Titre : |
Mergers & Acquisitions in the video game industry : Is the current strategy used by most of companies in the video game industry viable on the long-term? |
Type de document : |
Mémoire |
Auteurs : |
Charles PROBIN, Auteur |
Année de publication : |
2022 |
Importance : |
28 p. |
Note générale : |
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Langues : |
Anglais (eng) |
Mots-clés : |
Management ASIE ; FUSION ACQUISITION ; JEU VIDEO SECTEUR
|
Résumé : |
This dissertation is a study of the effects Mergers & Acquisitions activities of video game companies have on the final customer. The main purpose here is to see if the current
strategies that video game companies use are viable on the long-term. The background of this paper is the recent wave of Mergers and Acquisitions deals in the industry with larger and larger sums of money put on the table to acquire companies. Especially the recent announcement of Microsoft buying Activision Blizzard for an incredible $68 billion. With the use of an online survey, the opinion of 118 respondents was analyzed to get a better understanding of the general opinion towards those activities. The result of this study is a general negative opinion towards those activities. A deeper study with a better representation of the major market (Asia) could be useful to get even more useful information and conclusions. This paper also includes recommendations for companies to pivot to long?term goals that include customer opinion in order to reach long-term success. |
Programme : |
Global BBA |
Permalink : |
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