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dc.contributor.advisorRønningen, Leif Arnenb_NO
dc.contributor.advisorØverby, Haraldnb_NO
dc.contributor.authorBerg, Hovard Alexandernb_NO
dc.date.accessioned2014-12-19T14:13:12Z
dc.date.available2014-12-19T14:13:12Z
dc.date.created2010-09-09nb_NO
dc.date.issued2010nb_NO
dc.identifier349985nb_NO
dc.identifierntnudaim:5604nb_NO
dc.identifier.urihttp://hdl.handle.net/11250/262074
dc.description.abstractThis 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.nb_NO
dc.languageengnb_NO
dc.publisherInstitutt for telematikknb_NO
dc.subjectntnudaimno_NO
dc.subjectSIE7 kommunikasjonsteknologino_NO
dc.subjectTelematikkno_NO
dc.titleThe Computer Game Industrynb_NO
dc.typeMaster thesisnb_NO
dc.source.pagenumber157nb_NO
dc.contributor.departmentNorges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for telematikknb_NO


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