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The balance between creativity and user needs in video game development from a product management perspective
(2023)
This study explores the balance between creativity and user needs in video game production, particularly from the product management perspective. The study used qualitative method and featured interviews with experienced ...
Live Service Games : changes in videogame production
(2021)
The purpose of this thesis was to describe the lifecycle of videogames and how it has evolved. As video games have risen to be a prominent entertainment medium, new products are developed constantly, and most game’s lifecycle ...
Esports as a business model: case: League of Legends
(2023)
Esports has become a booming industry, gathering a growing audience, and becoming a focus of multinational technology companies. The study aimed to examine esports as a new business market, showcasing the game League of ...
Social media marketing plan for an indie game : case: Brakesoft Ltd., The Forgotten Guardians
(2023)
The objective of the thesis was to develop a social media marketing plan for an indie game based on the Social Media Planning Cycle model. The chosen indie game was The Forgotten Guardians mobile game by Brakesoft. The ...
Pioneering Cross-Platform Integration : a Study of NFTs in the Gaming Industry
(2023)
Traditionally, in-game assets have been under the strict control of game developers, limiting ownership by players. However, NFTs have the potential to disrupt this norm, offering players verifiable, immutable ownership ...
Consumers Engagement in Riot Games
(2024)
Freemium business model has become one of the most popular types of entertainment industry. The case company for this study, Riot Games is the most popular gaming company using the freemium business model.
The study ...


