...Company: Activision Blizzard, INC. (ATVI) PESTLE 1. Political Pg. 10 – Our products are sold internationally on a direct-to-retail basis, through third-party distribution and licensing arrangements, and through our wholly-owned European distribution subsidiaries. We conduct our international publishing activities through offices in the United Kingdom ("U.K."), Germany, France, Italy, Spain, Norway, the Netherlands, Sweden, Australia and Ireland. • Activision Blizzard Inc. is an internationally traded company and most of its revenue is generated from foreign trade. Therefore it is subject to various foreign and domestic laws. Fluctuations in these laws such as increased tariffs, duties, transportation costs and instabilities in the currency exchange rates can adversely impact company’s operations in the foreign market. 2. Economic Pg. 13 – Our products involve discretionary spending on the part of consumers. Consumers are generally more willing to make discretionary purchases, including purchases of products like ours, during periods in which favorable economic conditions prevail. • Consumers purchasing trends have a direct relationship with economic condition. Therefore, current economic condition and global recession is likely to reduce consumer spending on the products which can have a negative impact on company’s operations and financial position. 3. Socio-cultural Pg. 10 –We often seek to maximize our worldwide revenues and profits by releasing high-quality...
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...Table of Contents Introduction………………………………….….…..…..Pg. 3 Broad Overview of the Gaming Industry…………....….Pg. 4 Trends……………………………………………..…….Pg. 5 Is My Business Fit for Gaming…………..…..................Pg. 6 Larry Katz of Dot’s Diner………………….……….…..Pg. 7 Lessons Learned……………….......................................Pg. 7 Conclusion…………………………………….….……..Pg. 8 Works Cited……………………………………………..Pg. 9 There are many industries that are out there providing jobs for many different people in this world. There is however, quite none like the Gaming Industry. The beginning of gambling can be traced to religious rituals in pre-historic societies. The rituals had a purpose of predicting the future. The procedure of the rituals was simple and consisted of “casting the lots” throwing small objects like pebbles, sticks, nuts, arrows etc. out of the palms of the hands or any container (Hoovers, 2012). The result was checked to see if the number of the objects on the ground was “odd” or “even”. “Even” number meant a positive outcome and “odd” stood for a negative one. With time that process became more complex and also involved interpreting the patterns of the objects lying on the ground. The next step in the evolution of these rituals integrated the sacrifices from the participants to encourage the fate of the Gods to deliver positive signs and help. The sacrifices were normally personal stakes which turned those involved from observers into active players of the process...
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...children and teens. They feel that violent games are the contributing factors as to why adolescents have develop more hostile feelings. On the contrary, there are those who view video games as an excellent educational tool. They feel that video games bring a different aspect of teaching that no human being can imitate. Whatever the reason video games are here to stay and are becoming more and more instrumental in our lives. The following report will provide readers with an overview of how pricing in the gaming industry has change over time, concentrating solely on the console system. The report will begin by introducing the different types of videos games that are available to us. Furthermore, the report will offer readers a brief history of the gaming industry. Moreover, the report will illustrate the effect both the life cycle and pricing wars have on overall pricing. Finally, the report will conclude by giving my opinion on the strategy of pricing in the gaming industry. The different types There are various types of video games available to a person. The first and most common video game is the console video game. I say most common because it is the one that is advertise the most. Every time you see an advertisement for a game you are also seeing an advertisement for a console. I believe this to be true because at the end of every game advertisement there is a short message that always states the console for which...
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...Casino Industry The casino industry is very large multi-billion dollar industry. There are very few players in the casino industry as there are a great amount of legal and capital issues for operating and owning a casino. There are even fewer players who have been in the casino industry for generations. The people who have been in the casino industry for decades are those that have caught on to the current trends within their industry. If any business wants to be sustainable and have a very long life than it is mandatory that they have an eye out for the current trends within their industry and apply those trends in their business. The purpose of this paper is to identify the current trends in the casino industry. Knowing this information will be very useful to me as an owner/operator of multi-business units. I am not currently in the casino industry, but I have a very big attraction to the industry as an owner. I want to do more research on the industry and there is no better way than identifying the current trends in the industry. After a lot of research, it has been noted that there are many trends that the casino industry has to keep a look-out for. These trends touch many different areas in the industry, ranging from the changes in the technology, the different types of policies and regulations as well as a shift in demographics and how they have influenced the industry. The first trend I want to identify in the gaming industry is the fact that online gaming is becoming...
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...Though it is part of their somewhat distant past, the state of Maryland was once known as “Little Vegas” and for good reason. Despite Maryland’s current laws, their past is filled with rich gambling, particularly slots. In 1791, Maryland legalized gambling in the form of “lottery grants” which were similar to business licenses and were intended for fraternal and religious organizations and their contribution to various state public works, such as schools and even monuments. Eventually, these grants got out of hand in number and were being sold to private operators outside of the current law. By 1834, the state had enough and stopped the issuance of new grants and by 1860, all current grants had expired, doing away completely with Maryland’s regulated gambling (Janis). Just because gambling disappeared in legal forms, doesn’t mean it stopped there. In fact, Maryland (particularly Southern Maryland) was overwhelmed with illegal gambling operations, primarily focusing on ring, dog and cockfights, horse racing and rolling faro. Slowly, slot machines began to appear for “entertainment purposes” on the Potomac River’s piers. It was because of this reappearance of slot machines that Maryland decided to again legalize slot machines, in order to collect taxes on them. Slot machines became so prevalent in Maryland that they could be found almost everywhere, from barber shops to gas stations; thus coining southern Maryland’s nickname, “Little Vegas”. “Little” might be an understatement...
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...None of us are at all unfamiliar with the term "gaming". Gaming is an extremely popular hobby in the modern world. All of us are familiar with big titles like Grand Theft Auto,Need For Speed,Assassin's Creed and others. Earlier,it was thought that gaming was only meant for teenagers,however,it not so any longer. There are no restrictions on who can become a gamer - and,trust me,all one needs to be a gamer is a passion for gaming. The gaming industry had started to thrive at the end of the Cold War years,when old timers like Mario and Contra made our day. (I still remember myself sitting in front of my TV with my Atari,killing a boss on Contra and wishing for an S gun). Since then, there has been a gradual development of the industry,promoting the creation of better games with more features than was imagined only a few years before. Big companies like Take-Two Interactive,Ubisoft,Electronic Arts,etc. have really promoted the gaming industry through their games,which mop up millions of dollars in revenue in games sales as well as sales of downloadable content offered on their games to enhance the gaming experience. Now,we have games of every generation in our hands. Be it action,adventure,RPG,racing,shooter,open world,etc. we have all it takes to enjoy atleast an hour or two before our gaming instruments (a PC or a console). The gaming industry has not only directly provided employment to many tech geniuses who would otherwise have been left unemployed or working in some office...
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...BACKGROUND and HISTORY Nintendo is the oldest gaming organization in the world, founded in 1889 and started as a producer of card-games (Jones, 2013). Nintendo developed its first video game system in 1979, entering the video gaming as their primary business and creating a very successful game console called Nintendo Entertainment Console (NES). Mario Brothers and Donkey Kong were among the most famous games in the world, Nintendo used cartridges to play games, until 2001 where it started releasing games in optical disk technology page (C194) (Dess, 2014). According to Dess (2014), Genyo Takeda is the general manager of Integrated Research and Development who had a big role in creating the Wii game console that was intended for all ages, men and women, very user friendly and it also had online capabilities. Nintendo’s current CEO and president is Satoru Iwata, he is the fourth president and CEO of the company. In 2015 it was reported that company’s total sales for the year of 2014 was 443 billion yen ($3.8 billion), it was boosted by 484 percent year-over-year to 59.5 billion yen (Reseinger, 2015). PORTER’S FIVE FORCES MODEL Being the oldest gaming company, Nintendo started without any competition threats until Sony and Microsoft joined the gaming market; the entry barriers were not high as both companies established their existence quick in the market by offering different styles of gaming and graphics, which created a bargaining power of buyers for Nintendo especially asking...
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...University of Ballarat | Industry Analysis Report Gaming Industry in US | BUMKT 5922 Competitive Analysis Individual Assignment | | Carolina Dos Santos (ID: 30058334) | 9/4/2011 | Table of Contents 1. Executive Summary 3 2. Introduction 4 3. Marco Environmental Analysis 5 4. Industry Analysis 7 5. Strategic Options and Recommendations 10 6. References 13 7. Appendices 14 1. Executive Summary It is expected that US gaming will not be the world number one casino region in the world due to the rapid growth of other casino regions. With its long lasting history and reputation, it is still a very profitable industry because of its large domestic and foreign market share. The well known brand and large portion of market share maintain its global competitive advantage over competitors and substitutes. 2. Introduction Casino gambling becomes very popular around the world and it is one of the most common types of entertainment in US and many other countries. According to Investopedia, A casino has been defined as houses or accommodates that provide facilities for certain types of gambling activities. Casino is usually built in combine with hotels, restaurants, retail shopping and other tourist attractions. It also provides facilities for hosting live entertainment events and sporting events (Investopedia 2011). The industry has been growing very fast in the past few decades in relate to its size worldwide. It has a large impact to the...
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...(ACC 100) GAMING NETWORK Saif Mohammed Ali ID: 151210008 Professor : Mr. Nauman Munir Submission Date: 14-12-2015 Table of contents:- 1. Executive summary 2. Objectives 3. Sales objective 4. Mission 5. Keys to success 6. Company summary 7. Company ownership 8. Start-up summary 9. Company locations and facilities 10. Services 11. Competitive comparison 12. Sales literature 13. Market analysis summary 14. Target market segment strategy 15. Marketing programs 16. Pricing and profitability Executive Summary:- Zion gaming network unlike any other gaming network provides more than just gaming computers and consoles, but it also provides a theatre where gamers can lay back and watch a movie with comfort at its finest and a set of excellent food for the best prices out there. Zion Gaming Network is the dream of any gamer. In this era and time it is hard to be unique between competitors in the gaming network world and it is hard to differentiate between their positives and negatives. However Zion gaming network is the first and so far only gaming network that provides such excellent treatment and services for the gamer at such a low prices. Normally for every gaming network you need the following equipments such as ‘gaming tables, computers, gaming consoles, pool tables, fussball tables, beverages bars’ however for zion gaming network we...
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...GAMING DOES HELP YOU AT TIMES To develop a skill in something which you are interested in also helps you use those skills in your daily life. One such sport is gaming. Though it may seem that it has no fundamental use in our day to day life, it shapes our concentration to an extent where we can utilise it for other things. It is said that non gamers can see 3 to 4 objects at a time and react, gamers can see about 6 to 7 objects at a time and the reaction time is quicker than that of a non gamer. It is seen that those who are socially awkward tend to open up while they play games online. They tend to communicate their whereabouts in the game itself which results in making new friends when there is a team game. The coordination between your eyes and your hands tend to sync according to your brain’s command which results in quick movement and fast reflexes when in the real world and not in the world of simulation and first person shooting. There are many merits in gaming but there are two sides to every coin. As much as how gaming can be useful for body control, increase in concentration, there are also a few demerits to it too. You can differentiaite gaming as team games and a single player games. Most of this generation games are of team games but there are also a few single player games which many people do play. They tend to be isolated from the social world and are confined to their “gaming chambers” as some people call them. They do not want to make many friends...
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...Online gaming has been increase so quick and much that almost all people have some experience with it. The freedom of playing and the gamers can do whatever they want within the game to not only entertain but release some pressure from the real life as well. However, the majority of the gamers is still male-based and they used to express their feelings by saying women-offended words even with the fast increasing female gamer nowadays. No matter it's by foul-mouthed, or purpose, being called "cunt," "bitch," "slut" and other common misogynist epithets does not make people feel comfortable even for male. Some game developers want to, from their perspective, make things right which is to ban the user whoever make sexual-offended comments either in verbally or literally in order to make the online gaming community clean. Or in gamers' point of view, it's only a game. Game developers such as Bonnie Ross and Kiki Wolfkill are trying to find a way to eliminate online gaming sexual harassment. They offer permanent banning for the user that violates the regulation. Nevertheless, they sometimes do not realize the fact that people tend to do things that regulators do not allow; moreover, they can create more accounts if their accounts had been banned. The method of banning accounts while users made harassed comments is not a proper way to eliminate this type of action since people would still find ways such as symbolized words, icons, images etc.to express what they intended...
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...the identification of a specific culture group/speech community/community of practice you will be researching and the reason why you selected that group (2 pts); After watching the Anthropology of YouTube video, the online community sparked my interests. If I had to choose, I would decide to study the online gaming community; for example Xbox live or computer games. I would consider myself to be a part of this community and would love to dive deeper into the communication during gaming and how the language can be brought into every day social interaction. 2. the specific language practices or linguistic structures you are interested in studying and why (3 pts); First and foremost, I want to look at the pragmatics of the gaming speech. I think it would be a great way to understand how new words are formed and I want to know why they are formed. Then, I would like to look at morphology and syntax. I know of some terms that I have seen created while interacting in the game “League of Legends.” I just think it is cool to see these new words and how they are used to be funny or communicate in a different way. Also, the semantics of a language. Each online gaming community could have the same word used in a variety of ways in different...
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...HM 322 Entire Course For more course tutorials visit www.tutorialrank.com HM 322 Week 1 Individual Assignment United States Gaming Industry Worksheet HM 322 Week 1 DQ 1 HM 322 Week 1 DQ 2 HM 322 Week 2 Individual Assignment Effects of Gaming on Society Paper HM 322 Week 2 DQ 1 HM 322 Week 3 Individual Assignment Staffing a Casino HM 322 Week 3 Individual Assignment Economic Impact of Gaming Enterprises Presentation HM 322 Week 3 DQ 1 HM 322 Week 4 Individual Assignment Regulation and Ethical Issues in the Gaming Industry Paper HM 322 Week 4 DQ 1 HM 322 Week 5 Individual Assignment Baderman Island Casino Development Paper HM 322 Week 5 DQ 1 --------------------------------------------------------------- HM 322 Week 1 DQ 1 For more course tutorials visit www.tutorialrank.com Class, In the article, "Two Studies show disparate triggers for gambling" argue that the closer you are to living by a casino the more likely you are to become a problem gambler. My first thought was that the article does not address the inner motivations and relying on a geographic location seems like an obvious answer. What are your thoughts? Do you think in general that proximity to things makes you do those activities. Could we make the same argument for someone who lives near the ocean would become a compulsive surfer? Is there a better way to identify triggers? How might one recognize a problem gambling...
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...3. Write a short note on food safety act 1995? List some of the risks, penalties and consequences of not complying with food safety legislation. Answer: The purpose of the Act is to ensure the purity of food sold. Local councils and the Department of Health & Human Services administer the Act. Under the Act, food business owners are legally responsible to ensure that food sold to customers is safe and suitable to eat. 5. Which are different areas covered under intellectual property? Describe one business activity that breaches copyright legislation. Answer: Intellectual property is a property that is owned by an individual or an organization which can then choose to share it freely or to control its use in certain ways. It can be an invention, a trade mark, a design or the practical application of your idea, literary and artistic creation, invention, brand name, design, logo, name, image and copyright. If you or your employees engage in any of the information-sharing activities without permission then you may be in breach of copyright legislation. For example: using the other business logo without permission in your business. 6. Write a short note on liquor law (Liquor Reform Act) Name some practices prohibited under RSA. Answer: Liquor law of Australia regulate the sale and consumption of alcoholic beverages. The Liquor Reform Act is the primary piece of legislation regulating the supply and consumption of liquor. Practices prohibited under RSA are: not to serve...
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...HM 322 Entire Course For more course tutorials visit www.tutorialrank.com HM 322 Week 1 Individual Assignment United States Gaming Industry Worksheet HM 322 Week 1 DQ 1 HM 322 Week 1 DQ 2 HM 322 Week 2 Individual Assignment Effects of Gaming on Society Paper HM 322 Week 2 DQ 1 HM 322 Week 3 Individual Assignment Staffing a Casino HM 322 Week 3 Individual Assignment Economic Impact of Gaming Enterprises Presentation HM 322 Week 3 DQ 1 HM 322 Week 4 Individual Assignment Regulation and Ethical Issues in the Gaming Industry Paper HM 322 Week 4 DQ 1 HM 322 Week 5 Individual Assignment Baderman Island Casino Development Paper HM 322 Week 5 DQ 1 ----------------------------------------------------------- HM 322 Week 1 DQ 1 For more course tutorials visit www.tutorialrank.com Class, In the article, "Two Studies show disparate triggers for gambling" argue that the closer you are to living by a casino the more likely you are to become a problem gambler. My first thought was that the article does not address the inner motivations and relying on a geographic location seems like an obvious answer. What are your thoughts? Do you think in general that proximity to things makes you do those activities. Could we make the same argument for someone who lives near the ocean would become a compulsive surfer? Is there a better way to identify triggers? How might one recognize a problem gambling triggers...
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