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8/6/2019 3000 Words Essay
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By Khalid sama
Activision
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In this er a of electronics, it has been made loud and clear that videogames have
become an extensive scourge that ever yone¶s getting in line for. With inter active
leisure becoming more reasonably priced . It is only natur al and now it¶s becoming
quite or dinar y for ever y f amily to possess at least a one gaming console in their
household including their Television. Ranging from Pc¶s, Laptops, handheld consoles
or any of the next gener ation platfor ms. The reality is that they have evolved and
they continue feeding our yearning to simulate our ideas to an innovative for m of
entertainment.
There is heavy pressure on the gaming industr y as there is a constant demand for
new developments that will keep the consumer s satisfied and left with an appetite for
more. Thanks to the ma jor growth in technology this is now made possible.
Acitivision needs to take this opportunity to adapt to new and creative ways to keep
their consumer s satisfied with their products, and the presence of D is not
something that big developer s such as Activision should be ignoring.
D is images having three dimensional figure or appear ance, creating an illusion of
depth by presenting sever al slightly different images to each eye . The use of D
effects in the gaming industr y is set to move way beyond its present niche which
restricts some of the elements of putting its full potential into use. The D effects has
been successfully and established in the movie industr y and helped many movies
such as Avatar prosper.
Now is per haps the time for Activision to integr ate this into their products as well.
The call of duty series has been a ver y successful and still is today a ver y much
anticipated game series which interests a wide audience. A possible movement Inthe near future is to incorpor ating D effects with the Call of Duty fr anchise. A lot of
the D game designs are still in the testing stage and not ready for commercial
distribution. There has yet to be a game developer to successfully combine D
special effects with their games. By adapting to D Activision could further increase
the gap between them and fellow game developer s such as EA, Bioware, Capcom
and Bethesda etc.
D effects could be the next ma jor revelation, one previous one obliviously being
Online gaming which took the gaming industr y by stor m and is one of the main
aspects which game developer s focus and pay attention to. Almost ever y game
developer s has successfully adapted around online gaming to cater for the needs of
its consumer s. Both Call of Duty and World of Warcr aft have a vast online
community that dedicated to the fr anchises. The next step would be to give them the
option of D there are many laptops, computer monitor s and plasma screen TV¶s
which now support this feature.
By doing this Acitivision is not only keeping existing customer s it is exerting a pull on
a whole new audience who have taken an interest in D gaming. There is a risk in
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y Evaluation
y Corpor ate culture
Corpor ate culture is a ver y important aspect of a business str ategy corpor ate culture
is a mix of the belief s and values shared by people and is developed by the people
who work in an organisation. It¶s the way people and how people behave with each
other. It involves the way in which people in this case Activision inter acts with
consumer s. Usually a corpor ate culture is driven by a mutual feeling in gener al and
most companies a vision which a where the business see¶s its self in the future and
these are usually stated in the vision statement.
There can be many ways in which a company reflects its corpor ate culture it varies
depending on the organisation. Activision can be said to be a combination of the
image it presents to the outside world and can be interpreted as their logo. As most
people around the globe will recogni e the Activitions logo as the company who
made Call of Duty. Activision is an assembly of ver y talented people each with their
own set of skill in different fields they make up a team and they function as a unit.They work which is done by them is relies heavily upon team work and
communication without this in essence a game cannot be created.
Product development: Product development maybe or is the most important aspect
in the gaming industr y. Activision has the motive of making money and they do this
by catering for the needs of their customer s. Products are created for the sole
purpose of making money and setting of a domino effect of profit by satisf ying the
customer¶s needs which will lead to customer loyalty. Not only does this bring them
back to but they will indefinitely tr y out a variety of t he company¶s products. There is
long and difficult process which goes on creating game let alone a game which will
gener ate millions. There is a difficult process that involves a team of ver y talented
people which are:
1. Designer which who is the main visionar y of the game and is the per son who
designs the game. But for Activision there will be multiple designer s due the
large scale production and quality that Activision tr y¶s to create.
2. Artist who is visual artist that creates all the video game art such as
environmental backdrops or terr ain images. In Activision there are multiple
artists working under a director who makes sure his vision of the game is
followed.
. Progr ammer which is a software engineer who has a ver y important ta sk of creating the software related to the game. Not only this but the codebase is
also create by the software engineer. In Activision there are a number of
progr ammer s which each have a responsibility such as physics, game play,
game tools and interf ace production etc.
4. Level designer is the individual who create the mission or levels in a game.
is/her job consists of making the challenger s which the player s will f ace.
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5. Sound engineer is the one who is responsible for the sound effects, over see
voice acting and gather the background music.
6. Lastly there is the tester or tester s who professional game tester s that analyze
the game upon its completion and checks for software defects, sound defects,
quality and the over all game experience.
Total quality management: There can be a lot of confusion about the quality of a
game and indeed people judge games differently whilst amespot might r ate Elder
scrolls Oblivion a 9.5 I N might give it an 8. This all depends on the way people
view it and whether it satisfies their particular needs. But in the end of the day the
only people who are can truly give the definition of the quality of a product are its
consumer s. That¶s why in or der for a company to find out what the quality its
consumer s are after it has to go directly to none other than its customer s.
There are multiple ways to collects infor mation of customer s. Previously and still this
day surveys are sent to customer s houses and emails to their inbox asking them
various quer y that question them about the company cu stomer service and of cour sethe quality of their product. But usually the people don¶t bother filling out the
questionnaires and thus har dly and sufficient feedback is collected in or der to
evaluate the quality of their products and services. owever Acti vision and now other
game developer s are starting to turn to other measures of collecting data. This is
done by creating an online forum where all its customer s gather and discuss games
and an assortment of other topics from levels in the game to what they found
annoying in the game. By doing this there is har dly any effort needed to obtain
customer feedback as its customer s are already answering all the questions and
evaluating the quality of its products. Using forums has now become a ver y popular
way of obtaining customer responses to their products. There are also masses of
game forums situated on the internet. ame developer s such as Activision usually
have scouts which will extr acts customer feedback and discussion about its games
from these forums and then apply changes the different section of the game which
was disliked by its consumer s.
Oper ations management: Is management which is the principle of the conver sion
process which converts the foundation the basic inputs which is the r aw material and
work force into productivity in the for m of goods and products which are then
commercially distributed. Again as previously stated input is ver y important
especially from the customer as it deter mines the quality of the final product. But
fir stly there are some f actor s which need to be taken into consider ation. One of thesef actor s is the demand for the product. Prior to the release of Call of Duty Black Ops
there was a lot of media and internet hype around Black Ops as it forbearer Modern
Warf are 2 was such a big hit and a success among its consumer s. Thus Activision
already knew that there had to be a lot of copies created. And in the end this came
true and can be seen and proven by its astonishing fir st day sale of 5.6 million
copies.
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Making sure the qual ity of the game is one of which the customer will be satisfied
with, making sure that actions are taken to respond to customer needs, achieving
shorter deliver y times. These are all important aspects that a business needs to be
aware of. Activision has increased the number of people working on the release of
Call of Duty to give a shorter deliver y time has this has defiantly proven to be a game
that filter s big money.
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Bibliogr aphy
http://www.callcentrehelper.com/the-six-best-ways-to-collect-customer-feedback-
2844.htm
http://www.activision.com/index.html
http://www.activisionblizzar d.com/corp/index.html
http://en.wikipedia.org/wiki/ Activision
http://www.mobygames.com/company/activision-publishing-inc/histor y
http://www.fundinguniver se.com/company-histories/ Activision-Inc-Company-
istor y.html
http://investor.activision.com/background.cf m
http://www.eurogamer.net/articles/2010-12-21-black-ops-sales-top-USD1-billion http://en.wikipedia.org/wiki/3 -D_film
http://www.techr adar.com/news/gaming/3d-gaming-ever ything-you-need-to-know-
668629
http://wedonetwork.co.uk/wedogames/2010/04/next-xbox-wish-list/