestions based on the concept of metacomes. It is believed that the meta-universe is the core of the future of the ga
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Zhou, Wenxuan. "Analysis of Two Representative Acquisition Deals in Media and Entertainment Industries." Advances in Economics, Management and Political Sciences 20, no. 1 (2023): 39–46. http://dx.doi.org/10.54254/2754-1169/20/20230170.

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The deals in the dynamic media and entertainment industries have been paid great attention to in recent years. One of the most valuable things that companies competed for was customers attention. Hence deals were made to provide unparalleled technologies or content. The case studies adopted in this study are objective and specific. Focusing on the analysis of two representative acquisition deals in the media and entertainment industries, this article gives a comprehensive introduction to Walt Disney Company, Pixar Animation Studios, Microsoft Corporation and Activision Blizzard, lists essentia
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Weber, Ben. "AIIDE 2010 StarCraft Competition." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 6, no. 1 (2010): xv—xvi. http://dx.doi.org/10.1609/aiide.v6i1.12384.

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In 2010, AIIDE will host the StarCraft AI competition. This event enables researchers to evaluate their systems in a commercial real-time strategy game. Participants are given the task of building the best performing bot for StarCraft: Brood War, which was released by Blizzard Entertainment in 1998. The goals of the competition are to provide a testbed for AI and to promote game AI research by exhibiting techniques in an immensely popular game. It includes participants from several universities, industry professionals, and StarCraft enthusiasts.
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Dissertations / Theses on the topic "Blizzard Entertainment"

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Matos, João Miguel da Silva. "Desenvolvimento estratégico da Blizzard Entertainment na indústria de jogos de vídeo." Master's thesis, 2015. http://hdl.handle.net/10071/11084.

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Classificação no Sistema de Classificação JEL:  L10 - General Market Structure, Firm Strategy, and Market Performance  M10 - General Business Administration<br>Perante um mundo cada vez mais competitivo, em que os pequenos detalhes fazem a diferença, o presente caso de estudo tem por objetivo a análise do percurso da empresa Blizzard Entertainment, assim como as suas estratégias usadas na sua indústria. Este projeto inicia-se com o estudo da indústria de jogos de vídeo e da Blizzard Entertainment em particular. Esta empresa é uma das mais bem-sucedidas nesta indústria, sendo responsável p
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Ruei, Jhang Shiuan, and 張軒睿. "Using business model and system dynamics model to study the development of the gaming industry-A case of Blizzard Entertainment." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/ab67be.

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碩士<br>明新科技大學<br>工業工程與管理系碩士班<br>104<br>This research first studies the supply chain of game industry. The collection of related papers is used to analyze the development of game industry. Business model is also applied in this research. Business model has nine build blocks to express business concept as a static point of view. Each element can be linked with factors form the casual feedback loop diagram. In this research, the results of study are shown as following: first, the sales team sell product on internet is fast and convenient, on top of that, can effect of publicize. Second, the large
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Doucet, Jeanne. "Le timbre comme élément signifiant dans la musique de jeu vidéo : le cas de World of Warcraft de Blizzard Entertainment." Thèse, 2016. http://hdl.handle.net/1866/19205.

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La musique du jeu MMORPG (« Massively Multiplayer Online Role-Playing Game ») World of Warcraft de la compagnie Blizzard Entertainment est prise comme modèle pour démontrer comment le timbre (instrumental et orchestral), en parallèle avec l’image, peut représenter des éléments de l’environnement virtuel. Dans un premier volet de l’analyse, une approche tripartite privilégiant l’observation des niveaux neutre, poïétique et esthésique est utilisée pour étudier les cas des trames musicales de trois régions du jeu : Dun Morogh (montagnes enneigées), Stranglethorn Vale (jungle tropicale) et Uldu
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HSUEH, HAO-CHE, and 薛皓哲. "To explore the influence of e-sports game viewing experience on purchase intention-taking BLIZZAR entertainment as an example." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/wv8863.

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碩士<br>中華大學<br>企業管理學系<br>107<br>The scale of internet game industry is gradually expanding for the internet networks widespread in recent years. For many game players, to play the game is not only as an entertainment but as the competitive sports activity to reinforce recognition skills. The market potential is such huge of internet game industry, therefore, the game makers will stimulate consumptions via promoting more e-sport game competitions. The research purpose of this study will focus on how game makers make consumer’s positive brand association form good experience of watching e sport g
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Books on the topic "Blizzard Entertainment"

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Cazals, Thomas. The video game: Past, present and future. Films for the Humanities & Sciences, 2004.

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Metzen, Chris. The Art of Blizzard Entertainment. Panini, 2013.

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Metzen, Chris. The Art of Blizzard Entertainment. Panini, 2013.

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Didier, Samwise, and Micky Neilson. Forging Worlds: Stories Behind the Art of Blizzard Entertainment. Blizzard Entertainment, 2021.

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Neilson, Mickey Mickey. Forging Worlds: Stories Behind the Art of Blizzard Entertainment. Titan Books Limited, 2021.

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Play Nice: The Rise, Fall, and Future Of Blizzard Entertainment. Grand Central Publishing, 2024.

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Inc, BrownTrout Publishers. Overwatch 2019 12 x 12 Inch Monthly Square Wall Calendar, Video Game Multiplayer Shooter Blizzard Entertainment. BROWNTROUT PUBLISHERS, 2018.

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Book chapters on the topic "Blizzard Entertainment"

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Wirman, Hanna, and Rhys Jones. "Overwatch Fandom and the Range of Corporate Responses." In Modes of Esports Engagement in Overwatch. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_9.

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AbstractOfficial responses to Overwatch fan creations from Blizzard Entertainment range from public endorsement to legal actions against the fans. This chapter illustrates, through examples from modding, fan art, fan fiction, and cosplay, how fan contributions are often results of official fan activities and sometimes become included in the actual game itself. This chapter focuses on exploring the authorship and ownership dynamics in game elements that become reworked by fans, shared in fan communities, and either censored, neglected, or endorsed by Blizzard Entertainment. Focusing on the game
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Champlin, Alexander. "Locating Esports Spectatorship—Studio Audience(ing) and Sites of Speculation." In The Franchise Era. Edinburgh University Press, 2019. http://dx.doi.org/10.3366/edinburgh/9781474419222.003.0012.

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Alexander Champlin focuses on esports, one of the fastest-growing entertainment markets today. His essay specifically analyzes the relationship between esports franchises (i.e., teams), branded esports studio spaces, and video game franchises. Based on five years of site visits, Champlin examines the history of the North American League of Legends Championship Series studio and, to a more minor extent, the Blizzard Arena.
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Nieborg, David B. "How to Study Game Publishers: Activision Blizzard’s Corporate History." In Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439_ch09.

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There is little disagreement among game scholars about the important, if not crucial role of game publishers in the wider game industry. Yet, there is surprisingly little literature on the role of individual game publishers, let alone their publishing strategies. Drawing on critical political economic theory, document analysis is conducted on financial statements of global game publisher Activision Blizzard. Its 2010 publishing deal with game studio Bungie and the 2015 acquisition of King Digital Entertainment serve as case studies to analyse game publishers’ role in the formatting of cultural
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Tuomas Harviainen, J., Johanna Granvik, and Henry Korkeila. "The Presentation of Self in Everyday Virtual Murder: Commodified Monstrosity in Diablo III." In Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682_ch11.

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In this chapter, we discuss the environment of Diablo III (Blizzard Entertainment, 2012) and the commodification of monsters. Using an ethnographic approach, we examine the game’s dysfunctional ecosystem, highlighting how monsters inside the game exist only to be repeatedly killed for the player’s benefit, fuelling exchanges with in-game merchants. The game represents an extreme optimization of what we call the “Joy of Destruction”; There is little attention to realism in the game’s fictional world, as the game designers opted instead for a gameplay loop of endless killing that transforms the
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"Blizzard Entertainment’s DIABLO II . . . . . . . . . . . . . . . . . . . by erich schaefer." In Postmortems from Game Developer. Routledge, 2013. http://dx.doi.org/10.4324/9780080522159-12.

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Dunkel, William, and Aaron Trammell. "Double-Ventriloquism and Aegyo in Overwatch." In Media Ventriloquism. Oxford University Press, 2021. http://dx.doi.org/10.1093/oso/9780197563625.003.0010.

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This chapter considers how South Korean identity is represented in the online video game Overwatch through a close reading of the character D.Va. The term “double-ventriloquism” is proposed to explain the simultaneous representation of South Korean youth culture and an assumed North American player within D.Va’s vocal utterances. Through the combination of the audio generated by the game engine and the actions of the player, D.Va communicates messages of instruction, cheer, and defeat. Speaking through action and flavor dialogue, D.Va becomes recognizable as a sexy, cute, young, and techno-for
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Conference papers on the topic "Blizzard Entertainment"

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Yang, Christopher, Hosuk Chang, Bill La Barge, Jeremy Pilgrim, and Jason Burton. "Blizzard entertainment." In ACM SIGGRAPH 2013 Talks. ACM Press, 2013. http://dx.doi.org/10.1145/2504459.2504498.

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Chamberlain, Jeff, Ben Dai, Kevin Vander Jagt, et al. "Blizzard Entertainment presents." In SIGGRAPH '17: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2017. http://dx.doi.org/10.1145/3078345.3099617.

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Damron, Shon. "Blizzard Entertainment®'s StarCraft® II announcement teaser." In ACM SIGGRAPH ASIA 2008 computer animation festival. ACM Press, 2008. http://dx.doi.org/10.1145/1504271.1504276.

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Sin, Funshing, Vinod Melapudi, and Parag Havaldar. "An Animator-Friendly Chain Simulator for In-Game Animations at Blizzard Entertainment." In SIGGRAPH '23: Special Interest Group on Computer Graphics and Interactive Techniques Conference. ACM, 2023. http://dx.doi.org/10.1145/3587421.3595447.

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Senna, Matheus Farnese Lacerda, and Ana Luísa Araújo Bastos. "Análise de dados para verificar o balanceamento entre as três raças no jogo StarCraft II(TM)." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233970.

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O objetivo desse trabalho é a utilização de técnicas de análise de dados, tais como a comparação com a distribuição multinomial e o teste de permutação, para analisar dados referentes ao balanceamento entre as três raças (Protoss, Terran e Zerg) do jogo StarCraft II™, produzido pela Blizzard Entertainment, Inc.. Dessa forma, tais técnicas foram utilizadas para validar com um nível de significância de 1% as análises feitas com dados de partidas, torneios e ganhos monetários em premiações e foi constatado que, com relação a partidas e torneios vencidos, Zerg é melhor do que as outras duas raças,
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Garcia, Janet. "Blizzard Entertainment's StarCraft II cinematic teaser." In ACM SIGGRAPH 2008 computer animation festival. ACM Press, 2008. http://dx.doi.org/10.1145/1400468.1400480.

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