World of WarCraft Group 2 Customer Segments Professionals/ Networking Hardcore Gamer Young TechnologySavvy International Driven By Social Aspect Light/Casual User Driven By Entertainment CUSTOMER ANALYSIS Purchase Problems: lack of steady income, quickly move on to next “hot” item. Characteristics: Very comfortable with tech and virtual worlds, primarily a way to “pass the time”. Growth Trends: Was growing strong, slight dip this year. Benefits Sought: Entertainment, escape from day-to-day life. Young Technology-Savvy; Driven By Entertainment Buying Behavior: Largely peerinfluenced, affected by other releases. Purchase History: Continued subscription, returning if interrupted. Use Situation: In free time, somewhat heavy but continuous. Size: 8 million worldwide. Competition segments Alternative Entertainment Game Systems Computer Games MMORPG's Free MMORPG's Internal Competition COMPETITION SEGMENTS MMORPG’s - Rift - Aoin - Entropia - Guild Wars - Star Wars: The Old Republic Free MMORPG’s - RuneScape - Fiesta Online - Second Life - Evony - Battlestar Galactica Computer Games - Dead Space 2 - Mass Effect 3 - Dragon Age 2 - Portal 2 - RAGE Internal Competition (Blizzard Entertainment Products) Alternative Entertainment - Movies/DVD - Board Games - Music/IPod/IPad - Television - Books/E-Reading - Telephone/Smartphones - Sports Game Systems - Nintendo Wii - Sony Playstation 3 - Microsoft XBOX 360 - Nintendo DS - Sony PSP Go - Diablo StarCraft Competition ANALYSIS Position/Trends: Innovation/MMO market changes daily. Positioning Strategy: Innovative (Just launched first high end graphics F2P) Unique Capabilities: Several big name investors. Scope/Objectives: Rift was created as an “improvement of existing MMO games” Direct Competition: RIFT (Trion Worlds) Capabilities/Weaknesses: -Strong Investors -”Launched in Wow's Shadow” Target Markets: Rift is our “love letter” to the gamer who has followed the natural progression of MMO gaming Competitive Advantage: One of the first MMORPG with high end graphics that ran across several platforms. Marketplace ANALYSIS Actual/Potential Size: MMOs have a higher growth rate than music or movies, with a potential 50% increase over the next few years. Growth Rate/Life Cycle: There is a 25.4% annual growth rate, Asia markets continue to grow to more than 70% of the industry. Participants/Structure: Thousands/millions of players simultaneously. Massive-Multiplayer Online Games Trends/ Success Factors: Success comes from the massive online worlds & how players can interact in this virtual world. Cost/Profitability: Historical Background: Gained popularity in the late 1980’s, the MMO industry continued success through the last two decades. Global revenues of approximately $12.0 billion annually. An online game in which a large number of people play the game and simultaneously interact in a persistent world. Environmental Trends Economic downturn Technology innovations- hardware (graphics cards, processors, etc) Technology innovations- software (development of new games, more realistic virtual worlds) Gaming Industry Growth –20% annually Aging of customers – ideal player age 16-34 Growth in social networking Increase in health focus on national scale, fighting obesity, increasing activity International conflict Mass Prediction Technology Cross Cultural Exposure Increase in Tolerant Market Increase in Security Concern Environmental analysis Immediacy Low High •Increase Health Focus •Increase in Tolerant Market •Technology Innovations Hardware Software •Growth in Social Networking •Gaming Industry Growth •Security Concern •International Conflict •Cross Cultural Exposure •Mass Prediction Technology •Economic Downturn •Aging of Customers High Impact Low Blizzard Entertainment A Division of Activision Blizzard Inc. A. Financial Performance 2010 sales revenues: $1.6 billion (an increase of $460m from 2009) Market Share: “The leader in terms of subscriber base and revenues generated in the subscription-based MMORPG category. “ B. Other Performance Indicators Quality: Dedicated to providing gamers with the greatest high quality entertainment experience Service: around the world 24/7 game support to WOW players Brand Loyalty: establish long-term relationships with gamers New Product Activity: developing new content for all 3 of their franchises: WOW, StarCraft and Diablo; Working on an unannounced project that will become their next generation MMORPG. C. Determinants of Strategic Options and Choices Strategy: “Maintain and Build upon Our Leadership Position in the MMORPG Category and PC Online Categories” Strategic Problems: Possibility of new technologies that replace MMORPG games If consumer preferences trend away from MMORPG games If new business models emerge Primary RESOURCES IN PERSON WOW PLAYERS: - Alec l - Justin r - Jason d GAMERS IN GENERAL: - Brett G (Roger’s Son) - Veronica P IN GAME WOW PLAYERS: - Chopptopp - Jimsbakk - Morrowini - Bromantana RETAILERS: - Gamestop Manager (Store # 5149) MMO PLAYERS: - 2 co-workers of faith (apple store) - Players on rift/wow forums Blizzard Entertainment: - Public Relations (press kit) - Rob Pardo (Executive vice president of game design) - Neal Hubbard (senior vice president of marketing still waiting to hear back) secondary RESOURCES • • • • • • • • • • • http://us.battle.net/wow/en/ http://us.blizzard.com/en-us/ http://www.wowwiki.com/Portal:Main http://www.wowhead.com/ http://investor.activision.com/releasedetail.cfm?Releas eID=575495 http://wow.joystiq.com/2011/05/09/world-ofwarcraft-dips-to-a-mere-11-4-million-subscribers/ http://www.trionworlds.com/en/ http://www.riftgame.com/en/ http://files.shareholder.com/downloads/ACTI/139270 8319x0x461467/F432BA16-3D54-4EDB-92694F744E33B771/Activision_Blizzard_2010_ARS_Final_PDF. pdf http://na.leagueoflegends.com/board/showthread.php? t=530190 http://www.mmo-champion.com/threads/829266-Worldof-warcraft-SUCKS-heres-why