Desenvolvimento Estratégico Da Blizzard Entertainment Na Indústria De Jogos De Vídeo

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Desenvolvimento Estratégico Da Blizzard Entertainment Na Indústria De Jogos De Vídeo DESENVOLVIMENTO ESTRATÉGICO DA BLIZZARD ENTERTAINMENT NA INDÚSTRIA DE JOGOS DE VÍDEO João Miguel da Silva Matos Projeto submetido como requisito parcial para obtenção do grau de Mestre em Gestão Orientador: Prof. Doutor José Luís Mexia Fraústo Crespo de Carvalho, Prof. Catedrático, ISCTE Business School, Departamento de Gestão julho de 2015 Lombada DESENVOLVIMENTO ESTRATÉGICO DA BLIZZARD ENTERTAINMENT NA INDÚSTRIA DE JOGOS DE VÍDEO João Miguel da Silva Matos Resumo Perante um mundo cada vez mais competitivo, em que os pequenos detalhes fazem a diferença, o presente caso de estudo tem por objetivo a análise do percurso da empresa Blizzard Entertainment, assim como as suas estratégias usadas na sua indústria. Este projeto inicia-se com o estudo da indústria de jogos de vídeo e da Blizzard Entertainment em particular. Esta empresa é uma das mais bem-sucedidas nesta indústria, sendo responsável pelo World of Warcraft®, um dos jogos de vídeo com mais sucesso desde sempre, que atualmente conta com cerca de 10 milhões de subscritores. Adicionalmente, mostra-se como a fusão entre a Blizzard Entertainment e a Activision, formando a atual Activision Blizzard, contribuiu para a criação de valor para os acionistas através do aumento dos proveitos e da partilha de custos nos serviços associados. De forma a resolver um conjunto de questões propostas, tendo por base uma revisão de literatura, facultam-se as definições de vários conceitos relacionados com o tema e ferramentas estratégicas. A metodologia consistiu, essencialmente, na análise de documentação online, livros e relatórios financeiros. Estes elementos permitem perceber como a boa qualidade, a longevidade e a jogabilidade presentes nos jogos de vídeo da empresa contribuíram para a criação de vantagens competitivas face à concorrência. Finalmente, é proposta uma resolução das questões apresentadas, com a intenção de tornar clara a importância que tiveram na ascensão da Blizzard Entertainment todas as decisões, ações e estratégias usadas pela empresa, bem como a importância das suas vantagens competitivas nesta indústria. Palavras-Chave: Estratégia, Indústria de jogos de vídeo, Blizzard Entertainment, Vantagens competitivas Classificação no Sistema de Classificação JEL: L10 - General Market Structure, Firm Strategy, and Market Performance M10 - General Business Administration Abstract Faced with an increasingly competitive world, in which small details make the difference, the present case study aims to analyze the route taken by Blizzard Entertainment company as well as the strategy used by them in their industry. This project begins with the study of video games industry and Blizzard Entertainment in particular. This company is one of the most successful in this industry and is responsible for World of Warcraft®, one of the most thriving video games ever, currently with around 10 million subscribers. Additionally, it shows how the merger between Blizzard Entertainment and Activision, forming the current Activision Blizzard, contributed to the value creation to shareholders through the increase of revenues and the sharing of related services costs. In order to solve a set of proposed questions, definitions of various concepts concerning the subject and strategic tools are provided based on a literature review. The methodology focuses mainly on the analysis of online documentation, books and financial reports. These elements allow to understand how the good quality, longevity and gameplay presented by the company in their video games contributed to the creation of competitive advantages over the competition. Finally, is proposed a resolution of the presented questions with the intention of making clear the importance that all the decisions, actions and strategies used by Blizzard Entertainment had in its ascent as well as the importance of its competitive advantage in this industry. Keywords: Strategy, Video games industry, Blizzard Entertainment, Competitive advantages Classification of JEL Classification System: L10 - General Market Structure, Firm Strategy, and Market Performance M10 - General Business Administration Agradecimentos Todo o meu esforço e dedicação para terminar este projeto de mestrado não seriam suficientes sem a ajuda, apoio e colaboração de um conjunto de pessoas que, de diferentes formas, contribuíram para que este projeto fosse concluído. Assim, gostava de deixar uma palavra de gratidão: Ao meu orientador, Professor Doutor José Crespo de Carvalho, não só por todo o tempo disponibilizado, mas também pela sua paciência, amizade, motivação e atitude crítica, que tanto contribuíram para que este caso de estudo se tornasse ainda mais interessante e rico; À minha família, mais concretamente aos meus pais, à minha tia e à minha avó, que de diferentes formas me ajudaram a completar mais uma etapa da minha vida académica; À minha namorada e aos meus amigos por todo o apoio emocional prestado durante este percurso. Lista de Abreviações B2P - Buy-to-Play CD - Compact Disc CD-ROM - Compact Disc – Read Only Memory DVD - Digital Versatile Disc F2P - Free-to-Play FPS - First-Person Shooter HD-DVD - High Density - Digital Versatile Disc MMO - Massive Multiplayer Online MMORPG - Massive Multiplayer Online Role-Playing Game MOBA - Multiplayer Online Battle Arena P2P - Pay-to-Play ou subscription model ou modelo de negócio de subscrição PC - Personal Computer RPG - Role-Playing Game RTS - Real-Time Strategy ROE - Return on Equity TCG - Trade Card Games WOW - World of Warcraft® Índice 1 - Introdução ............................................................................................................................. 1 2 - Caso ....................................................................................................................................... 4 2.1 - Apresentação do caso ..................................................................................................... 4 2.1 - Origem dos jogos de vídeo e da Indústria de jogos de vídeo ......................................... 5 2.2 - Efeitos económicos da indústria de jogos de vídeo nas economias ............................... 9 2.3 - Criação de valor na indústria de jogos de vídeo ........................................................... 13 2.4 - Fases gerais da criação de um jogo de vídeo ............................................................... 15 2.5 - Tendências futuras da indústria de jogos de vídeo ....................................................... 16 2.6 - Blizzard Entertainment ................................................................................................. 17 2.6.1 - História da Blizzard Entertainment ....................................................................... 17 2.6.2 - Concorrentes .......................................................................................................... 18 2.6.3 - Produto ................................................................................................................... 20 2.6.4 - Serviços ................................................................................................................. 22 2.6.4.1 - Battle.net ......................................................................................................... 22 2.6.4.2 - BlizzCon ......................................................................................................... 23 2.6.5 - Parcerias ................................................................................................................. 23 2.6.6 - Vendas e Receitas por Produtos ............................................................................ 24 3 - Nota pedagógica .................................................................................................................. 26 3.1 - Público-alvo ................................................................................................................. 26 3.2 - Objetivos pedagógicos ................................................................................................. 26 3.3 - Revisão de Literatura ................................................................................................... 27 3.3.1 - Estratégia ............................................................................................................... 27 3.3.2 - Gestão estratégica .................................................................................................. 29 3.3.3 - Análise externa ...................................................................................................... 30 3.3.3.1 - Contexto .......................................................................................................... 30 3.3.3.2 - Análise PEST .................................................................................................. 30 I 3.3.3.3 - 5 Forças de Porter e Barreiras à entrada e à saída .......................................... 30 3.3.3.4 - Modelo de Brandenburger & Nalebuff (Value Net) ....................................... 31 3.3.4 - Análise interna ....................................................................................................... 32 3.3.4.1 - Contexto .......................................................................................................... 32 3.3.4.2 – Modelo dos 7 S’s da Mckinsey ...................................................................... 32 3.3.4.3 - Cadeia de Valor .............................................................................................. 33 3.3.5 - Análise interna/externa
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