Academic literature on the topic 'Blizzard Entertainment'
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Journal articles on the topic "Blizzard Entertainment"
Gengler, Barbara. "Blizzard entertainment sued." Network Security 1998, no. 6 (1998): 6–7. http://dx.doi.org/10.1016/s1353-4858(98)90008-3.
Full textWang, 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.
Full textLiu, 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.
Full textКовалева, 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.
Full textČertický, 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.
Full textBuro, 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.
Full textBuro, 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.
Full textChen, 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.
Full textZhou, 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.
Full textWeber, 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.
Full textDissertations / Theses on the topic "Blizzard Entertainment"
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.
Full textRuei, 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.
Full textDoucet, 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.
Full textHSUEH, 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.
Full textBooks on the topic "Blizzard Entertainment"
Cazals, Thomas. The video game: Past, present and future. Films for the Humanities & Sciences, 2004.
Find full textDidier, Samwise, and Micky Neilson. Forging Worlds: Stories Behind the Art of Blizzard Entertainment. Blizzard Entertainment, 2021.
Find full textNeilson, Mickey Mickey. Forging Worlds: Stories Behind the Art of Blizzard Entertainment. Titan Books Limited, 2021.
Find full textPlay Nice: The Rise, Fall, and Future Of Blizzard Entertainment. Grand Central Publishing, 2024.
Find full textInc, BrownTrout Publishers. Overwatch 2019 12 x 12 Inch Monthly Square Wall Calendar, Video Game Multiplayer Shooter Blizzard Entertainment. BROWNTROUT PUBLISHERS, 2018.
Find full textBook chapters on the topic "Blizzard Entertainment"
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.
Full textChamplin, 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.
Full textNieborg, 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.
Full textTuomas 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.
Full text"Blizzard Entertainment’s DIABLO II . . . . . . . . . . . . . . . . . . . by erich schaefer." In Postmortems from Game Developer. Routledge, 2013. http://dx.doi.org/10.4324/9780080522159-12.
Full textDunkel, 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.
Full textConference papers on the topic "Blizzard Entertainment"
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.
Full textChamberlain, 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.
Full textDamron, 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.
Full textSin, 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.
Full textSenna, 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.
Full textGarcia, 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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