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Magic: the Gathering - Harnessing an Engaged Player Community

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This case study discusses Magic: the Gathering (Magic), a collectible card game that is owned by Wizards of the Coast (Wizards), a subsidiary of Hasbro. In particular, it focuses on how Wizards manages the Magic player community and its need to learn how to respond to various kinds of consumer-generated content (CGC) created by players. Magic is a collectible card game that has seen tremendous growth since its inception in 1993. By 2015 it had 20 million players worldwide and generated annual revenue of $200 million USD. Its primary revenue stream comes from selling sealed packs of Magic cards, and it releases a new set every three months. There are various types of packs available; each contains about 15 cards. Players must use these cards to construct a 60-card deck, which they use to play head-to-head against an opponent's deck. The case study describes in detail how Wizards interacts with its community. Predominantly, the company uses social media to release news, gather feedback, and respond to issues. Particularly noteworthy are how Wizards uses Spoiler Season to increase the anticipation for new card sets, and Friday Night Magic, casual tournaments at local game stores to connect players with vendors. The player community is very diverse, both in terms of age (roughly from 12 to 45 years old) and level of engagement (from occasional/casual to tournament-level, competitive players). In addition, Magic players are drawn to the game for a variety of reasons, which is illustrated by the three player types (or personas) Timmy, Johnny and Spike. This diversity is important for Wizards to keep in mind when the company develops new products, promotes its products, organizes events, and interacts with the community. Universidad de Los Andes' case collection.

【書誌情報】

ページ数:15ページ

サイズ:A4

商品番号:HBSP-AN0051

発行日:2017/5/2

登録日:2019/9/4

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