Activision: Case Study

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15 October 2021

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Activision was established in 1979 as a 3rd celebration online game developer-publisher. Formation of Activision has been one of the most vital events for gaming business. Activision is publisher of some of the famous sport writer right now. Games like Call of Duty, Guitar Hero and Pitfall series are revealed by Activision. Currently Activision is merged with Blizzard (creator of world’s most performed subscription based game) to kind Activision Blizzard World’s largest gaming firm in a deal value ? 9. 15 billion. Around the time of formation of Activision, firms used to dominate market place.

Gaming trade was not secure. But the issues have modified today it’s a global multibillion greenback business. In the beginning days of Activision, they needed to compete with Atari in games. But later both companies came to understanding that availability of extra recreation for Atari platforms meant more sales of hardware. And both corporations stored building video games for Atari platforms competing with one another and being benefited from competitors.

Creating video games is a protracted and costly course of as regular video games take about 2 12 months and $20 million whereas MMOG’s might take from $50 to $100 million in 5 years.

What Activision and Atari started as co-operative competition nonetheless prevails in gaming trade and has helped a huge deal in growth of gaming industries. In 2010 there was 8% loss of packaged goods gross sales of consoles game but online revenue was booming. Activision was capable of predict this alteration in gaming industry market and find itself in front of consumers. In 2010, round 50% of complete income made by Activision came from digital sources.

Since its merger with Blizzard, Activision is changing into more and more console impartial.

Starting as publisher for console video games, today Activision publishes games for anything that can play video games like ipad, iphone, cellphone social gaming (facebook), and so forth. And the ability to adapt to altering market has stored Activision in top of the gaming trade for thus lengthy. There is an argument that more than half of Microsoft’s xbox stay subscribers are there for Activision’s Call of Duty. This raise a difficulty should Microsoft be the only one being benefited from this while Activision solely gets paid as soon as during sale of recreation disc.

This makes console gaming dull in compared to World of Warcraft’s online subscription cost (Activision Blizzard expenses fees for taking part in World of Warcraft on-line in PC). Activision’s competitor EA video games appears to have discovered a simple solution, In order for online multiplayer, gamer have to either buy new disc or buy on-line registration code that enables them to go online utilizing old disc whose on-line code is already used. Activision may use this strategy proscribing people who purchased used video games and individuals who borrowed video games to get on-line therefore focusing only on clients who paid for on-line.

For first time ever, in 2008 Activision was the primary US console and handheld game writer in greenback. In 2008 it printed two games: Call of Duty 4: Modern Warfare and Guitar Hero III: Legends of Rock which have been number second and first finest promoting recreation in US and Europe in dollars during fiscal 12 months. Net revenue earned by Activision in 2008 was $2. 9 billion. Activision’s stage gate model “Greenlight Process” has helped in improvement in its product so much. This process consists of evaluation of latest merchandise in improvement stage before coming into market in 4 phases as idea, prototype, first playable and alpha.

Making positive that product capabilities correctly and is as demanded by current market customers is a very important step in product development which is carried out by high-level cross useful team. Keeping your product polished and drawback free is essential. Gaming business is product primarily based market. Even though there will be customer grouping making your product match and well is essentially the most. If the product is nice buyer from one other group may be attracted by this (RPG players are different than first individual shooter players). In July 9 2008, Activision lastly merged with Blizzard leisure.

Blizzard is owned by French conglomerate Vivendi and is the proprietor of World of Warcraft, world’s largest subscription based MMORPG. This merging helped Activision expand its attain in the industry. Instead of diversifying product Activision move towards merging has proven rather useful. Gaming business is one of the fastest rising industries. Changes happen every day in market place. Gaming trade began with text games then moved to cartridge primarily based platforms to today’s next gen consoles. And analysis exhibits that any gaming system staying in marketplace for more than 10 years is considered to be outdated.

So the change is obvious and Activision has to concentrate to these changes. Transition interval between one technology of console to another generation of console vastly effects gaming business. Activision’s performance document exhibits that gaming business faces a huge halt at these occasions. During recession Activision was able to keep its sales and profit curve however in 2005 when all console developers like Sony and Microsoft have been preparing for launch of their new consoles gaming corporations like Activision and its rival EA has to face depreciation of their enterprise as clients are ready for newer version of game and gaming consoles.

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"Activision: Case Study" StudyScroll, Oct 15, 2021. Accessed Jun 10, 2023.

"Activision: Case Study" StudyScroll, Oct 15, 2021.

"Activision: Case Study" StudyScroll, 15-Oct-2021. [Online]. Available: [Accessed: 10-Jun-2023]

StudyScroll. (2021). Activision: Case Study. [Online]. Available at: [Accessed: 10-Jun-2023]

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