Valve Corporation

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  • Topic: Valve Corporation, Half-Life, Steam
  • Pages : 5 (1304 words )
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  • Published : February 1, 2013
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NAME OF THE ADOPTED COMPANY :
Valve Corporation
THE BUSINESS THE COMPANY IS INTO :
Valve Corporation, (also known as Valve Software or simply as Valve), is an American video game development and digital distribution company based in Bellevue, Washington, United States. It is also well known for its social-distribution network steam; and for developing the Source engine, which has been used in every Valve game since its introduction in 2004. A BRIEF INTRODUCTION TO THE HISTORY OF THE COMPANY :

Valve was founded by long-time Microsoft employees Gabe Newell and Mike Harrington on August 24, 1996 as an L.L.C. based in Kirkland, Washington. After incorporation in April 2003, it moved from its original location to Bellevue, Washington, the same city in which their original publisher, Sierra On-Line, Inc., was based. After the success of Half-Life, the team worked on modifications, spin-offs, and sequels, including Half-Life 2. All current Valve games are built on its Source-Engine, which owes much of its success to modification and sequels. The company has developed six game series: Half-Life, Team Fortress, Portal, Counter-Strike, Left 4 Dead and Day of Defeat. Valve is noted for its support of its games' modding community: most prominently, Counter-Strike, Team Fortress, and Day of Defeat. Valve has branched out with this tradition to continue developing the Warcraft III-based mod Defense of the Ancients with Dota 2. Each of these games began as a third-party mod that Valve purchased and developed into a full game. They also distribute community mods on Steam. Since Valve Corporation's debut, it has expanded both in scope and commercial value. On January 10, 2008, Valve Corporation announced the acquisition of Turtle Rock Studios. On April 8, 2010, Valve won The Escapist Magazine's March Mayhem tournament for the best developer of 2010, beating out Zynga in the semi-final and BioWare in the finale.

VISION, MISSION AND CORE VALUES OF THE ADOPTED COMPANY :
"WE’RE ALWAYS CREATING"
When you give smart talented people the freedom to create without fear of failure, amazing things happen. We see it every day at Valve. We’re always looking for creative risk-takers who can keep that streak alive. "IT'S ALL ABOUT YOU"

We are not satisfied unless you and your family feel secure, happy, and taken care of. We create Happiness world over. CORE VALUES
* Freedom
* Employee Satisfaction
* Equality
* Creativity & Innovation
OUR TEAM COMMENTS ON THE ORGANISATION :
* Highly Flat organization structure.
* The atmosphere of freedom nurtures high creativity.
* Its’ not just about the development of the company but the employees and their families as well. * One of the most talked about success stories in gaming world. GENERAL ENVIRONMENT
The general environment factors that we have considered in our case are the ones effecting Gaming Industry in particular. Technical Factors:
The company has to be abreast with the technical aspects to survive the competitors , although the hardware is only as useful as the software running on it, and there’s a vast web of intertwined issues and questions to be resolved about how the combined hardware-software system might work and there exists a technological inflection point after which everything has to be changed. Social Factors:

It has always been a challenge for the gaming companies to predict the changing gaming requirements of the consumers. Apart from this parents do not have high regard towards present gaming culture. Economic Factors:

Gaming which is considered as the luxury may not be opted in economic conditions such as high inflation resulting in low income for the company. Another economic threat is piracy and its very predominant in the gaming industry. Political Factors:

The Supreme Court has struck down few laws that have banned selling "violent" video games to children, a case balancing free speech rights with consumer protection recently and...
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