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International Marketing Strategy In Area Of Gaming Industry And Microtransactions
Urbánek, David ; Kruljacová, Anna (referee) ; Chlebovský, Vít (advisor)
The thesis is focused on international marketing of gaming industry. It’s focus is on trends and possibilities of international marketing strategy for microtransactions. The theoretical part aims to define basic concept of gaming industry, marketing, microtransactions, customer behavior and ways to engage with him. The analytical part is creating a concept of international marketing strategy for a game, which is being developed by the author of this thesis based on quality research and theoretical background. This strategy is supposed to engage with customers not interested in microtransactions.
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International Marketing Strategy In Area Of Gaming Industry And Microtransactions
Urbánek, David ; Kruljacová, Anna (referee) ; Chlebovský, Vít (advisor)
The thesis is focused on international marketing of gaming industry. It’s focus is on trends and possibilities of international marketing strategy for microtransactions. The theoretical part aims to define basic concept of gaming industry, marketing, microtransactions, customer behavior and ways to engage with him. The analytical part is creating a concept of international marketing strategy for a game, which is being developed by the author of this thesis based on quality research and theoretical background. This strategy is supposed to engage with customers not interested in microtransactions.
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Analysis of business models in the gaming industry
Hejcman, Marek ; Koubský, Petr (advisor) ; Šimůnek, Martin (referee)
The topic of this thesis is to analyze the business models currently used in the gaming industry. The aim is to provide a comprehensive overview of the current economic situation of the industry, distribution channels, used technologies and business practices from the perspective of all market participants. The theoretical part is due to less frequent topic devoted to the description of all entities of gaming industry. It analyzes not only all the actors involved in the development of video games and their subsequent sale but also the technical tools used to play games and also the players themselves. Video games are divided into two main streams (hardcore and casual) which also determine the structure and analysis. The analytical part focuses on capturing the most widely used business models and their combination for the sale of the video games. Models are then categorized into two groups (goods and services) and represent two different approaches to pricing scenarios. For each business model describes the basic principle, its pros and cons, the factors influencing the successful implementation and an example of the use of the model in practice. The analysis also includes the socio-economic profiles of two major market segments. In conclusion, based on the current developments and current trends in the field across the gambling industry the work tries to predict the future development of business models and for video games respectively. the whole industry.
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