Dewi, Vania Elita (2025) ANALISIS PEMETAAN GLOBAL MULTIMEDIA VALUE CHAIN: STUDI KASUS “ELDEN RING” (2017-2022). Undergraduate thesis, Universitas Pembangunan "Veteran" Jawa Timur.
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Abstract
The gaming industry has evolved in many ways, including increasing production scale, revenue and the game development process. This research maps the production network of the game Elden Ring using the concept of the Global Multimedia Value Chain. Descriptive qualitative methods were employed to analyse secondary data sources, such as journals, books, and video interviews. The analysis covers the stages of creation, production, distribution and exhibition of 'Elden Ring' until it reaches consumers. The analysis reveals the involvement of cross-border actors in adding value to the game. It also highlights the marketing strategies implemented by FromSoftware and Bandai Namco Entertainment to increase the game's global popularity. These strategies include utilizing various digital platforms and cross-country distribution, as well as social media promotion in multiple languages. The findings of this study provide an update on the fragmentation process of a game's value chain in particular, using the Multimedia Value Chain as a reference point.
Item Type: | Thesis (Undergraduate) | ||||||||
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Subjects: | J Political Science > JZ International relations | ||||||||
Divisions: | Faculty of Social and Political Sciences > Departement of International Relations | ||||||||
Depositing User: | Vania Elita Dewi | ||||||||
Date Deposited: | 05 Jun 2025 07:32 | ||||||||
Last Modified: | 05 Jun 2025 07:32 | ||||||||
URI: | https://repository.upnjatim.ac.id/id/eprint/37070 |
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- ANALISIS PEMETAAN GLOBAL MULTIMEDIA VALUE CHAIN: STUDI KASUS “ELDEN RING” (2017-2022). (deposited 05 Jun 2025 07:32) [Currently Displayed]
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