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RUNNING HEAD: Activision Blizzard

Senior Honors Project


Case Study
Activision Blizzard

Student: Saparmurat Khadzhimurzaev


Academic Supervisor: Prof. Liam Ryan

Moscow Touro University


Moscow-New York
2022
Activision Blizzard

Table of Contents

Executive Summary 3

Introduction 4

Chapter 1. General Provision of the Video Game Industry 5

1.1 History and Development of the Video Game Industry 5

1.2 Objectives, Principles and Priorities of the Video Game Industry 17

1.3 PESTEL Analysis 20

Chapter 2. Characteristic Features of Activision Blizzard 26

2.1 History and Organization of Activision Blizzard 26

2.2 Differences from Regular Industry 40

2.3 Similarities to Regular Industry 41

2.4 SWOT Analysis 44

Chapter 3. Critical Analysis 50

3.1 Porter Five Forces Analysis 50

3.2 Financials 52

3.3 Position of the company today within the industry 56

3.4 Difficulties the company faces 59

3.5 Suggestion for current performance improvement 61

3.6 Recommendations for future growth 62

Conclusion 64

Bibliography 65

Appendix 71
Activision Blizzard

Executive Summary

The main purpose of this case study is to give the reader a clear understanding of what

exactly is a video game industry as well as it’s history, development and market analysis

through Activision Blizzard.

This case study is divided into three chapters. The first chapter describes the history of

the video game industry, it’s main objectives and principles as well as PESTEL analysis.

The second chapter describes the history of Activision Blizzard, it’s main objectives,

management, core values and ownership. Second chapter gives a clear understanding of

what role does Activision Blizzard plays within the industry and how important they are

in the industry. In addition, a SWOT analysis is evaluated, which identifies the main

external and internal factors that influence the company.

The third chapter is a critical analysis of Activision Blizzard which contains financials,

Porter Five Forces analysis, position of the company within the industry and suggestions

for improving company’s performance and growth.


Activision Blizzard

Introduction

The desire to play is as old as humanity itself. It’s a critical tool for preparing youngsters

for life, and it’s a means for adults to sometimes escape reality and have a few moments of

enjoyment to themselves. Gaming, like practically every other element of our life, has moved

into the digital space in recent decades. Nowadays, one-third of the world’s population spend

time playing video games on their phone, console, or computer on a regular basis. The

triumphal rise of the video game began in the 1970’s, but it’s origins may be traced back

nearly 20 years.1

What exactly is a video game? A video game is an electronic game that involves

interaction with a user interface or input device – such as a joystick, controller, keyboard, or

motion sensing device – to generate visual feedback. This feedback is shown on a video

display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Video games

are often augmented with audio feedback delivered through speakers or headphones, and

sometimes with other types of feedback, including haptic technology. 2 There are many

different types of video games and they are all defined by a platform on which this game is

played. Video games are classified into arcade video games, console games, and personal

computer games. The video gaming industry has lately grown to include mobile gaming via

smartphones and tablet computers, virtual and augmented reality systems, and distant cloud

gaming. Based on the style of gameplay and goal, video games are divided into a variety of

genres. 3

The video game industry is enormous. It's bigger than the movie and music industries

combined, and it's only becoming bigger. Though it does not receive the same level of

1
Blog.Nationalmuseum.ch, The history of video games by Alexander Rechsteiner.
https://blog.nationalmuseum.ch/en/2020/01/the-history-of-video-games/
2
https://en.wikipedia.org/wiki/Video_game
3
https://en.wikipedia.org/wiki/Video_game
Activision Blizzard

attention as the film and music industries, there are over two billion players worldwide. This

equates to 26% of the world's population. 4 That is why the writer decided to choose

Activision Blizzard as his point of interest company. Activision Blizzard is one of the biggest

players in the industry and through various mergers, acquisitions, and successful content

performance, Activision Blizzard has grown into the biggest gaming company by market

capitalization, which stood at 75.2 billion U.S. dollars in June 2021. 5 In 2020, Activision

Blizzard's annual revenue amounted to 8.09 billion U.S. dollars. 6 As one of the biggest video

game companies, Activision Blizzard has a big impact on the industry and since this company

is multinational, this case study won’t be talking about one specific country in general but will

be focusing more on the one that has a bigger player base and revenue.

Chapter I. General Provisions of the Video Game Industry

1.1 The History and Development of the Video Game Industry

Video games are now a $100 billion global industry, with over two-thirds of American

households having individuals who play them on a regular basis. It's no surprise: video games

have been around for decades and are available on a variety of platforms, including arcade

systems, home consoles, handheld consoles, and mobile devices. They're also frequently on

the cutting edge of computer technology.7 Gaming has grown from its early days as a

technological oddity at a scientific lab in the 1950s to become one of the world's most

successful entertainment enterprises.8

4
Investopedia.com, How the Video Game Industry Is Changing by Andrew Beattie, October 31, 2021. How the
Video Game Industry Is Changing (investopedia.com)
5
Statista.com, Activision Blizzard - statistics & facts by J. Clement, June 11, 2021. Activision Blizzard - statistics &
facts | Statista
6
Ibid
7
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
8
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015. The
History Of Gaming: An Evolving Community | TechCrunch
Activision Blizzard

Computer scientists began utilizing electronic machines to build very simple game

systems as early as 1950, such as “Bertie the Brain” in 1950 for playing tic tac toe or

“Nimrod” in 1951 for playing Nim.9 Three decades later in 1967, Ralph Baer and his team

unveiled their prototype "Brown Box" as the first game system meant for commercial home

use.10 The "Brown Box" was a vacuum tube circuit that could be attached to a television set

and allowed two people to control cubes on the screen that followed each other. 11 The "Brown

Box" could be configured to play ping pong, checkers, and four sports games, among other

things.12 Accessories included a lightgun for a target shooting game and a unique attachment

for a golf game both of which were made possible by advanced technology at the time. 13

According to the National Museum of American History, Baer recalled, “The minute we

played ping-pong, we knew we had a product. Before that we weren’t so sure.” 14 Magnavox

was granted a license to use the "Brown Box" and the Magnavox Odyssey was released in

1972.15 It came out a few months before Atari which is frequently wrongly regarded as the

first video game console.16 Around 300,000 Magnavox consoles were sold between August

1972 and 1975, when it was discontinued. However, sales were poor and were attributed to

weak handled in-store marketing and the fact that at that time, home gaming was a foreign

notion to the ordinary Americans.17 This was the beginning of digital gaming as we know it

today.

9
Spacing.ca, Meet Bertie the Brain, the world’s first arcade game, built in Toronto by Chris Bateman, August 13,
2014 . spacing.ca/toronto/2014/08/13/meet-bertie-brain-worlds-first-arcade-game-built-toronto/
10
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015. The
History Of Gaming: An Evolving Community | TechCrunch
11
Ibid
12
Ibid
13
Ibid
14
AmericanHistory.si.edu, The Brown Box, 1967–68 by National Museum of American History. The Brown Box,
1967–68 | National Museum of American History (si.edu)
15
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015.The
History Of Gaming: An Evolving Community | TechCrunch
16
Ibid
17
Ibid
Activision Blizzard

Meanwhile, Nolan Bushnell, a brilliant young entrepreneur recalls playing

“Spacewar!” while being a student at the University of Utah.18 He began to think how the

game could be sold. Bushnell had previous expertise with amusement park arcades and had

experienced the success of pinball machines firsthand. He was confident that “Spacewar!”

would be a profitable coin-operated machine. 19 Despite the failure of Computer Space,

Bushnell remained optimistic about the future of coin-operated video games. In May 1972,

after watching a demonstration of Magnavox Odyssey's table tennis game, Bushnell set out to

create an arcade version of the same game. In June 1972, he and his commercial partner, Ted

Dabney, founded Atari Inc., and debuted Pong, an arcade ping-pong game, the same year. 20

Andy Capp's Tavern in Sunnyvale, California, was the first to have a Pong machine installed.

A few days later, the pub owner called Atari and requested that someone come out to repair

the system. The issue turned out to be that the cashbox was overflowing with quarters. The

coins had overflowed, clogging the machine. Atari had certainly created a sensation.

Encouraged by the success of Pong, Atari collaborated with Sears, Roebuck & Company to

create a home version of the game in 1975. 21 Later, Magnavox filed a patent infringement

lawsuit against Bushnell. Magnavox won the case by a landslide. Ralph Baer's work had been

meticulously documented. Magnavox could show that they exhibited Odyssey to the public in

1972 and that Bushnell was present. (It was later established that Bushnell had participated in

Odyssey's tennis game.) Rather than risk a protracted and certainly fruitless court battle, Atari

reached an agreement with Magnavox. 22


An interesting fact is that arcade video games

became popular in Japan early as a result of collaborations between American and Japanese

industries that kept Japanese companies up to date on technological breakthroughs in the

18
Si.edu, The Father of the Video Game: The Ralph Baer Prototypes and Electronic Games
Video Game History by Smithonian. Video Game History | Smithsonian Institution (si.edu)
19
Ibid
20
Ibid
21
Ibid
22
Ibid
Activision Blizzard

United States. In late 1973, the Nakamura Amusement Machine Manufacturing Company

(Namco) collaborated with Atari to import Pong into Japan. By mid-1973, Taito and Sega had

released Pong clones in Japan. In 1974, Japanese firms began generating new titles and

exporting or licensing them through partners.23 Among these was Taito's Gun Fight (formerly

Western Gun in Japan), which was licensed by Midway. Midway's version, published in

1975, was the first arcade video game to employ a microprocessor rather than separate TLL

components.24 This breakthrough significantly decreased the complexity and time required to

build arcade games, as well as the quantity of physical components required to accomplish

more advanced gameplay. 25

Following the saturation of the ball-and-paddle industry in 1975, game developers

began seeking for fresh game ideas, aided by the possibility to employ programmable

microprocessors instead of analog components. Tomohiro Nishikado, who had previously

worked on Gun Fight, was inspired by Atari's Breakout to create Space Invaders, a shooting

game that was initially launched in Japan in 1978.26 In Japan, Space Invaders was an instant

hit, with several arcades dedicated only to Space Invaders machines. 27 While not as well-

known in the United States, Space Invaders became a smash in 1979, with Midway, the North

American manufacturer, selling over 60,000 units.28 Space Invaders started off the so-called

"golden period" of arcade games, which from 1978 to 1982. Asteroids (1979), Galaxian

(1979), Defender (1980), Missile Command (1980), Tempest (1981), and Galaga (1981) were

among the influential and best-selling arcade games produced during this time by Atari,

23
GameStudies.org, The Foundation of Geemu: A Brief History of Early Japanese video games
by Martin Picard. Game Studies - The Foundation of Geemu: A Brief History of Early Japanese video games
24
Steve L. Kent (2001), The ultimate history of video games: from Pong to Pokémon and beyond : the story
behind the craze that touched our lives and changed the world, p. 64
25
GameDeveloper.com, The History of Atari: 1971-1977 by Steve Fulton, November 06, 2007. The History of
Atari: 1971-1977 (gamedeveloper.com)
26
TheVerge.com, For Amusement Only: the life and death of the American arcade by Laura June, January
16,2013. For Amusement Only: the life and death of the American arcade | The Verge
27
Ibid
28
Dale Peterson (1983), Genesis II, creation and recreation with computers, Reston Publishing, p. 175
Activision Blizzard

Namco, Taito, Williams, and Nintendo (1981). Pac-Man, which was introduced in 1980

becoming a pop culture phenomenon, spawned a new wave of games with recognizable

characters and unique concepts like navigating a maze or navigating a succession of levels.

Apart from Pac-Man and its sequel, Ms. Pac-Man (1982), Donkey Kong (1981) and Q*bert

(1982) were the most successful games in this genre during the golden period (1982). 29 The

arcade's golden period began to fade in 1983, owing in part to the crash of the home console

market the same year. Other important concerns included a lack of creativity, as gamers

would only keep buying games if fresh gameplay was available. Furthermore, in the 1980s, a

new moral panic surrounding video games evolved, linking video games to violence and

addiction, creating bad perceptions of video game arcades and pushing away younger

players.30

Along with the video game boom triggered by Space Invaders, plenty of new firms

and platforms popped up, resulting in market saturation. Too many gaming consoles with not

enough exciting, engaging new games to play on them inevitably results in the 1983 North

American video games crash, which saw massive losses and massive amounts of unwanted,

low-quality titles buried in the desert to get rid of them. The gaming industry was in desperate

need of a makeover.31 Several home computer and video game console firms went bankrupt

during the crisis, which lasted a few years. When the Nintendo Entertainment System (NES),

also known as the Famicom in Japan, was released in the United States in 1985, the video

game home market began to revive. In comparison to earlier consoles, the NES had better 8-

bit visuals, colors, sound, and playability. 32 Nintendo, a Japanese corporation founded in 1889

as a producer of playing cards, is responsible for a variety of well-known video game titles,
29
TheVerge.com, For Amusement Only: the life and death of the American arcade by Laura June, January
16,2013. For Amusement Only: the life and death of the American arcade | The Verge
30
Ibid
31
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015.The
History Of Gaming: An Evolving Community | TechCrunch
32
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
Activision Blizzard

including Super Mario Bros., The Legend of Zelda, and Metroid. In addition, Nintendo

established a number of restrictions on third-party games created on its platform, assisting in

the fight against rushed, low-quality software. Many other long-running series were created

by third-party creators, including Capcom's Mega Man, Konami's Castlevania, Square's Final

Fantasy, and Enix's Dragon Quest (Square and Enix would later merge to form Square Enix in

2003).33 With the release of its 8-bit Game Boy video game console and the frequently-

bundled game Tetris in 1989, Nintendo once again created waves by popularizing portable

gaming. Nintendo would go on to create a series of successful successors to the Game Boy

over the next 25 years, including the Game Boy color in 1998, the Nintendo DS in 2004, and

the Nintendo 3DS in 2011. Because many of the former American manufacturers had quit the

industry by the end of the 1980s, Japan became the epicenter of the video game market,

thanks to Nintendo's domination.34 Simultaneously, personal computer software producers

recognized the strength of consoles, and businesses such as Epyx, Electronic Arts, and Lucas

Arts began focusing their efforts on making console games.35 By 1989, the market for

cartridge-based console games had grown to more over $2 billion, compared to less than $300

million for disk-based computer games.36 Sega also introduced their 16-bit Genesis platform

in North America in 1989, as a follow-up to its Sega Master System, which failed to compete

effectively against the NES in 1986.37 The Genesis made great progress against its older

opponent because to its technological advantages over the NES, as well as creative marketing

and the introduction of the Sonic the Hedgehog game in 1991. Nintendo's 16-bit Super NES

console was released in North America in 1991, kicking off the first major "console war." 38

33
Ibid
34
Don L. Daglow (August 1988). "Over the River and Through the Woods: The Changing Role of Computer
Game Designers". Computer Gaming World. p. 18.
35
Computer Gaming World. No. 65. November 1989. p. 4. Computer Gaming World Issue 65 : Free
Download, Borrow, and Streaming : Internet Archive
36
"Soaring Into 1989". Computer Gaming World. February 1989. p. 8.
37
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
38
Ibid
Activision Blizzard

From the early to mid-1990s, a slew of popular titles was released for both platforms,

including new brands like Street Fighter II and Mortal Kombat, a fighting game with blood

and gore on the Genesis edition.39 Sega established the Videogame Rating Council in 1993 in

response to the violent game (as well as congressional hearings on violent video games) to

offer descriptive labeling for every game sold on a Sega home console. The committee later

gave birth to the Entertainment Software Rating Board, which is still used to rate video games

depending on their content today.40 The Sega-Nintendo console rivalry lasted until 1994,

when Sony Computer Entertainment shocked both companies by releasing the PlayStation.41

By the spring of 1994, an estimated 24 million houses in the United States (or 27% of

all households) had a personal computer. On their computer, 48 percent played games, 40

percent had a 486 CPU or higher, 35 percent had CD-ROM drives, and 20 percent had a

sound card. This witnessed a huge spike in consumer use, owing to the fact that PCs now had

online browsing and document processing capabilities. 42 Doom, the first popular 3D game,

was released on the PC in 1993 and pushed the boundaries of what was thought to be

feasible.43 Doom is widely regarded as the most influential first-person shooter ever created. 44

It had a huge influence on succeeding shooter games as well as video gaming in general, and

it's been released on practically every console since. 45 46


The early PC and console

39
Ibid
40
Ibid
41
VentureBeat.com, The art and legacy of the ’90s console war by Gavin Greene, November 28, 2015. The art
and legacy of the '90s console war | VentureBeat
42
Rlc.Ventures.com, The History & Evolution of Video Games by RLC Ventures. The History & Evolution of Video
Games - RLC Ventures
43
Ibid
44
NerdBurglars.net, Importance of FPS in Video Games by Dan Hastings, October 5, 2019. FPS Explained - What
does FPS Mean? - Nerdburglars Gaming
45
Uk.Gamespot.com, The Greatest Games of All Time: Doom by Gamespot.uk, October 11, 2012. The Greatest
Games of All Time: Doom - GameSpot.com (archive.org)
46
Ugo.com, First Shot Fired by Cheese Hasselberger, December 07, 2009. Guide to FPS | First Shot Fired
(archive.org)
Activision Blizzard

communities, which grew up around their respective platforms, still exist today and are a

hotly debated topic.47

The fifth generation of video games ushered in the three-dimensional era of gaming,

thanks to advancements in computer technology.48 By the end of the 1980s, console games

were supplied on ROM cartridges, while PC games were distributed on floppy disks, both of

which had storage capacity constraints. Optical media, notably the CD-ROM, was originally

produced for music distribution in the mid-1980s, and by the early 1990s, both the medium

and CD drives had become affordable enough to be incorporated into consumer computing

devices, such as home consoles and PCs. 49 Optical media made it convenient to include

lengthier video pieces in games, such as full motion video or animated or pre-rendered

cutscenes, in addition to additional gameplay content. This allowed for more narrative

elements to be added to games.50 Sega debuted the Saturn system in North America five

months ahead of plan in 1995, making it the first 32-bit console to play games on CDs rather

than cartridges. This was done to beat Sony's initial entry into video games, the PlayStation,

which came later that year and retail for $100 cheaper than the Saturn. The Nintendo 64, a

cartridge-based 64-bit console, was introduced the following year. 51 Despite the fact that Sega

and Nintendo each released a number of highly rated, on-brand 3D games, such as Virtua

Fighter on the Saturn and Super Mario 64 on the Nintendo 64, the established video game

companies couldn't match Sony's strong third-party support, which helped the PlayStation 52

47
Rlc.Ventures.com, The History & Evolution of Video Games by RLC Ventures. The History & Evolution of Video
Games - RLC Ventures
48
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
49
Archive.Fortune.com, CD-ROM: THE NEXT PC REVOLUTION CD-ROMs by Mark Alpert, June 29, 1992. CD-
ROM: THE NEXT PC REVOLUTION CD-ROMs -- compact disks for personal computers -- are finally coming on
strong. Now you can use them to choose a hotel, track down a patent, or teach your kids to read. - June 29,
1992 (fortune.com)
50
Therrien, Carl (2007). "Chapter 22: CD-ROM Games". In Wolf, Mark (ed.). The Video Game Explosion.
Westport, CT: Greenwood Press. pp. 121–126.
51
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
52
Ibid
Activision Blizzard

secure a number of exclusive titles. Sony owned the video game market and would do so for

the foreseeable future.

Throughout the 1990s, the PlayStation One sold over 100 million copies. Sega

eventually dropped out of the race with its final platform, the Dreamcast, which was released

in 1998. The success that Sony experienced (and capitalized on with the release of the PS2)

drew the attention of other hardware manufacturers, including Microsoft, which joined the

market in 2001 with the first Xbox. Eventually, Sony dominated the video game market and

would do so for the foreseeable future. The PlayStation 2, which was released in 2000 and

could play only original PlayStation titles, would go on to become the best-selling game

system of all time.53 In the early 2000s, the famed Xbox vs. PlayStation battle had already

begun, but Nintendo's GameCube console had also sold roughly 20 million copies.54

Since the early 2000s, Internet capabilities have skyrocketed, and computer processor

technology has advanced at such a breakneck pace that each new generation of games,

graphics, and consoles appears to outperform the preceding. 55


Microsoft's Xbox 360, Sony's

PlayStation 3, and Nintendo's Wii were released in 2005 and 2006 as the next generation of

high-definition game consoles. To entice new players into their ecosystems, each console

released exclusive titles: Sony provided Gran Turismo, Little Big Planet, and The Last of Us,

while Microsoft supplied the iconic Halo, Crackdown, Gears of War, and more. The console

wars continued to rage.56 Though the PlayStation 3—at the time, the only system capable of

playing Blu-ray discs—was a commercial success, Sony faced severe competition from its

competitors for the first time. Despite being weaker in terms of technology to the other two

53
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
54
Rlc.Ventures.com, The History & Evolution of Video Games by RLC Ventures. The History & Evolution of Video
Games - RLC Ventures
55
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015.The
History Of Gaming: An Evolving Community | TechCrunch
56
Rlc.Ventures.com, The History & Evolution of Video Games by RLC Ventures. The History & Evolution of Video
Games - RLC Ventures
Activision Blizzard

systems, the Wii outsold them both in terms of sales. Its motion-sensitive remote controls

make gaming more active than ever before, allowing it to appeal to a much wider audience,

including elderly in nursing homes.57

Another piece of technology was quietly ascending in the distance. In the early 2000s,

the concept of mobile games was still nascent, and single-player games like Snake were the

norm.58 The first iPhone was released in 2007, and it revolutionized the industry. Despite its

limitations, such as the lack of an App Store and 3G capabilities, the 'MVP' mainly

foreshadowed the future of mobile internet as we know it today. 59 A total of 500 iOS

applications were available at the time of the App Store's introduction (July 10, 2008).

Millions more apps were developed and released over the next decade, including some of the

most popular games in history (Candy Crush has had over 500 million players). 60 Angry

Birds, one of the most well-known mobile games, launched with a $0.99 price tag. Rovio (the

company behind Angry Birds) had launched on Android by 2010 and was looking into

alternative income models. The team quickly realized that they could make money by offering

a free game with ads and a paid option to remove them. This finally unlocked several new

revenue streams, resulting in monthly revenue of $40 million or more.61 62

As affordable broadband Internet access became more widely available, several

publishers resorted to online games as a method to differentiate themselves. RuneScape,

EverQuest, and Ultima Online were among the most popular MMORPGs on the PC, with

World of Warcraft being one of the most successful titles.63 Other large-scale massively

multiplayer online games, such as Second Life, which emphasized social interactions with
57
Ibid
58
Ibid
59
Ibid
60
Ibid
61
Ibid
62
Symbian.Freak.com, The Supremely Addicting Angry Birds Hits 42 Million Free and Paid Downloads by
Symbian Freak, 22 October, 2010. Angry Birds Hits 42 Million Free and Paid Downloads (archive.org)
63
Bartle, Richard A. (2010). "From MUDs to MMORPGs: The History of Virtual Worlds". In Hunsinger, Jeremy;
Klastrup, Lisbeth; Allen, Matthew (eds.). International Handbook of Internet Research. Springer.
Activision Blizzard

virtual player avatars and user creations over any gaming components, were also released. 64

Due to the lack of included Internet access options for consoles, there have been few console-

based MMORPGs in the past. It was difficult to build a large enough subscriber community to

justify the development costs because of this. Phantasy Star Online for the Sega Dreamcast

(which had a built-in modem and an aftermarket Ethernet adapter) was the first notable

console MMORPG, followed by Final Fantasy XI for the Sony PlayStation 2 (an aftermarket

Ethernet adapter was shipped to support this game).65 Another important thing was the rise of

esports. In the 2000s, the first significant esports (electronic sports) contests took place.

Professional esports emerged from South Korea around 2000, with many of their events

centered around current fighting games and various RTS titles like StarCraft and Warcraft III.

While Street Fighter II and other fighting games from the 1990s had introduced organized

video game competitions earlier, professional esports emerged from South Korea around

2000, with many of their events centered around current fighting games and various RTS

titles like StarCraft and WarCraft III. By 2010, a slew of international esports tournaments

had sprung up across a variety of game genres.66 The Nintendo Wii U launched the eighth

generation of video games in 2012, followed by the PlayStation 4 and Xbox One in 2013.

Despite having a touch screen remote control that allowed for off-TV gameplay and the

ability to play Wii games, the Wii U was a commercial failure and was discontinued in

2017.67 Sony produced a more powerful version of their platform, the PlayStation 4 Pro, in

2016, which was the first console to support 4K visual output. Nintendo announced the

Nintendo Switch, the only system that allows both television-based and handheld gaming, in

64
Harris, H.; Bailenson, J.N.; Nielsen, A.; Yee, N. (2009). "The evolution of social behavior over time in second
life". Presence: Teleoperators and Virtual Environments. 18 (6): 434–448.
65
Bartle, Richard A. (2010). "From MUDs to MMORPGs: The History of Virtual Worlds". In Hunsinger, Jeremy;
Kastrup, Lisbeth; Allen, Matthew (eds.). International Handbook of Internet Research.
66
TheVerge.com, Field of streams: how Twitch made video games a spectator sport by Ben Popper, September
30, 2013. Field of streams: how Twitch made video games a spectator sport | The Verge
67
History.com, Video Game History by History.com editors, September 1, 2017. Video Game History - Timeline
& Facts - HISTORY
Activision Blizzard

early 2017. In late 2017, Microsoft released the Xbox One X, a 4K-ready system. 68 The PS5

and Xbox Series X, which were released in Autumn 2020, ushered in the next generation of

consoles. Due to the Coronavirus Pandemic, there is a surge in demand for gaming consoles,

which is compounded by a persistent shortage of semiconductors. 69 With 120Hz frame rates,

8-core AMD Zen 2 CPUs, and 18GB of RAM, these consoles took the experience even

farther. PlayStation has optimized its systems for Virtual Reality (VR) hardware support with

their PSVR offering, following the success of the Oculus Quest 2 (sold separately).70

Oculus, a virtual reality (VR) firm was acquired by Facebook in 2014 and its Rift

headset was released in 2016. The headset appears to be tailor-made for use in the video game

industry, with the capability of allowing gamers to "live" in an interactive, immersive 3D

world. It may be possible to develop fully interactive, dynamic "worlds" for MMORPGs, in

which players can wander around, engage with other players, and experience digital

landscapes in a completely new way.71 In the field of language-processing artificial

intelligence, there have been many developments in recent years. Google bought Deep Mind

in 2014;72 IBM bought AlchemyAPI,73 a key developer of deep-learning technology, this year;

and Apple bought two AI companies in less than a week in October 2015. 74 Voice recognition

technology and open-ended computer discourse are two of the fields being developed. These

advancements could usher in an exciting new era for gaming, especially when combined with

virtual reality, as they could allow players to interact with game characters who would be able
68
Ibid
69
Rlc.Ventures.com, The History & Evolution of Video Games by RLC Ventures. The History & Evolution of Video
Games - RLC Ventures
70
Ibid
71
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015.The
History Of Gaming: An Evolving Community | TechCrunch
72
Tech.Crunch.com, Google Acquires Artificial Intelligence Startup DeepMind For More Than $500M by
Catherine Shu, January 27, 2014. Google Acquires Artificial Intelligence Startup DeepMind For More Than
$500M | TechCrunch
73
TechTimes.com, IBM Acquires AlchemyAPI To Boost Deep Learning Capabilities Of Watson by Menchie
Mendoza, March 05, 2015. IBM Acquires AlchemyAPI To Boost Deep Learning Capabilities Of Watson | Tech
Times
74
BusinessInsider.com, Apple has bought 2 artificial-intelligence companies in 4 days by Alexei Oreskovic,
October 6, 2015. Apple Acquired 2 AI Companies (businessinsider.com)
Activision Blizzard

to respond intelligently and naturally to inquiries and orders. Players may effectively direct

the computer to accomplish in-game activities in first-person shooters, sports games, and

strategy games, as developments in speech recognition accuracy would allow the computer to

interpret commands through a headset.75

With all this being said, we can say for sure that the video games industry is always

advancing and developing. Who knows, maybe in 2030 we will have video games that will

allow us to fully immerse into digital world, allowing us to be anywhere and becoming

anyone, we want. Nevertheless, the video games industry will exist as long as humanity will.

1.2 Objectives, principles and priorities of the Video Games Industry

Principles

As any other industry, the video games industry must meet certain standard

requirements before the game is being released on a mass market. To ensure that, different

organizations exist depending on a country. Firstly, the most common one is The

Entertainment Software Association (ESA) which is a video game industry's trade association

in the United States. So, what exactly does ESA do? While working with Congress and the

Administration, the ESA promotes for strong intellectual property protection and enforcement

measures, as well as standards that enable unfettered cross-border data flows and the

reduction of barriers to digital trade and services. The ESA provides its members with

information and communication support to help them promote the industry, their products,

and the positive influence of games on society. 76 Another important organization is

Entertainment Software Rating Board (ESRB) which is a self-regulatory organization which

provides a rating for video games. In 1994, the Entertainment Software Association (ESA)
75
TechCrunch.com, The History of Gaming: An Evolving Community by Riad Chikhani, October 31, 2015.The
History Of Gaming: An Evolving Community | TechCrunch

76
Theesa.com. Who we are by The Entertainment Software Association. Entertainment Software Association |
About The ESA
Activision Blizzard

formed the ESRB. In order to rate a developer's product, the board charges a fee (which is

scalable and depends on the developer's budget). They also enforce advertising restrictions

and have expanded the usage of their ratings into mobile and digital shops as of 2015. These

ratings are intended to provide consumers with a broad sense of the nature of the content

included within the games, specifically whether or not it contains any violent or otherwise

unacceptable material. ESRB ratings currently include: EC (Early Childhood), E (Everyone),

E10+ (Everyone ten or older), T (Teens), M (Mature), AO (Adults only), RP (Rating

Pending). The board also includes content descriptors, which further identify potentially

negative information.77 78

Another important thing is the pursuit of trends within the industry. Trends are indeed

a big thing in video games and there are many that keep the consumers. Successful developers

follow trends to learn what audience is looking for. Firstly, there is Augmented

Reality/Virtual Reality trend which grew in popularity in 2020 and still continues to grow

beyond. Sixty-one percent of the experts polled believe AR/VR will have an impact on the

future of game development.79 Furthermore, many industry experts, such as Gamasutra,

foresee huge things for AR/VR in 2020. 80 Second, eSports is becoming increasingly popular,

particularly in the COVID-19 era. Because of the COVID-19 coronavirus, real-life athletic

activities have been canceled. And admirers all across the world are looking for alternatives.

Lastly, the introduction of 5G is expected to usher in technological advances and promote

innovation in the videogame development process. 5G will be essential for supporting

77
Techopedia.com. Entertainment Software Rating Board (ESRB) by Techopedia Publishers. What is the
Entertainment Software Rating Board (ESRB)? - Definition from Techopedia
78
Esrb.org. About ESRB by Entertainment Software Rating Board. Ratings Guides, Categories, Content
Descriptors | ESRB Ratings
79
Perforce.com. What’s the Future of Game Development? Trends and More by Johan Karlsson, August 18,
2020. What’s the Future of Game Development? Trends & More | Perforce
80
Gamedeveloper.com. 10 Game Development Trends to Watch Out for in 2020 by Hardik Shah, November 18,
2019. 10 Game Development Trends to Watch Out for in 2020 (gamedeveloper.com)
Activision Blizzard

streaming platforms and lowering latency. It will allow console-quality games to be streamed

on mobile devices. And platforms like Steam and Stadia are rapidly expanding.81

Objectives

The video games industry is rapid – growing and technologically advancing. The main

objective of the video game industry is to always be relevant in the market and to bring

something new to the market. First and most important objective that video game industry

should strive for is technical innovations. As mentioned before, one of these innovations is

AR/VR. In terms of immersion, video games have already exceeded many forms of

entertainment but virtual reality will add another dimension. Second objective is

merchandising. Because the product is expensive to produce, the video game business, like

Hollywood, needs to generate more cash from its intellectual property. Merchandise is already

available, including t-shirts, figures, hats, mugs, and other items. Many successful video

games made it into movies like Ubisoft’s Assassin’s Creed in 2016 and Sega’s Sonic the

Hedgehog in 2020. Lastly, the industry should focus on expansion of the market

demographics. People are playing games at a younger and older age, and the gender ratio is

approaching balance. Video games became so large scale that certain gamers make a lot of

money just by streaming their favorite games at home.

1.3 PESTEL Analysis

Analysis of the Video Games Industry

The United States of America and China have the biggest influence on the market.

China became the largest gaming market in the world by 2020, with a revenue of 40.85 billion

81
Perforce.com. What’s the Future of Game Development? Trends and More by Johan Karlsson, August 18,
2020. What’s the Future of Game Development? Trends & More | Perforce
Activision Blizzard

US dollars. The video gaming market in the United States was placed second, with yearly

revenues of approximately 36.92 billion US dollars.82

Political

There are different legislations to regulate video games depending on a country. As

mentioned before, there is an ESA who controls and oversees ESRB. Although due to the

governmental lobbying by the ESA, there are many controversies due to The First

Amendment. The U.S. Supreme Court said that video games are a type of expression entitled

to First Amendment protection. As a matter of fact, in Brown v. Entertainment Merchant

Association Act, 564 U.S. 768 of 2011, The United States Supreme Court found that that a

California legislation restricting the sale or rental of violent video games to minors violates

the First Amendment. The Court said: “Like the protected books, plays, and movies that

preceded them, video games communicate ideas -- and even social messages -- through many

familiar literary devices … and through features distinctive to the medium. That suffices to

confer First Amendment protection."83 However there is a Video Games Ratings Enforcement

Act which enforces that it is unlawful to export or distribute in interstate commerce, sell, or

rent a video game whose outer packaging lacks a label displaying an age-based content rating

determined by the Entertainment Software Ratings Board (ESRB).84

On the other hand, in China, government have a much stronger impact on the industry

than in the United States. For example, politically sensitive topics and dissent, gore and ultra-

violence, gambling, and depictions of 'vulgarity' are the most obvious features that cannot be

featured in a video game. Moreover, all games that are going to be lawfully released in China

must have a publication license (ISBN) and IP certification. These are reviewed by related
82
Statista.com. Leading gaming markets worldwide 2020, by revenue by J. Clement, June 24, 2021. • Video
game sales revenue by country | Statista
83
Mtsu.edu. Video Games by Patrick M. Garry, September 2009. Video Games | The First Amendment
Encyclopedia (mtsu.edu)
84
Congress.com, H.R.287 - Video Games Ratings Enforcement Act by 113th Congress 2013-2014. H.R.287 -
113th Congress (2013-2014): Video Games Ratings Enforcement Act | Congress.gov | Library of Congress
Activision Blizzard

authorities and can take anywhere from six months to a year to be granted, if approved at all.

This goes to both Chinese and international titles, though foreign games must be released by a

Chinese publisher (foreign publishers cannot obtain a publication license for games on their

own) and are permitted in significantly fewer quantities than their Chinese counterparts.

Foreign video games must also be completely translated.85 Another interesting thing to

mention is that in China, the government has banned underage people playing video games

for more than three hours a week. These restrictions apply to any devices are a major blow to

the global video game industry market. Chinese government limit underage people playing

only one hour a day from 8 PM – 9 PM, on Fridays, Saturdays and Sundays. Video game

companies are prohibited from providing services to minors outside of working hours and

must verify that real – name verifications methods are in place.86

Economic

As video games become more popular, more and more individuals spend a significant

amount of time playing them, raising the question of how they affect the economy. According

to a 2019 gaming market study, there were over 2.5 billion gamers worldwide. In 2019, the

predicted spending rate of these consumers on games was expected to reach $152.1 billion.

This resulted in a significant contribution to numerous economies. Now, it is obvious that the

gaming sector contributes significantly to economic growth. Also, the stock trading of gaming

companies has increased dramatically in recent years. China and the United States of America

are considered to be the countries with the highest growth in gaming. In 2019, the United

States made $36.9 billion in gaming income, which supported over 1.8 million jobs across the

country. The taxes, which are a direct channel into the economy, totaled $10.7 billion,

85
Gamesindustry.biz. How China's gaming regulations affect its market and the rest of the industry by Daniel
Camilo, October 20, 2015. How China's gaming regulations affect its market and the rest of the industry |
GamesIndustry.biz
86
Reuters.com. Three hours a week: Play time's over for China's young video gamers by Brenda Goh, August
31,2020. Three hours a week: Play time's over for China's young video gamers | Reuters
Activision Blizzard

demonstrating a significant contribution to the economy's strength. In 2018, China had 620

million gamers who spent over $38 billion on gaming, creating $138 billion in revenue. China

had the largest gain in gaming revenue in 2019, with a $35.8 billion increase. In just two

months, revenue in 2020 has reached $26.1 million. This is predicted to be reflected in their

economy, with revenue expected to expand at a 2.2 percent yearly rate between 2020 and

2024.87 Another thing that affected video game industry economically is recent COVID – 19

pandemic. For example, looking back to 2020, global digital gaming spending on in-game

content and paid downloads grew by 12% and 21%, respectively, illustrating the rise of digital

revenues. Physical video game sales have been dropping in recent and the avoidance of

physical shop places have encouraged digital and e-commerce gaming sales even more.88

Social

First of all, during the initial outbreak of the global COVID-19 pandemic in spring

2020, gaming turned out to be as one of the most popular leisure activities, with user’s

playing skyrocketing. Another big social thing that affects the video games industry is video

games conventions. One of the biggest worldwide conventions is called E3, short for

Electronic Entertainment Expo which is organized annually by the ESA. In E3 many

developers and publishers introduce upcoming games and game – related products such as

merchandise, movies, comics to retailers and press. E3 is considered the biggest and impactful

gaming convention where hundreds of fans, sellers, press meet and talk about video games.

E3 is held annually in June however due to the COVID – 19 pandemic it was cancelled in

2020 and in 2021 it was held virtual. Lastly, esports have a big social impact on the industry.

So, what exactly is esports? esports is a term used to describe competitive video gaming that

is often managed by multiple leagues, ladders, and tournaments, where players typically
87
Spieltimes.com. Learn How Video Games Influence Economic Growth by Spiel Times, February 24, 2020.
Learn How Video Games Influence Economic Growth (spieltimes.com)
88
Statista.com. COVID-19 impact on the gaming industry worldwide - statistics & facts by J. Clement, June 4,
2021. COVID-19 impact on the gaming industry worldwide - statistics & facts | Statista
Activision Blizzard

belong to teams or other sporting groups that are sponsored by various commercial entities. 89

Although organized tournaments have long been a feature of video game culture, they were

mostly between amateurs until the late 2000s when professional gamers began to participate

and spectatorship in these events via live streaming which resulted in an increased popularity.

By the 2010s, esports has established itself as a key role in the video game industry with

many game makers actively designing and supporting tournaments and other events.90 91

Technological

Technology plays the most important role in the video games industry. Things like 3D

graphics, multiplayer and online gaming, cloud gaming, augmented and virtual reality,

artificial intelligence and licensed gaming software and engines made a huge impact on the

industry. First of all, as mentioned before, in the old times video games were based on two –

dimensional graphics with text – based technology. Eventually, when 3D graphics and special

effects were created, the games became very realistic. The creation of 3D graphics gave many

possibilities to for building realistic textures, physical characteristics and in-game

interactions. Nowadays, special effects with well – made graphics and textures allow gamers

to immerse themselves in the gaming world. Secondly, cloud gaming technology has made a

big breakthrough in the industry. Thanks to it, this technology has made gaming more

accessible. It allows gamers to play games of their interest without making a big investment in

computer hardware and consoles. A gamer is able to play a given computer remotely and

enjoy their games. Lastly, the technological breakthrough in augmented and virtual reality

hardware allowed player to fully immerse into digital world, increasing the experience of

89
Trepo.tuni.fi. What is eSports and why do people watch it? by Juho Hamari and Max Sjoblom. What is eSports
and why do people watch it? (tuni.fi)
90
Theverge.com. Field of streams: how Twitch made video games a spectator sport by Ben Popper, September
30th, 2015. Field of streams: how Twitch made video games a spectator sport | The Verge
91
Forbes.com. 2012: The Year of eSports by Paul Tassi, December 20, 2012. 2012: The Year of eSports
(forbes.com)
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entertainment.AR/VR gives many possibilities for publishers and developers to create more

projects.

Environmental

The video games industry can negatively affect the environment. Several aspects come

into play when analyzing how gaming affects the environment, including the physical waste

of game packaging, the power consumption of different gaming consoles and even the length

of different video games when it comes to time spent playing. Physical and digital games can

leave an unexpectedly large carbon footprint. The worst offender in physical games is the

packaging, which includes the aluminum polycarbonate disc, the plastic case, and the paper

cover and pamphlet inside the container which eventually end up as trash. Meanwhile,

depending on download times and the activity of internet usage, digital games may require

additional energy usage. This means that even though digital downloads are becoming more

popular and are more eco-friendly than traditional physical games, they do not come close to

removing gaming's environmental impact. Another thing to add is that most of the consoles

and PC’s hardware are made in China which tends to use more fossil fuel and coal energy

which eventually increases carbon dioxide emission. Lastly, console’s parts are extremely

difficult to recycle because its is not possible to upgrade them.

Legal

Piracy is one of the main legal factors which affects the video games industry. What

exactly is piracy? It is an unauthorized use and distribution of intellectual property (video

games and software). Piracy is harming the gaming industry in some way since it would be

quite frustrating for the developer to know that people are not utilizing the original version of

the video game but rather the pirated version. If consumers download unauthorized versions

of video games, the video game industry will suffer greatly since sales will be reduced. In
Activision Blizzard

order to do something, one of the first major measures was the formation of anti-piracy trade

organizations within the most involved countries such as the Software Publishers' Association

in the United States. The initial legal lawsuits were directed at several large corporations that

allowed (or promoted) the broad distribution of pirate software. Then, with the prospect of

random controls by the authorized authority, hundreds of small and medium-sized developers

were forced to explicitly clarify their positions on copyright policy.92

Chapter 2. Characteristic features of Activision Blizzard

2.1 History and organization of Activision Blizzard

Overview. Aсtivision Blizzard is an American company and one of the largest video

gaming companies in the world which headquarters is located in Santa Monica, California.

Activision Blizzard creates and publishes interactive entertainment digital content in the

Americas, Europe, the Middle East, Africa, and Asia Pacific.

The corporation is divided into three divisions: Activision Publishing, Inc., Blizzard

Entertainment, Inc., and King Digital Entertainment with each of them responsible for their

own key gaming franchise. It creates and distributes content and services for video gaming

consoles, desktop computers, and mobile devices, including subscription, full-game, and in-

game sales, as well as software licensing to third-party or related-party firms that distribute
92
Tessi.luiss.it. The Effects of Piracy and Counterfeiting in the Video Games Industry by Alessandro Piacentini,
2018. 665731_PIACENTINI_ALESSANDRO.pdf (luiss.it)
Activision Blizzard

Activision and Blizzard products. Also, the company maintains its unique online gaming

service Battle.net app that allows digital content distribution, online gaming and social

networking. In addition, it also runs esports leagues and sells digital advertising contents, as

well as providing logistics and sales distribution services to third-party publishers.93

Although Activision Blizzard used to be two different companies Activision and

Blizzard which had their own unique gaming franchises, the two decided to merge and

eventually on July 8th, 2008 when the stakeholders finally agreed to merge and then the deal

was done the next day for an US$18.9 billion. 94 As of today, the number of employees in

Activision Blizzard is approximately 9.500 people.

Ownership. Activision Blizzard is a public company with most of its shares hold by

Robert A. Kotick, Daniel Alegre, Dennis Durkin, Vanguard Group Inc., FMR LLC, and

BlackRock Inc.95

Leadership Team. Activision Blizzard’s management key figures are:

 Bobby Kotick – Chief Executive Officer;

 Daniel Alegre – President & Chief Operating Officer;

 Frances F. Townsend – Executive Vice President for Corporate Affairs;

 Armin Zerza – Chief Financial Officer;

 Brian Bulatao – Chief Administrative Officer;

 Grant Dixton – Chief Legal Officer;

 Helaine Klasky – Chief Communications Officer;

 Jule Hodges – Chief Peoples Officer;


93
Finance.yahoo.com. Activision Blizzard Inc. by Yahoo Finance. Activision Blizzard, Inc. (ATVI) Company Profile
& Facts - Yahoo Finance
94
Investopedia.com. 5 Companies Owned by Activision Blizzard by Nathan Reiff, July 09, 2021. 5 Companies
Owned by ATVI (investopedia.com)
95
Investopedia.com, Top Activision Blizzard Shareholders by Matthew Johnston, January 07, 2021. Top
Activision Blizzard Shareholders (investopedia.com)
Activision Blizzard

 Fernando Machado – Chief Marketing Officer;

 Sandeep Dube – Chief Commercial Officer;

 Rob Kostich – President, Activision;

 Mike Ybarra – Leader, Blizzard;

 Humam Sakhini – President, King;96

Forbes. On the Forbes list, Activision Blizzard holds the following positions:

 #383 World’s Best Employers 2021

 #271 America’s Best Employers 2021

 #85 Top 100 Digital Companies 2019

 #228 Growth Champions 2018

 #278 America’s Largest Public Companies 2018 97

Mission statement

Activision Blizzards mission statement is: “To connect and engage the world through

epic entertainment has never been more important. Through communities rooted in our video

game franchises we enable hundreds of millions of people to experience joy, thrill and

achievement. We enable social connections through the lens of fun, and we foster purpose and

a sense of accomplishment through healthy competition. Like sport, but with greater

accessibility, our players can find purpose and meaning through competitive gaming. Video

games, unlike any other social or entertainment media, have the ability to break down the

barriers that can inhibit tolerance and understanding. Celebrating differences is at the core of

96
Activisionblizzard.com. Our leadership by Activision Blizzard. Activision Blizzard | Leadership
97
Forbes.com. Activision Blizzard ON FORBES LISTS by Forbes, May 13, 2021. Activision Blizzard (ATVI)
(forbes.com)
Activision Blizzard

our culture and ensures we can create games for players of diverse backgrounds in the 190

countries our games are played.”98

Vision statement

“We create the most epic interactive gaming and entertainment experiences on earth

immersing players in new, unimagined worlds. Our products help build community and create

social platforms that bring people together. We are relentlessly curious, pushing the

boundaries of what is possible to create games of our dreams—and yours. To put it simply,

our goal is to make every day more fun with games such as Candy Crush™, Call of Duty®,

World of Warcraft®, Overwatch®, Hearthstone® and Diablo®.”99

Core Values

Respecting each other. When talking about respect it is important to know that all

employers want to go to work feeling safe and comfortable. It is necessary in order to work

well and achieve company’s goals. Each of the employer is expected to do their part in order

to create a respectful workplace environment – one that is not based on unlawful bias,

harassment, discrimination and intimidation of any kind.

Protecting our company. In order to protect the company, its leaders must ensure that

their intellectual property and confidential information is well protected. Next thing that the

company should be aware of is social media transparency. For example, if someone wants to

write a post about the company, the author must ensure to disclose his relationship with the

company, make it clear that he is expressing his own opinion, be careful to not share any

confidential information and keep company’s reputation adequate. Lastly, the company must

98
Investor.activision.com. Activision Blizzard Board of Directors Issues Statement Regarding Recent Article by
The Activision Blizzard Board of Directors, November 16 th , 2021. Activision Blizzard | Activision Blizzard Board
of Directors Issues Statement Regarding Recent Article
99
Activisionblizzard.com. About our company by Activision Blizzard. Activision Blizzard | About
Activision Blizzard

keep in mind about conflict of interest. Employers personal interest conflicts must not

intersect with the interest of the company.

Maintaining our shareholder’s trust. Just like as with the company’s customers and

fans, the company should keep their high standards in regards of their shareholders. To ensure

that, the company must be accurate and transparent with their records and reports, forbid and

monitor insider trading, watch out for money laundering, anti – corruption policies and

following international rules and laws.

Protecting our fans and customers. Activision Blizzard have a big customer and fan

base, whether they play their video games, follow Esports or watch films and television, what

they do influences them. The company should make sure to give every effort to be honest,

clear and truthful in their advertising. Since Activision Blizzard servicer require personal

information for purchasing their products, it’s up to them to keep this information

confidential. Finally, the company should keep up to their high-quality product and standards.

Working with our business partners and communities. In order for the company to

work with their business partners and communities, some rules need to be followed. These

rules include: fair competition, trade associations, human rights, environmental sustainability.

How we act. This value is particularly important because it represent the company’s

image and prestige. The company must always live up to its code, follow laws and rules and

prevent any sort of discrimination, hate and prejudice between its employers.

History

Activision Blizzard is one of the biggest, most discussed about video games company

in the world. Never before has one company dominated the industry of gaming, with a focus

on the most popular genres and cooperation with the world’s very talented developers. In
Activision Blizzard

order to talk about history of this big company, we need to tell the story of both companies

Activision and Blizzard, and how they ended up together.

Activision. This history of Activision began when four Atari developers Al Miller,

David Crane, Larry Kaplan, and Bob Whitehead quit towards the end of the 1970s to start the

first independent third-party gaming firm to produce cartridges for the VCS, paving the way

for the company's future. Activision was founded in late 1979, just as the first decade of video

games was coming to a close. The reason for their quit was the following. Atari's cartridge

sales for the same year were estimated to be over $100 million, according to several of the

engineers. It was an easy arithmetic problem to figure out how much each cartridge had cost.

Al Miller, David Crane, Larry Kaplan, and Bob Whitehead were the four designers that

accounted for 60% of the sales. “We went to see Ray Kassar with this information,” relates

David Crane. “He told us we were no more important than the people on the assembly line

who put the cartridges together.” Later at the meeting Kassar said, “I understand creative

people. After all I worked with towel designers”. It wasn't just about money, though. The

majority of the designers were enthusiastic about their work. It was about some kind of

acknowledgment. “I would say it was equal between designer credit and royalties,” added

Crane. “If Ray had given either of them to us, we would have been happy with it. But he gave

us nothing.”100

Atari's practices on authorship credit and payments for VCS game designers

influenced the formation of Activision, at least in part. Ray Kassar brought the issue to a head

in 1979, but issues with royalties and bonuses had been at Atari for much longer. According

to Activision co-founder David Crane, during the VCS' first year, tech head Bob Brown and

then-president Joe Keenan developed a plan to assign 50 cents per console sold and a dime

100
High Score! Expanded. The Illustrated History of Electronic Games by Rusel DeMaria (2018), CRC Press, p.60,
p.68.
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per cartridge to the engineering group as compensation. The money, on the other hand, never

showed, and management denied that the scheme had existed.

Then there was the written incentive plan, which was based on "Departmental

Budgeted Operating Income," or DBOI. It was dubbed "Don't Bet On It" by some of the

engineers. This incentive also vanished somewhere in the legal terminology, despite the fact

that some of the top designers were brought behind closed doors, given 25% increases, and

warned not to tell anybody. The last point came in 1979, when marketing sent them a

document listing the % of sales of each VCS cartridge sold the previous year and, in reference

to the top things on the list, saying something along the lines of, “These games are quite

popular. Carry on as usual."101

Jim Levy, on the other hand, was aiming to start a computer software publishing

company. “I could see that the PC and video games were going to become as ubiquitous as hi-

fi stereo/equipment sometime by the end of the ’80s,” says Levy. “I was sure that publishing

games and other software for them would be potentially as large as the recorded music

industry was at the time. I had been shopping a business plan for such an idea to the venture

capital community.” It turned out that the four Atari designers met up with Levy by chance,

and the first third-party gaming firm was born, permanently transforming the game

industry.102

Activision debuted their initial games — “Dragster”, “Boxing”, “Fishing Derby”, and

“Checkers”—at the Summer Consumer Electronics Show in Chicago in late 1979 with

$750,000 in venture funding and loans. “Skiing” and “Bridge” was finished by early 1981.

That was only the start. Activision was destined for quick success, and, like Atari, it

established its own culture and legacy of unforgettable games. Four of Activision's five

101
Ibid
102
Ibid
Activision Blizzard

creators were the company's initial designers, and they realized the benefits of success in a

way that they had never experienced at Atari. In the end Activision grew fast and started to

expand, ultimately creating games for computers.103

Crane's “Freeway”, Larry Kaplan's “Kaboom!”, Bob Whitehead's “Stampede”, and

Alan Miller's “Ice Hockey” were all released the next year. Alan Miller's “Starmaster”, Steve

Cartwright's “Barnstorming”, Crane's “Grand Prix”, Carol Shaw's “River Raid”, and Bob

Whitehead's “Chopper Command” were all released in 1982. “Activision’s game designers

were at the top of our field. We really knew how to make great games,” said Crane. Then,

Pitfall!, one of Activision's biggest blockbusters and a game that would set the basis for a new

genre was launched in 1982. "It was evident early on in the creation of Pitfall! that we had

something remarkable" Crane said. "The game was formed out of a desire to make the game's

main character more human than previous tanks, jet planes, drag racers, and so on." In 1983,

Activision went public, and it was a huge success. Crane said, "The Activision of the late

1970s and early 1980s was a really remarkable environment." "Everyone wanted to work

there because we were riding a rocket." We ended up with a firm full of overachievers

because we chose the finest and brightest. We had 60 workers when Activision surpassed $60

million in revenue. To generate $1 million in income per employee, people must put forth a

lot of effort. And everyone was pleased to work hard and expand the firm until the gaming

business broke."104

The home console industry was undergoing a transformation. After only a few peak

years, the industry's exponential expansion ultimately caught up with it. In 1983-1984, the

video game collapsed, and it crashed violently. There are several reasons behind the video

103
Ibid
104
Gamasutra.com. The History of Activision by Jeffrey Fleming, July 30, 2007, Gamasutra - The History Of
Activision
Activision Blizzard

game industry's collapse. After Activision successfully defended itself against Atari's claims,

third-party publishers were able to enter the market.105

A thriving arcade culture and home console successes like “Pitfall!”, Atari's “Pole

Position”, and “Imagic's Demon Attack” pushed the gaming market forward. By 1983,

however, there were hints of crisis. "It's hilarious that we didn't see the accident coming

considering we were right in front of it," Crane said.106 Third-party software businesses began

selling gaming software in the early 1980s, each vying for a piece of the pie. By the spring of

1982, at least 50 businesses were developing games for the Atari 2600, each aiming for a 5%

share of the entire market. According to Jim Levy, “The overall 1982 cartridge market was

anticipated to be around 60 million copies, according to our Activision forecasts, which we

feel were quite accurate. Activision controlled between 12 and 15% of the market. We

estimated that seven to eight million cartridges would be sold, so we made appropriately."

However, Atari was so pleased with their success that they failed to consider the new rivals

when projecting how many cartridges they would sell. They intended to sell 60 million

cartridges, accounting for 100% of the market! In addition, each of the new software

companies projected to sell 1-2 million cartridges. There were massive backlogs of software

in warehouses by the end of 1982. A slew of "Johnny-come-latelies," as Levy refers to them,

were not selling and were running out of money. They weren't getting paid since their product

wasn't selling well at retail, but they had to pay their suppliers nevertheless. Many of these

fledgling businesses began selling their wares at low costs. Despite the fact that some games,

such as Activision's Pitfall! and River Raid, managed to sell successfully, there was

widespread anxiety in 1983. Mattel declared early in that year that they were exiting the

electronic gaming market, shuttering Mattel Electronics. Activision decreased the price of

several of their older products. Then, Atari began to dump items, both financially and
105
High Score! Expanded. The Illustrated History of Electronic Games by Rusel DeMaria (2018), CRC Press, p.107
106
Gamasutra.com. The History of Activision by Jeffrey Fleming, July 30, 2007, Gamasutra - The History Of
Activision
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physically, in the second quarter of 1983. Although it was not well recognized at the time,

Atari carried millions of cartridges out into the desert in New Mexico and buried them. Panic

began to take hold. Once more, Jim Levy said, “By the middle of 1983, it was run for the

exits and hope you could get there before the building collapsed.107

The video game industry was shattered in 1984. Jim Levy recalls it well: “We had 400

people at our peak in mid – 1983 and 95 at the bottom 18 months later. We went from $50

million revenue per quarter to six or seven. And we were lucky. We were coming into PC

software, although it was a small market then, and we had strong international sales. We also

had plenty of cash. If we had been exclusively Atari 2600 in the U.S., we would have gone

out of business.”108

With Atari's VCS no longer in production and its replacement, the 5200, a no-go,

Activision focused its efforts on computer games. Crane's unique artificial life game Little

Computer People and the complicated adventure/strategy title Hacker were highlights of its

1985 releases. Activision began the process of purchasing Infocom, the founders of Zork and

a pioneer in text adventure games, to strengthen its PC emphasis. Infocom made its name in

the early 80s with a hit titles like “A Mind Forever Voyaging”, “The Hitchhiker’s Guide to

the Galaxy” and “The Lurking Horror” however the company failed when it tried to

unsuccessfully diversify into database software. The offer from Activision to purchase

Infocom appeared to be a path out for the failing business. However, as the acquisition was

being finalized, Activision's board of directors chose to replace Jim Levy as CEO and hired

Bruce Davis. Davis was dissatisfied with the transaction, believing that Activision had

overpaid for Infocom. What was supposed to be an "Info Wedding" suddenly devolved into a

disaster. Davis was a San Francisco lawyer who had previously managed the collapse of

Imagic, soon when the acquisition was concluded in 1986, Activision launched a lawsuit in an
107
High Score! Expanded. The Illustrated History of Electronic Games by Rusel DeMaria (2018), CRC Press, p.108
108
Ibid
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attempt to reclaim money from Infocom's stockholders. Infocom began making graphic

adventures under the direction of Activision, releasing Zork Zero, James Clavell's Shogun,

and publishing Westwood's BattleTech: The Crescent Hawk's Inception. The new Infocom's

revenues never reached those of its predecessors, and by 1989, Activision had shut it down,

with The Lost Treasures of Infocom I and II CD-ROM compilations published in 1991 and

1992 as a monument to Infocom's prior triumphs.109

The financial consequences of the Crash of 1983-1984 lingered for years. “The

company was strong enough to weather the crash,” Crane remembered. “We had kept tight

controls on cash, and so we were in OK shape. Jim Levy’s strategy was to come up with the

best estimate of what the business would look like in one year, and then downsize the

company to match that target. Every year he was just a little too optimistic, and the business

took years to recover.”110 Then the board of directors of Activision replaced Jim Levy and put

Bruce Davis in charge which resulted in misunderstanding in views between Davis and Crane.

The reason for this was that Bruce Davis had no sufficient marketing and creative skills which

ultimately led to David Crane leaving the company. Regardless, Crane worked as a freelance

developer for a while, designing games for Activision, until forming Absolute Entertainment

with Gary Kitchen in 1988.111

With the recent events of home console game’s crash and all the original founders of

Activision gone, the company found it hard to keep on their feet. In the next two years,

Activision published important games like Alter Ego and the puzzle game Shanghai, however

the sales were low so the company shifted to business and management software, advertising

109
Gamasutra.com. The History of Activision by Jeffrey Fleming, July 30, 2007, Gamasutra - The History Of
Activision
110
Ibid
111
Ibid
Activision Blizzard

a line of HyperCard – based products under the TenpointO and Activision Presentation Tools

brands.112

After some time, Activision decided to reform and changed their name to Mediagenic

in 1988 while still looking for a sustainable market approach. Despite refocusing on business

software, Mediagenic continued to publish games under the Activision label. In 1989,

Activision published one of the first PC drives game based on Robyn and Rand Miller’s The

Manhole.113

In 1991, after several attempts to try to turn the firm around, Mediagenic’s finances

continued to deteriorate with a $26.8 million losses with just $28.8 million in revenues.

Following that, the BHK corporation, led by Robert Kotick, purchased Mediagenic, with

Kotick taking over as CEO from Bruce Davis. In 1992, the corporation was fully rebuilt, and

it renamed itself back to Activision and relocated its headquarters to Los Angeles.114

When Kotick opened the books, he discovered that things were not as they looked. "I

had brunch with Kotick shortly after, and he remarked, 'I may have spent $440,000, but I

guess I'm $20 million in debt now,'" Crane says. Activision began hiring development

expertise in Southern California to help them get back on track. Return to Zork, a fully

graphical CD-ROM adventure launched in 1993 by Infocom (then owned by Activision),

paved the way for games like Myst to follow shortly after. Pitfall: The Mayan Adventure was

the first new game produced in Activision's South California studio, and it was released in

1994. The totally contemporary re-imagining of David Crane's original classic was a smash

hit, establishing Activision's position on console and PC. Activision had quickly assembled a

really world-class development team. It launched Mechwarrior 2, a hard-hitting mech

simulator, in 1995, which absolutely excelled its predecessor and was a financial success.

112
Ibid
113
Ibid
114
Ibid
Activision Blizzard

Despite continuing to anthologize the company's earlier Atari and Infocom games, Activision

gained a new audience on the PC with a series of unique classics like Interstate '76 as well as

the action/strategy hybrid Battlezone. They also collaborated on Quake II with id Software

when the software pioneer transitioned to a completely retail-based strategy — a relationship

that has lasted until recently. Once again, the Activision name stood for quality. The name

Activision was synonymous with fantastic PC games under the leadership of Bobby Kotick

and skilled producers like Scott Krager and Pandemic Studios founder Josh Resnick, but they

still had a long way to go before truly reaching the masses.115

By the end of the 1990s, Activision had a solid internal staff, but it was their

connections with independent companies that pushed them to the next level. Activision built a

reputation for massive yearly franchises and a succession of high-profile buyouts throughout

the next decade, eventually becoming the world's largest publisher. Their first big smash

happened in 1999 when they released Tony Hawk’s Pro Skater, developed by Neversoft. This

unique approach on the sport thematic resurrected a game genre that had almost died out,

creating an infinite mount of clones and still outselling them. It quickly became a yearly

franchise and one their well-known hits. Soon after the release of Tony Hawk’s Pro Skater,

Activision bought Neversoft but maintained company’s key management and facilities.

Kotick thought that it is important to respect studio’s creative and independent environment

for the future long – term success, thus he took little part in the series’ creative vision.

Meanwhile, Activision tasked Neversoft with creating new Tony Hawk and Spiderman games

every year, ensuring a constant, predictable income to satisfy investors. Activision would not

reach the same type of gold mine again until 2003. Preying on their competitor Electronic

Arts’ mistake, Activision invested in Infinity Ward, a new company formed of senior

developers previously employed by 2015 Inc., the studio behind financially successful game

115
Ign.com. History of Activision by Travis Fahs, March 31, 2020. The History of Activision - IGN
Activision Blizzard

Medal of Honor: Allied Assault. Activision’s goal was to go head-to-head with Electronic

Arts through their own game, using the same individuals who helped to establish EA’s own

franchise. After some time, Activision proclaimed Call of Duty as a franchise even before the

actual game release. Infinity Ward was put in charge and allowed a lot of creative freedom. In

the end, Call of Duty franchise became a successful symbol of Activision.116

Activision had become large enough to simply purchase financially attractive assets

without risking their investment on fresh ideas. In 2006, Activision purchased RedOctane,

following the huge popularity of their Guitar Hero franchise. Various inner Activision

departments were tasked with porting the music videogame to practically every possible

platform, with a continuous stream of expansions and downloadable content to go along with

it. It is no surprise that Activision had become a conqueror in the gaming industry and

Kotick’s habit to be loud about his business beliefs resulted in a tense relationship with the

gaming media. His devotion in releasing companies’ big series yearly and aggressive

acquisition of other independent gaming companies made Activision a very good-looking

company to the investors, but controversial to the media.

In 2007, this controversy finally reached its finish, when Kotick put his sight on

Vivendi Universal, his largest target ever. The French media conglomerate never really had its

own niche in the gaming industry, but thanks to a dozen of mergers and buyouts, acquired

plenty of current famous gaming franchises like Blizzard’s World of Warcraft, the most

lucrative game of all time. Blizzard’s World of Warcraft was very interesting to Kotick

because of its monthly subscription fees and in-game purchases. Kotick made a risky bid

roughly equivalent to Activision's net worth, believing that promoting online gaming was the

future. When the merger was successful in the summer 2008, the newly formed company

Activision Blizzard became the biggest game publisher with Kotick as its head.117
116
Ibid
117
Ibid
Activision Blizzard

Many of Activision's moves since the merger reflect a shift in the company's original

ideals. Many of Activision's moves since the merger reflect a shift in the company's original

ideals. Bobby Kotick notably backed a workplace culture of "skepticism, pessimism, and

fear" to keep its development crew loyal in 2009, an attitude that mimics Atari's mistakes that

eventually led to its staff leaving and becoming Activision. They've backed this up with

several increased firings and studio closures, all of which have been explained by declining

series sales, which many would say have simply been over-exposed owing to the regular

release schedule. Ironically, much of Infinity Ward’s crew left due to Activision’s inability to

provides promised compensations, as it was for Atari in 1979. Activision's contentious

choices may be harsh, but they may be correct. On the other hand, they may be rash and

cynical, leaving an opening for their competitors when their stable revenue streams gradually

decrease. In any case, Activision's success or failure will undoubtedly influence the way

games are developed and sold for many years to come.118

2.2 Differences from regular industry

Activision Blizzard’s products are very unique within the industry. Activision Blizzard

owns several famous and lucrative franchises such as Call of Duty, Crash Bandicoot, Spyro,

Guitar Hero, Tony Hawk’s, World of Warcraft, StarCraft, Diablo Hearthstone, Heroes of the

Storm, Overwatch and Candy Crush Saga. These games are among the most unique with a big

fan base all over the world. We will look at several things the company has done over the

years that helped them stand out within the industry. One the thing that makes Activision

Blizzard unique is that they continuously produce hits. Activision’s main games that they

focus on are Hearthstone, Overwatch and World of Warcraft. As a matter of fact, these games

ranked in the top 10 of the most watched games on YouTube and Twitch. This is more than

any other game developer, and it demonstrates the company's capability to develop several

118
Ibid
Activision Blizzard

games which appeal to a broad audience. There are 374 million monthly active users who

play the company's games for an average of over an hour every day. Millions of players

spending time in various games helps the firm discover which things people want, allowing

Activision to continue producing high-quality gameplay experience for its fans.119

First of all, Activision would not be where it is today if it hadn't bought Blizzard

Entertainment in 2008 and placed World of Warcraft under its business. World of Warcraft is

a popular subscription – based game with an estimated 117,487,099 total players. Fourteen

years after its release, the game still makes hundreds of millions of dollars per year with

subscriptions and in – game microtransactions.120

Secondly, it is no secret that games like StarCraft and Call of Duty have a strong

position within e-sports activities. However, everything changed when Activision Blizzard

launched its new Overwatch League that pushed the e-sports even beyond. In 2014, Blizzard

revealed that Overwatch was in production. After Overwatch's international success following

its debut earlier same year, the company revealed in late 2016 that it was developing a

competitive e - sport based on the game. In the end, their first season was very successful

where company received huge media attention and attracted big sponsors like T-Mobile Us

and Toyota Motors, having 20,000 seats to the Grand Finals at Barclays Center in Brooklyn

sold out in less than two weeks, the Overwatch League appears to be the hottest e - sport

around. It's evident that executives saw the e - sports possibility early on and developed a

game expressly to profit on a fast - growing e - sports industry that has the potential to grow

into a multi – billion-dollar business in the long run.121

2.3 Similarities to regular industry

119
Themotleyfool.com. 6 Things Activision Blizzard Does Right by John Ballard, Jul. 31, 2018. 6 Things Activision
Blizzard Does Right | The Motley Fool
120
Ibid
121
Ibid
Activision Blizzard

Features that have been discussed above make Activision Blizzard stand out among

other video game publishers within the industry. However, video games publishers have many

similar things in common because all of these companies share history and corporate culture

with each other. Activision Blizzard’s main big competitors are Electronic Arts, Ubisoft, Epic

Games, Take Two Interactive, Nintendo, Sony, Microsoft.

Price. First and most important similar thing that all of these big video game

companies have in common is price. Well, obviously the price range can be abyssal within the

industry however, if we take into consideration big companies above and the newer games

that they release, they all share similar prices. The usual price nowadays for a new game is

around $60 and the reason for that is that they have gotten much more complicated to make

over time than 20-30 years ago. Depending on the product, whether it is a deluxe version or

standard edition, the entry level price for a blockbuster game will be $60. The $60 pricing is

mostly due to customer expectations, so if you're Nintendo, Activision Blizzard, Sony,

Microsoft, or any of the other game publishers, and you release your game with a base price

of $70, $80, or more, there's a good chance people won't purchase it. $60 price tag benefits

both buyers and game publishers to some extent, not because it is $60, but because it

establishes a norm.122

Release Consistency. Next similarity is a release consistency. All gaming companies

strive to release their games annually so they will not fall behind. Every year they release a

new game, new downloadable content, new in – game purchasable features, etc. Video games

companies follow trends and always try to appeal to their fanbase whether it is when they add

a real-life actor or singer in their games or whether they add a real-life event.

122
Businessinsider.com, Here's the reason most new console video games cost $60 by Michelle Yan Huang and
Ben Gilbert, Oct 29, 2018. Why Video Games Always Cost $60 (businessinsider.com)
Activision Blizzard

Culture. Video game culture nowadays has become more prevalent and it existed

since late 1970s. What these big video game companies share in common is that their games

shaped video game culture that has impacted the world. As video games grew more popular

over time, they have had a big impact on popular culture. People who play video games are

known as “gamers” which can mean a person who enjoys video games or someone passionate

about it. The video game culture presence is very strong and one of the main characteristics of

it are: online gaming, e – sports, streaming video services, cosplaying, annual exhibitions,

video games museums and their own slang and terminology that is used in games.

Franchise. Another similar characteristic that all video game companies have is video

game franchises. Franchises are key thing that identifies a company and shows their true self.

With no doubt can be said that franchises are the most lucrative tool that these big companies

have in their arsenal. The most bestselling franchises in the world include: Pokémon - $90

billion, Mario - $30.25 billion, Call of Duty - $17 billion, Wii - $14.808 billion, Pac Man -

$14.107 billion, Space Invaders - $13.93 billion, Dungeon Fighter Online -$11.8 billion,

Street Fighter - $11.279 billion, Final Fantasy - $10.656 billion, Warcraft - $10.627 billion.123

Marketing strategies. Traditional commercials on television, in newspapers, and in

other forms of mass media are no longer as successful as they once were. That’s why

developers have to search for a new ways of video games promotion. Nowadays, marketing

strategies that are used by biggest video games companies are very similar though depending

on the game their target audience can differ. There are several marketing strategies that are

often used within the industry. Firstly, it is influencer promotion. Many millennials are not

only enthusiastic gamers, but they also follow at least a couple of social media influencers.

These individuals might include bloggers, streamers, Instagram celebrities, etc. Their

cooperation is now incredibly valuable in the video game advertising. Secondly, social media
123
Titlemax.com, The Top 50 Highest-Grossing Video Game Franchises by Carly Hallman. The Top 50 Highest-
Grossing Video Game Franchises | TitleMax
Activision Blizzard

advertising still remains a good option for the developers. Social media marketing works as a

pop-up ad on popular social media platforms such as Facebook, Instagram, Twitter, YouTube

and many other. The users are constantly scrolling through the news feed and see ads as

regular posts. Furthermore, SMM tool capabilities allow the company to target very particular

audience. They can customize their campaign to a certain gender, age, nationality, job,

preferred hobby and a variety of other factors. SMM campaigns that are precisely target can

result in a significant rise in clients. Therefore, one thing can be said that video game

companies are heavily dependent on online marketing strategies and social media.

2.4 SWOT Analysis

To provide a full and comprehensive evaluation, the strategic study of the LEGO

Group's market position must be maintained in the form of a SWOT analysis. Below is the

SWOT analysis for the video game company Activision Blizzard which is in the video game

industry.124

Strengths: Weaknesses:

 Multi-platform presence  Reliance on its key franchises (Call

 Diversified global market of Duty, World of Warcraft,

 One of the esports leaders Overwatch)

 Large company with a big portfolio  High dependance on hardware

of products and services manufacturers (Example: Sony,

Microsoft)

Opportunities: Threats:

 Growing mobiles game market  Intense competition

 Positive outlook on online gaming  Fast technological changes

124
Swotandpestel.com. ACTIVISION BLIZZARD SWOT & PESTLE ANALYSIS by SWOT & PESTLE.com, 2021.
Activision Blizzard SWOT & PESTLE Analysis | SWOT & PESTLE (swotandpestle.com)
Activision Blizzard

market  Piracy

 Leveraging on robust games market

Strengths

Multi–platform presence. Through its presence across several platforms, the

company has positioned itself for long-term success. The company creates and distributes

video games for a variety of consoles, portable devices, and the PC platform. Activision

Blizzard develops games for all major console platforms, including the Sony PlayStation 4,

Nintendo Wii, Nintendo Wii U, and Microsoft Xbox 360. Furthermore, the company provides

a diversified portfolio of online subscription-based games in the massively multiplayer online

role-playing game (MMORPG) genre. Blizzard Entertainment, the company's division,

produces and distributes PC-based computer games and operates an online-game-related

service called Battle.net.

Diversified global market. The company has a strong global present within the

industry. Activision Blizzard operates in the United States, Canada, the United Kingdom,

France, Germany, Ireland, Italy, Sweden, Spain, the Netherlands, Australia, South Korea, and

China. To gain further customer base across other locations, the company continues to deliver

both online and physical software and games with localized content. The company's presence

in many regions protects it from the dangers associated with negative economic trends in a

particular location. 

Esports. Activision Blizzard is one of the first movers in the esports market and are

well known for the Overwatch League and Call of Duty League. Activision Blizzard has
Activision Blizzard

already partnered with Twitch, YouTube and acquired Major League Gaming in 2015.

Blizzard must keep its expansion into the esports market, especially in mass media. Esports’

market is currently lacking mass media awareness because of differences in media

consumption, however this could change as millennials and gen Z age into the market.

Large company. Activision Blizzard is one of the largest video game companies in

the world with a revenue total of $8,8 billion as of 2021. Their closest competitors are

Electronic Arts with total revenue of $5.6 billion and Epic Games with total revenue of $5.1

billion. This shows that Activision Blizzard has a significant scale compared to them.

Activision Blizzard has a history of successful video game series that made them in a strong

market position. Due to this successful series, the company can create sequels which are less

risky than new series.

Weaknesses

Reliance on its key franchises. Activision Blizzard has consistently derived a

considerable share of company revenues from products based on a very limited number of

popular video game series, and these products make for a relatively high percentage of their

sales. A small number of well-known video game series will continue to provide a relatively

large share of revenues and earnings. Because of its reliance on a small number of series, the

company is dependent to the performance of these series, which can have a major impact on

business and financial outcomes.

High Dependance on hardware manufactures. A major part of company’s business

operations comes from selling video games on video game hardware platforms manufactured

by third-party companies such as Microsoft’s Xbox platforms and Sony’s PlayStation.

Therefore, the profitability of the company’s operations is largely affected by the availability

of an adequate supply of certain hardware platforms as well as manufacturer’s constant


Activision Blizzard

support for these platforms. Moreover, the company’s success is dependent on its ability to

foresee which platforms would be viable in the market so that they can develop commercially

successful products for them. If the manufacturers won’t release their platforms on time or

they won’t be available in specific quantities to meet demand as anticipated by Activision

Blizzard, then the company’s sales can decline.

Opportunities

Growing mobile games market. As of 2021, the global mobile games market in

revenue is estimated at $93.2 billion and is expected to grow till $200 billion in 2024. The

mobile gaming market is becoming greater, more profitable, and more diversified than ever

before. In 2021, the overall number of smartphone users will be 3.9 billion worldwide.

Activision Blizzard can capitalize on the expanding mobile gaming industry. The company is

also a mobile publisher with a global presence. Therefore, market share and revenues will rise

in the future years as the end market expands.125

Positive outlook on online gaming market. The worldwide digital media market has

been steadily expanding, with gaming accounting for the majority of market income. In 2020,

the worldwide online gaming market earned around 21.1 billion US dollars in sales,

representing a 21.9 percent increase over the previous year. This increase was, of course,

owing to the worldwide COVID-19 epidemic, which drove many consumers to remain at

home and shift to interactive content and various ways to communicate with others. There are

currently an estimated 1 billion online gamers globally, with China, South Korea, and Japan

having the largest demographic reach for online gaming. Online gaming audiences are

expected to exceed 1.3 billion by 2025.126 For Activision Blizzard, majority of its revenue

comes from online gaming activities. Therefore, the company’s online activities will make it
125
Venturebeat.com. Newzoo: Mobile games will grow 4.4% in 2021 to $90.7B by Dean Takashi, Sep. 23, 2021.
Newzoo: Mobile games will grow 4.4% in 2021 to $90.7B | VentureBeat
126
Statista.com. Online gaming - statistics & facts by J. Clement, May 7, 2021. Online gaming - statistics & facts
| Statista
Activision Blizzard

to capitalize from the anticipated growth while also increasing their revenue by supporting its

core business.

Leveraging from robust games market. The gaming market was estimated at

$198.40 billion in 2021 and it’s predicted to grow to $339.95 billion by 2027, growing at an

8.94% between 2022 and 2027. Because of the worldwide lockdowns imposed as a result of

the COVID-19 outbreak, some people turned to video game platforms to pass their time. As a

result, these video game platforms drew hundreds of thousands of additional users to web

traffic. Recently, video gaming trends have seen a significant increase in both gamers and

income.127 Activision Blizzard is well known in the worldwide video game industry. Their

daughter company, Activision Publishing operates in publishing interactive products and

other downloadable content. Activision Publishing develops video games on a variety of

consoles, mobiles and PC, utilizing both internally developed series and licensed content. The

company develops and publishes games for Xbox series, PlayStation series and Nintendo

series platforms. The positive outlook for the global video game industry will lead into

increased demand for the company’s products and will support its growth.

Weaknesses

Intense competition. Activision Blizzard operates in a highly competitive industry.

The company competes with other video game publishers. These competitors vary in size

from small to a giant corporation such as Sony, Microsoft and Nintendo with a greater

financial and marketing resources. For example, companies like Sony, Microsoft and

Nintendo compete directly with Activision Blizzard in the development of video game titles

for their own hardware platforms.

127
Mordorintelligence.com. GAMING MARKET - GROWTH, TRENDS, COVID-19 IMPACT, AND FORECASTS (2022-
2027) by Mordor Intelligence. Gaming Market Size, Share, Growth (2022 - 27) | Industry Statistics
(mordorintelligence.com)
Activision Blizzard

Fast technological changes. The fast technological changes as well as shifts to other

newer hardware platforms may impact the company’s success. The company’s market is

defined by constant technological changes, evolving technical standards, frequent product

releases and products short life cycle. New products introduced by Activision Blizzard might

not meet up to market acceptance or achieve sufficient sales to recover development,

manufacturing, and marketing costs. In addition, delays in product releases or disruptions in

the release of one or more new products could adversely affect the operating results of the

company. Short lifecycles of products have been negatively affecting the video game

business, and these trends are expected to further increase their impact in the future.

Piracy. Currently, continuing piracy issues impact the growth for players in the video

game industry. Unauthorized distribution of Activision Blizzard's titles and reverse

engineering of the products would enable duplicating of the programming techniques

proprietary to the company and creation of similar competitive products. Furthermore, in

some countries where Activision Blizzard's products are sold, the laws do not protect the

company's products and intellectual property rights to the same extent as the laws of the US.

Legal protection of Activision Blizzard's rights may be ineffective in such countries.

Moreover, the rapid expansion of broadband internet access may worsen these problems by

making it possible to transmit digital files faster and more easily

\
Activision Blizzard

Chapter III. Critical analysis

3.1 Porter’s Five Forces Analysis

According to Porter’s Generic Strategies, the strategy that Activision Blizzard is using

is Differentiation.128 The company delivers products that are different from those offered by

rivals, and it is constantly looking for new and creative strategies to keep its customers

interested. Its games, such as Call of Duty, World of Warcraft, Overwatch and Candy Crush,

must keep millions of customers entertained. It also hosts online competitions to keep

customers

involved, and it is always introducing new products and improvements to current games in

order to attract new customers and maintain existing ones.129

Activision Blizzard is an important player in the Video Game Entertainment software

industry. Therefore, the industry can be analyzed via Porter’s five forces analysis.

Threat of New Entrants – High

The threat to enter the industry is high since entering this industry does not need a

significant financial investment however intellectual resources are the most valuable resource,

and anybody with the necessary abilities may work in the Video Game industry. Furthermore,

128
Ifm.eng.cam.ac.uk. Porter's Generic Competitive Strategies (ways of competing) by University of Cambridge.
Porter's Generic Competitive Strategies (ways of competing) (cam.ac.uk)
129
Investor.activision.com. Gamers from Around the World Gather for Gaming, Esports, and More This Week at
BlizzCon® 2017 by Activision Blizzard, October 30, 2017. Activision Blizzard | Gamers from Around the World
Gather for Gaming, Esports, and More This Week at BlizzCon® 2017
Activision Blizzard

these newcomers frequently join with a reduced-price strategy, capturing market shares from

current firms. To combat the threat of new entrants, Activision must develop unique goods on

a regular basis in order to maintain existing customers while also attracting new ones. In order

to enhance its products, it must also lower costs through economies of scale. However, in this

business, innovative goods are the key to success, thus Activision must continue to engage in

research and development in order to provide customers with new and interesting products.130

Bargaining Power of Supplier – Low to moderate force

Businesses within the industries primarily dependent on intellectual assets and unique

gaming and entertainment goods are their key selling point. Various suppliers such as

software makers and other technological goods and service providers, give raw materials to

the industry's businesses. Because there are so many providers of these components, the

supplier power is relatively low. Furthermore, Activision's sheer size gives it more leverage as

a buyer. However, suppliers in a dominating position, such as those with a significant product

or service innovation, can charge higher prices for their products or services, and Activision

would be forced into buying from such suppliers on their terms in order to compete

successfully in the market.131

Bargaining Power of Buyers – High

In this industry, the bargaining power of buyers is high because customers in this

market are highly demanding and often seek new products, plus there are many rivals in the

market contending with more original products. As a result, each business must continue to

provide new products according to market trends and customer’s desires. Moreover,

130
Medium.com. Porter’s five forces analysis — Video game by Keyue Zhuo, December 12, 2017. Porter’s five
forces analysis — Video game | by keyue zhuo | Medium
131
Ibid
Activision Blizzard

businesses also need to offer discounts and products at a lower price in order keep their

customers.132

Threats from Substitute Products and Services – Low

Threat from substitute products is low in the industry because most of the video game

producing companies offer games on all platforms. The substitute for the video games can be

physical games or other entertainment like movies and dramas. Therefore, the threat of

substitute products is quite low in the industry.133

Rivalry among the Existing Competitors – High

The rivalry among the existing competitors is very high in the video game industry.

The industry competes mostly on the basis of new and innovative products. Due to the fierce

competition, prices are reduced which result in an increased demand for industry products.

Nevertheless, it has the potential to reduce income for industry’s players. Another cause for

the fierce competition is that the industry lacks customer’s loyalty and customers may quickly

leave and switch to another seller if they aren’t happy with the product. Activision Blizzard

must stay competitive by developing new products that will keep people interested.134

3.2 Financials

Below is the financial analysis for Activision Blizzard. The income statement can be

found on appendix page. Overall, 2021 was a good year for Activision Blizzard, despite the

COVID-19 pandemic.

132
Investopedia.com. Porter's Five Forces and Electronic Arts (EA) by Greg Depersio, July 7, 2020. Porter's Five
Forces and Electronic Arts (EA) (investopedia.com)
133
Ibid
134
Ibid
Activision Blizzard

Annual revenue increased by 8.8% to $8,803 billion in 2021 compared to $8,086

billion in 2021. In 2021, operating income with $3,259 billion increased from $2,734 billion

in 2020 which results in 19.2% growth. The operating margin in 2021 was 37% increased

from 33.8% in 2020. The interest and other expense were slightly higher than in 2020 which

resulted in $95 million spending in the interest and other expenses in 2021, compared to $87

million in 2020. Income before tax income expense was $3,164 billion in 2021, higher than

$2,616 billion in the previous year.

Income tax expense in 2021 was $465 million, higher compared to $419 million in

2020. Therefore, the effective tax rate for Activision Blizzard for 2021 was 14.7% which is

not very high and is helpful for distribution of profits and dividends.

In 2021, the company had an increase in net income to $2,699 billion compared to

2020 $2,197 billion which is a significant increase in 22.8% in net income and had a

shareholder’s equity total of $17,599 billion in 2021 which was higher compared to $15,037

billion in 2020.

Ratio Analysis

Liquidity Ratios. Liquidity ratio is a financial ratio that is used to evaluate a

company’s ability to meet its short-term debts.135

The current ratio for Activision Blizzard in 2021 was 5.21, which was increased by

1.8, compared to 3.41 in 2021. Since the current ratio is greater than 1, it means that

Activision Blizzard was not in risk in both years and had an ability to meet up its short-term

debts.

The quick ratio for Activision Blizzard in 2021 was 0.55 compared to 0.42 in 2020

meaning that it saw a slight rise in 0.13. Similar to current ratio, the value is greater than 1
135
Corporatefinanceinstitute.com. What is a Liquidity Ratio? By Corporate Finance Institute. Liquidity Ratio -
Overview, Types, Importance, Example (corporatefinanceinstitute.com)
Activision Blizzard

which tells that Activision Blizzard was poor on paying its short-term debts. Receivable’s

turnover raised by 0.19 in 2021, with 8.51 in 2021 raised up to 8.7 in 2021. Since Activision

Blizzard provides online services, it holds no inventory and therefore there is no inventory on

the balance sheet, inventory turnover, day’s inventory on hand. Days’ sales uncollected in

2021 was 41.9 days and 42.9 days in 2020 which means it increased by one day and

Activision Blizzard needed 41.9 days to receive cash for sales. Payable’s turnover raised by

0.3 times from 7.7 in 2020 to 8.0 times in 2021 which tells us that Activision Blizzard was 0.3

times efficient at paying its short – term debts. Days’ payable decreased by 1.8 days from

47.4 in 2020 to 45.6 in 2021 which tells us that Activision Blizzard needed 45.6 days to pay

accounts payable.

Profitability Ratios. Profitability ratio is a financial ratio used to evaluate the ability

of a company to make income relative to revenue, assets, operating costs and shareholders’

equity during a specific period of time.136

Gross margin for Activision Blizzard in 2021 was 73.7%, which grew by 1.6%

compared to 72.1% in 2020. Profit margin was positive for both 2021 with 30.7% and 2020

with 27.2% therefore a big increase in 3.5% in 2021. Asset turnover for Activision Blizzard

didn’t change and was same for both 2021 and 2020 with 0.4. Return on assets saw an

increase in 0.7%, from initial 2020 results of 13.2 to 2021 results of 13.9%. Return on equity

raised by 0.7 from 2020’s 15.8% to 2021’s 16.5%.

Long-term solvency Ratios. Long-term solvency ratio is a financial ratio that is used

to evaluate if the company can pay its financial long-term obligations.137

136
Corporatefinanceinstitute.com. What are Profitability Ratios? By Corporate Finance Institute. Profitability
Ratios - Calculate Margin, Profits, Return on Equity (ROE) (corporatefinanceinstitute.com)
137
Corporatefinanceinstitute.com. What is a Solvency Ratio? By Corporate Finance Institute. Solvency Ratio -
Overview, How To Compute, Limitations (corporatefinanceinstitute.com)
Activision Blizzard

Debt to equity in 2021 was 0.42 and 0.54 in 2020 which reduced by 0.12. The lower

the debt to equity, the more is a reliance on equity for financing a company.

Cash Flow Adequacy Ratios. The cash flow adequacy ratio is used to evaluate if the

cash flows generated by company’s operations are sufficient to pay for its ongoing

expenses.138

Cash flow to net income in 2021 was 0.9 which decreased by 0.12 compared to 2020’s

1.02. Cash flows to sales decreased by 0.5%, with 27.4% in 2021 and 27.9% in 2020. Cash

flows to assets reduced by 0.5% with 10% in 2021 and 10.5% in 2021.

Below are the all calculations presented in a table. Please note that all answers are rounded.

*All the numbers for Year 2019 were taken from Activision Blizzard’s annual report for Year

2019.

Ratio Formula Dec. 31, 2021 Dec. 31, 2020

Liquidity Ratios
Current Ratio Current Assets /Current 12,556/2,411 = 5.21 10,565/3,100 = 3.41
Liabilities times times
Quick Ratio (Cash + Marketable (354+0+972) (268+0+1,052)
Securities + Receivables) / /2,411=0.55 times /3,100=0.42 times
Current Liabilities

Receivable Net sales/Average 8,803/1,012=8.7 8,086/950 = 8.51


Turnover Accounts Receivable* times times
Inventory Cost of Sales/Average Not applicable Not applicable
Turnover Inventory*
Days’ Inventory Days in Year/Inventory Not applicable Not applicable
on hand Turnover
Days’ sales Days in year/Receivable 365/8.7 = 41.9 days 365/8.51 = 42.9 days
uncollected turnover
138
Accountingtools.com What is the Cash Flow Adequacy Ratio? By Accounting Tools. Cash flow adequacy ratio
definition — AccountingTools
Activision Blizzard

Payable’s Cost of goods sold +/- 2,317+0/(285+295)/2 2,260+0/(295+292)/2


turnover Change in = 8.0 times = 7.7 times
Inventory/Average
Accounts Payable
Days’ payable Days in year/Payables 365/8.0 = 45.6 days 365/7.7= 47.4 days
Turnover

Profitability Ratios

Gross Margin (Gross Profit / Revenue) x (6,486/8,803) x100= (5,826/8,086) x100=


100 73.7% 72.1%

Profit Margin (Net income / Net Sales) x (2,699/8,803) x100 = (2,197/8,086) x100 =
100 30.7% 27.2%
Asset Turnover Net Sales / Average Total 8,803/24,082.5 = 0.4 8,086/21,477 = 0.4
Assets* times times
Return on Assets (Net Income / Average (2,699/24,082.5) (2,197/21,477)
Total Assets*) x 100 x100=13.9% x100=13.2%
Return on Equity (Net Income / Average (2,699/16,318) (2,197/13,921)
Owners’ Equity*) x 100 x100=16.6% x100=15.8%
Long-term Solvency Ratios
Debt to Equity Total Liabilities / Owner’s 7,457/17,595=0.42 8,072/15,037=0.54
Equity times times

Cash Flow Adequacy Ratios

Cash Flows to Net Net Cash Flows from 2,414/2,699=0.9 2,252/2,197 = 1.02
Income Operating Activities / Net times times
Income
Cash Flows to (Net Cash Flows from (2,414/8,803) x100 = (2,252/8,086) x100 =
Sales Operating Activities / Net 27.4% 27.9%
Sales) x 100
Cash Flows to (Net Cash Flows from (2,414/24,082.5) (2,252/21,477)
Assets Operating Activities / x100 = 10% x100=
Average Total Assets*) x 10.5%
100
Activision Blizzard

3.3 Position of the company today within the industry

Activision Blizzard undoubtfully is one of bigger players and holds a strong position

within video game industry. In 2021, Activision had a steady revenue and ranked fifth place

in the list of top ten video game companies in the world, with a revenue of $8.8 billion as of

2021. The top three companies in the list are Sony, Microsoft and Nintendo with a total

revenue of $24.9 billion, $16.3 billion and $15.3 billion. 139 As mentioned before, Activision

Blizzard is divided into three subsidiaries which are Activision, Blizzard Entertainment and

King. Activision is mostly famous for its Call of Duty series, Blizzard Entertainment for

legendary game series like World of Warcraft, Diablo and Overwatch, and finally King is

known for its famous mobile game Candy Crush Saga.

Esports. It’s important to note that Activision Blizzard has two games involved in

esports which are called Call of Duty and Overwatch. Overwatch League was launched in

2018. It has a structure similar to that of a regular sports league, but it has a far greater scope,

with teams representing major cities all around the world. Activision Blizzard has sold 20

teams to entrepreneurs who are in charge of running them like a company. The Blizzard

studio has set up the league in such a way that when the league expands, both the corporation

and the club owners will benefit. Other distinguishing feature of the Overwatch League is that

it is entirely owned and run by Blizzard Studios, as opposed to many other esports events that

are arranged by third parties that do not hold the game's intellectual rights. Because Blizzard

owns both the intellectual property (Overwatch and Call of Duty) and the league, it is in their

strongest position to profit from the esports market's growth. Call of Duty League was

launched in 2020 with 12 city teams. Activision Blizzard's Hearthstone and World of

139
Alltopeverything.com. The 10 Biggest Video Games Companies in the World 2022 (at a glance) by All Top
Everything. Top 10 Biggest Video Game Companies in the World - All Top Everything
Activision Blizzard

Warcraft are also esports leaders, but the corporation is focusing most of its resources on first-

person shooters since they are a popular gaming genre with action-based gameplay that

appeals to a broad audience. Activision Blizzard may generate revenue in a variety of ways

thanks to the increase in popularity of esports. Advertising, sponsorships, team sales, media

rights sales, merchandising, and ticket sales are the primary sources of revenue. Advertising

and sponsorships are the two most important components right now, and Activision Blizzard

has already recruited a number of large consumer companies to sponsor Overwatch League.140

Microsoft Acquisition. In January 18th, 2022, Microsoft announced that it will acquire

Activision Blizzard for $95.00 per share, in an all-cash transaction estimated at $68.7 billion.

When the transaction is finalized, Microsoft will be the third largest gaming company in the

world by revenue and it will be the largest acquisition in the video game industry. Last

summer in 2021, Activision Blizzard was engulfed in accusations that senior management

employees overlooked sexual harassment and discrimination in its workplace. This

controversy eventually hit its CEO, Bobby Kotick. The company was pressured from all

places which includes Microsoft. In the end Microsoft leveraged on Activision Blizzard issues

and offered them a bid which they firstly rejected but then came to an agreement. 141 Microsoft

intends to make all Activision Blizzard titles available through Xbox Game Pass, a popular

service among gamers. Xbox Game Pass is the first of its type, giving gamers unrestricted

access to a library of games for a monthly fee of $9.99. 142 In January 2022, the number of

Xbox Game Pass subscribers topped 25 million, and Activision Blizzard games today have

about 400 million monthly active gamers. Microsoft's rise in console gaming will be aided by

140
Themotleyfool.com. 4 Things to Know About Activision Blizzard’s $1 Billion Esports Opportunity by John
Ballard, March 12, 2020. 4 Things to Know About Activision Blizzard’s $1 Billion Esports Opportunity | The
Motley Fool
141
Theverge.com. Read exactly how Microsoft’s $68.7 billion deal for Activision Blizzard came together by Jay
Peters, Feb, 18, 2022.
142
Finance.yahoo.com. What Microsoft's Acquisition of Activision Blizzard Means For Its Gaming Future by
Derek Lewis, Feb, 2022. What Microsoft's Acquisition of Activision Blizzard Means For Its Gaming Future
(yahoo.com)
Activision Blizzard

making the most legendary gaming series in history more accessible at a low cost.143 Video

games are one of the fastest growing industries and Microsoft obviously wants a piece of the

action. With the potential to leverage Activision Blizzard’s assets, Microsoft will have

practically limitless possibilities to pursue. Microsoft believes that purchasing Activision

Blizzard will provide them a competitive advantage in the gaming market and allow them to

swiftly develop their gaming division. The acquisition was also positively received by

investors, with Activision Blizzard’s stock rising over 25% the day after it was announced.144

Call Of Duty Endowment (CODE). CODE is a non-profit organization which was

co-founded by Bobby Kotick in 2009 to help U.S military veterans to find high – quality jobs.

It helps former soldiers to transition to civilian careers after their military service and also

raises awareness about the value that veterans bring into the workplace. CODE currently

partners with nine US-based NGOs and two UK-based organizations. It has given out $36

million in grants over the previous nine years to help more than 54,400 veterans find well-

paying jobs. In 2018, the organization provided $5.2 million to assist in the placement of

10,700 people, at a cost of $522 in services per job obtained. “That's about one-sixth of what

the federal government spends per job placement through its own Department of Labor

programs”, according to CODE. CODE’s ultimate objective is to help at least 100,000

veterans to find job by 2024.145

3.4 Difficulties the company faces.

Despite an increase of revenue in 2020 and 2021, Activision Blizzard has been

struggling with several problems that hurt their image in public.

143
Ibid
144
Ibid
145
Fastcompany.com. Call of Duty’s virtual soldiers are helping real ones get back to work by Ben Paynter, May
4, 2019. The Call of Duty Endowment helps soldiers get back to work (fastcompany.com)
Activision Blizzard

Geopolitical instability. Since the beginning of the Russian special-operation in the

Ukrainian territory, many companies announced that they will exit the Russian market and

video game companies are no exception. On March 4th, 2022, Activision Blizzard announced

that they suspend all new sales and micro-transaction in Russia.146 This can negatively impact

on the company because since Russia is a very big country covering Europe and Asia and that

total revenue of Activision Blizzard combined with EMEA and Asia Pacific for 2021 is

$3,872 billion, it is obvious that Activision Blizzard can lose a share amount of revenue. Plus,

even when this conflict is over and they will allow sales in Russia again, there is no guarantee

that their previous Russian customers will come back to them buying their services.147

Discrimination and harassment scandal. On July 20th, 2021, the California

Department of Fair Employment and Housing filed a lawsuit against Activision Blizzard after

a two-year investigation. The reason for this lawsuit was that supposedly the company was

promoting a gender-based discrimination and sexual harassment against female employees.

Despite the fact that women made up around 20% of Activision Blizzard's employees, they

faced continuous sexual harassment, uneven pay, and punishment. One of the most shocking

revelations was the widespread prevalence of so called "cube crawls, in which male

employees became intoxicated, crawled their way across desks, and engaged in "inappropriate

conduct with female colleagues. Many male employees are also said to have openly joked

about rape and assigned their jobs to their female coworkers in order to relax and play video

games. The disclosure that one anonymous female Activision employee killed herself while

on a working vacation with an unnamed "male colleague" is likely the most frightening

allegation in the complaint. She was allegedly subjected to "severe sexual harassment," with

nude photos of her being distributed during a corporate holiday party. All of this event led to

146
Activisionblizzard.com. SUPPORTING THE UKRAINIAN PEOPLE by Daniel Alegre, March 04, 2022. Supporting
the Ukrainian People (activisionblizzard.com)
147
Statista.com. Net revenue generated by Activision Blizzard from 2007 to 2021, by region by J. Clement, Feb
15, 2022.
Activision Blizzard

Activision Blizzard’s staff protesting and demanding to fire current CEO Bobby Kotick.

Many charges against Activision Blizzard's CEO, Bobby Kotick, have recently surfaced. For

example, he once threatened to murder one of his assistants in a frightening voicemail. He is

also accused of knowing about sexual harassment in his workplace and doing nothing about

it. Eventually, he appears to have protected the offenders and refused to disclose the instances

to the board of directors of the corporation. This prompted investors to launch a new

complaint, accusing Kotick of "issuing materially false and misleading statements during a

class action period.”148 In the end, it heavily impacted Activision Blizzard’s face in public

opinion that resulted in many talented employees leaving the company. Finally, Activision

Blizzard and the US government have struck a $18 million settlement over charges of sexual

harassment and discrimination against female employees at the company.149

Influence of Third-Party platform providers. When Activision Blizzard create

video game products for companies like Sony and Microsoft’s hardware platforms, the

tangible products are strictly copied by hardware platform’s manufacturer. Certain

agreement’s provisions such as approval rights over all software products and related

materials, so as the ability to change fees they charge for manufacturing, allow the

manufacturers significantly influence on the cost and release dates of video games. Sony and

Microsoft also own online networks in where digital goods are sold. This control can also

impact Activision Blizzard on the availability of their products or the number of sales made

through these networks.

3.5 Suggestions for current performance improvement

Here are some suggestions that can be used to improve current status and position of

Activision
148
Denofgeek.com. Everything You Need To Know About The Activision Blizzard Scandal by Aaron Greenbaum,
Jan. 20, 2022. Everything You Need To Know About The Activision Blizzard Scandal   | Den of Geek
149
Npr.org. Activision Blizzard Strikes An $18 Million Deal Over Its Workplace Harassment Lawsuit by Jaclyn
Diaz, Sep. 28, 2021. Game Maker Activision Blizzard Will Pay $18 Million In A Deal With The EEOC : NPR
Activision Blizzard

Blizzard.

Create more accountable workplace. Due to previous scandals that Activision

Blizzard faced, it is obvious that the management staff must ensure a zero-tolerance policy

towards sexual harassments, discrimination, and sexism. Any employee found guilty should

be fired immediately. Also, employees must be encouraged to report such activities. Another

thing is to increase a percentage of women employees by 50% and make salary equal for both

men and women on similar positions.

Hiring creative talents. The companies’ success is dependent on its employees

especially in a video game industry. Activision Blizzard should be focusing on hiring more

creative and talented employees and giving them more autonomy in regard of what video

game final form will be. The key to success is the great games and management and

developers can have a very different views in this regard.

Become less dependent on their franchises. Since Activision Blizzard’s success is

very dependent on how their key video game franchises are doing, it’s important to create a

resort plan if the sales and popularities of their franchises will decline. That’s why it is

important for the developers to start working on a brand-new project and developing new

games that will meet customers’ expectations.

3.6 Recommendations for future growth

Metaverse. After the Microsoft purchase Activision Blizzard, the Microsoft’s CEO

Satya Nadella said that they have some plans on the metaverse. Microsoft has centered

Activision acquisition on the metaverse. Although the concept of metaverse is relatively new

and was first introduced and launched into the market by Meta Inc., previously known as

Facebook. However, analyst do believe that the metaverse idea is questionable since

Activision isn’t recognized in this new market. Metaverse is a broad term that encompasses a
Activision Blizzard

variety of technologies including VR, cloud gaming and computing. Nowadays, Activision

Blizzard is still dependent on other third-party hardware platform manufacturers and that it is

hard for them to enter metaverse market, therefore the company will need Microsoft’s

technological weight in cloud computing and VR to market as a metaverse play. So, in the

near future Microsoft will control all of Activision Blizzard’s assets and that’s when they

should be focusing on this new market – metaverse.150

150
Investopedia.com. Will Activision Really Boost Microsoft's (MSFT) Metaverse Ambitions? By Rakesh Sharma,
Jan 24, 2022. Will Activision Boost Microsoft's Metaverse Ambitions? (investopedia.com)
Activision Blizzard

Conclusion

The main point of this paper was to identify the everchanging and never stopping

video game industry with the emphasize on the company called Activision Blizzard. Although

many things have changed and due to the recent news Activision Blizzard will be soon owned

by Microsoft. However, it still left a huge impact on the industry and gamers worldwide. It’s

video game series left a great feeling of nostalgia to a veteran player and give a great feeling

of excitement to new players. The company is a synonym to a top-notch action and adventure

games that all gamers know or ever heard of. Although the company had its ups and downs,

regardless it will still be relevant in the next 50 years. It’s hard to believe that gaming has

been around only a few decades. It looks like it has been a part of our live forever. More

importantly, gaming will become more popular in the future. The future of gaming is looking

very interesting and exciting with all these rapid technological changes and new devices

emerging every time. With that being said, the video game industry will be always evolving,

whether we want it or not, it will play a significant part in our life.


Activision Blizzard

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Appendix
Activision Blizzard

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