scholarly journals Analysis on the Share Price and Forecasting Calculation Data of Activision Blizzard, Inc. Based on SWOT-Model

2020 ◽  
Vol 214 ◽  
pp. 02015
Author(s):  
Jiahao Zhang

In recent years, increasingly advanced technology infrastructure leads to an extraordinary growth of Internet users. By virtue of the explosive growth of the entire Internet industry, the online game industry has shown a rapid development trend, and the overall user scale of online games continues to expand. Meanwhile, the online game industry becomes a good investment market for investors to operate in. This article uses Blizzard as an example to analyze its investment value. Besides, the future trend of the video game industry is analyzed by using the SWOT-model and forecasting calculation data. The result shows that based on the current development of the game industry environment and the same companies in the game industry, Activision Blizzard will have a steady increase in profits in the future. Therefore, it is worth being invested.

This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


Author(s):  
Rusel DeMaria

What is the future of video games? Is it more realism? More violence? Better physics? Artificially intelligent characters? More social networking games? Free to play and advertising supported? Games for non-gamers? More controversy, political scapegoating, and legal challenges? It’s probably all of the above, and more. In fact, while we may expect to see more of the same from the commercial video game industry, there is always the potential for surprises, both pleasant and not-so pleasant. One area of the future of games is less often discussed, but represents one of the most powerful and positive directions the industry could take. I call it the “positive impact model,” and for the rest of this chapter, I will attempt to provide some insight into what that phrase is meant to convey.


2020 ◽  
Vol 9 (1) ◽  
pp. 93-104
Author(s):  
Mi Ran Choi ◽  
Hyun Cho ◽  
Ji-Won Chun ◽  
Jae Hyun Yoo ◽  
Dai-Jin Kim

Background and aims Overindulgence in Internet gaming, which is related to rapid development of the online game industry, can cause a psychiatric disorder known as Internet gaming disorder (IGD). The number of adolescents with IGD is on the rise in countries with developed Internet technologies, such as South Korea. Therefore, it is important to develop biomarkers to detect patients at high risk of IGD. This study investigated expression levels of proteins in the blood of adolescents to provide insight into the development of biomarkers. Methods We collected blood samples from 73 subjects [40 healthy adolescents (Internet gaming control, IGC) and 33 adolescents with IGD] between 13:00 and 15:00. We analyzed the expression levels of orexin A, oxytocin, cortisol, melatonin, BDNF, sICAM-1, RANTES, and NCAM using multiplex assay kits. Results Orexin A was significantly (p = .016) elevated in the IGD group and the expression levels of melatonin tended to be higher (p = .055) in the IGD group. On the other hand, increased Internet gaming time in the IGD group was negatively correlated (p = .041) with expression of BDNF. On the contrary, sICAM-1 associated with inflammation exhibited the tendency of the positive correlation (p = .073) with Internet gaming time in the IGD group. Discussion and conclusions We identified elevation of orexin A in the peripheral blood of adolescents with IGD and a negative correlation between Internet gaming time and BDNF in adolescents with IGD. Our results provide useful information to understand the pathophysiology of IGD in adolescents.


Gamification ◽  
2015 ◽  
pp. 883-907
Author(s):  
Nabyla Daidj

This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.


The background of this research is to give an overview to millennial accountants of various challenges that will be faced by the accounting profession in the future. The background of writing this essay is because Indonesia will be affected by the Industrial Revolution 4.0 which will cause jobs to disappear, emerge and change. This research is directed to solve the solutions that occur in millennial accountants in making strategies to deal with these changes by paying attention to conditions in the 4.0 era where technology has developed rapidly and is living side by side with humans. Technology that has developed rapidly is certainly not an obstacle for millennial generation accountants to get a job. One technology that is booming is Artificial Intelligence (AI). AI Began to become a part of work activities at the start of the Industrial Revolution 4.0. With this advanced technology, all things can be handled well and is a helper for today's companies in processing large amounts of data. Therefore, many people assume that the role of accountants will be replaced by machines. But if you look further, it is the lack of skills and information regarding the operation of the technology that causes new accountants such as millennial generation to feel threatened by the presence of technology. By learning more about the accounting profession in the future, accountants can collaborate with machines to advance life as a unit of valuable assets. All of this was done so that they could remain competitive and not be left behind in the rapid development of technology.


2018 ◽  
Vol 4 (2) ◽  
pp. 133-155
Author(s):  
Yongjin Oh ◽  
Seungchul Lee ◽  
Jaewon Lee

2021 ◽  
Vol 6 (1) ◽  
Author(s):  
Hee-Gyeong Yi ◽  
Hyeonji Kim ◽  
Junyoung Kwon ◽  
Yeong-Jin Choi ◽  
Jinah Jang ◽  
...  

AbstractRapid development of vaccines and therapeutics is necessary to tackle the emergence of new pathogens and infectious diseases. To speed up the drug discovery process, the conventional development pipeline can be retooled by introducing advanced in vitro models as alternatives to conventional infectious disease models and by employing advanced technology for the production of medicine and cell/drug delivery systems. In this regard, layer-by-layer construction with a 3D bioprinting system or other technologies provides a beneficial method for developing highly biomimetic and reliable in vitro models for infectious disease research. In addition, the high flexibility and versatility of 3D bioprinting offer advantages in the effective production of vaccines, therapeutics, and relevant delivery systems. Herein, we discuss the potential of 3D bioprinting technologies for the control of infectious diseases. We also suggest that 3D bioprinting in infectious disease research and drug development could be a significant platform technology for the rapid and automated production of tissue/organ models and medicines in the near future.


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