Live Service Games : changes in videogame production
Rissanen, Elisa (2021)
Rissanen, Elisa
2021
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2021101718733
https://urn.fi/URN:NBN:fi:amk-2021101718733
Tiivistelmä
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 also continues after their release as a live game. The changing world and developing technologies create the need for innovations.
The primary objective of this thesis was to find what makes games stay successful. It introduced two major videogame franchises: World of Warcraft and the Sims. These games have been able to last the test of time by reinventing themselves through new expansions and features.
The thesis theory includes the history of videogames, monetization, marketing, customer management, esports, and what makes a game successful. These will be followed by the life cycles of the two games, highlighting their major features. The end of the thesis includes discussions and possible trends for the future of gaming. The games have stayed successful by communicating with their player bases, innovating with new technologies, stealing the best ideas from other games, and creating content consistently.
The research methods of the thesis were document analysis and qualitative research. The gaming community continues to share its thoughts and direct observations of the game’s development online, and it gives a unique insight into the community's perception.
The primary objective of this thesis was to find what makes games stay successful. It introduced two major videogame franchises: World of Warcraft and the Sims. These games have been able to last the test of time by reinventing themselves through new expansions and features.
The thesis theory includes the history of videogames, monetization, marketing, customer management, esports, and what makes a game successful. These will be followed by the life cycles of the two games, highlighting their major features. The end of the thesis includes discussions and possible trends for the future of gaming. The games have stayed successful by communicating with their player bases, innovating with new technologies, stealing the best ideas from other games, and creating content consistently.
The research methods of the thesis were document analysis and qualitative research. The gaming community continues to share its thoughts and direct observations of the game’s development online, and it gives a unique insight into the community's perception.
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