...Blakeman, Daniel DeMaiolo, Carla Hill, and Mason Shattuck Industry Analysis: Dominant Economic Features Definition of Software Publishers Industry According to the United States Census Bureau, Electronic Arts would fall under the Software Publishers Industry (NAICS code 511210, SIC 7372). The definition of this industry is as follows in the North American Industry Classification System: “This industry comprises establishments primarily engaged in computer software publishing or publishing and reproduction. Establishments in this industry carry out operations necessary for producing and distributing computer software, such as designing, providing documentation, assisting in installation, and providing support services to software purchasers. These establishments may design, develop, and publish, or publish only” (United States Census Bureau, Software Publishers Definition). Electronic Arts (EA) does, in fact, make up one of the world’s largest independent developers, publishers, and marketers of video games. Market Size, Growth Rate, and Industry Life Cycle According to research provided by Thompson, author of the EA case, in 2005, the video game industry made up a $35 billion global market (Thompson 2007). In 2005, the United States alone made up $7 billion in sales out of the $35 billion. The United States also had 228.5 million unit sales which included video games played on PCs and games played on video game consoles as well as handheld gadgets (Thompson 2007). The market...
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...SWOT Analysis on Electronic Arts Sports [] [Name of Instructor] [Course Title] [Date] Background of the Company Electronic Arts (EA) are an international organization that deals with the development, marketing, publishing and distribution of video games all over the world. US census bureau identified electronic arts as software publishers industry. EA is well-established and independent producers of video games and according to the study by Thompson (2007), EA made global market up to $35 billion. In 2005, it was observed that the US made sales up to $7 billion along with the video games made by EA, and this amount was predicted to grow more in order, to set a record. The prediction was made on the analysis that retailers would be purchasing an Xbox 360, Sony’s new play station and Nintendo Wii in bulk. But, unfortunately, the originality of new consoles tapered off and a decline in sale was observed by 2010. There are various factors that contribute to progress the popularity and demands of video games among masses. Likewise, these video games were made, themed and styled to satisfy needs of all age groups specifically youth. Secondly, graphics play an important part in expanding the fame and demand of video games. EA showed a tremendous growth in the global market by meeting the needs of customers and by marketed the items properly, exactly according to the increasing budgets, sale promotions and advertisement levels. The growth of the company is evidenced...
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...1. The use of SWOT Analysis could have helped Electronic Arts (EA) to identify its strengths, weaknesses, opportunities, and threats. Particular, if EA used the SWOT analysis they would identify the weaknesses in their management style. The EA managers are profit and productivity driven while the developers are driven by creativity and freedom. EA managers often demand unrealistic deadlines, set up unfair bonus distribution system and deprive the original developers of freedom and creativity. All of these conditions make many of their developers quit. However EA managers didn’t care so much about this because they could always move on. That is because one of their managerial strategies was to acquire as many studios as they could. Even though, EA managers’ strategies used to work for EA in the past, with rising power of Activision, these strategies had to be revised. That is because Activision’s raising power and preferred management style gain over many of EA developers depriving EA of its best people. The STOW analysis would help EA to identify their weakness in managerial tactics when facing the rising power of rivals. The SWOT analysis would also help the EA to anticipate the threats of Activision rising marketing power. For example, in the past EA was the largest supplier of entertainment software, while Activision was far behind. Activision had an impressive history; however their sales figures were not so impressive. That clouded EA’s judgment about Activision. However...
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...1. A SWOT analysis would really benefited EA. A SWOT analysis includes strengthens, weaknesses, opportunities and threats of managing the company. Realizing and recognizing companies strengthen would have helped EA to improve their popularity in gaming market. The most important thing in their times was that EA was almost the only company that were making video games for all computer systems and game consoles and it was their most powerful tool. Finding weaknesses in their company would helped them to recognize problems and areas that must be improved in video games and in customer service as well. 2. In my opinion it easy to understand why EA lost their leadership according to Porter’s generic strategies. The theory states and features cost and uniqueness of a product. EA were producing their product for a lower price but were selling the product for a high price. And tried to focus on their product to make it better but they failed because they were selling products for a high price and still not solving the problems. 3. Concept of product life cycle is relevant to the video game market because video game companies has their product introduction to the market, and then it hopefully can grow, mature, and as it usually happens products decline and company must come up with something new to keep their business going up. 4. If I would open my small video game company I would try to use SWOT analysis chart and find out what strengthens I can offer to costumers, what...
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...Warren Buffett Stock Analysis ELECTRONIC ARTS INC Stock market is much riskier than people think due to variation of market conditions. Before making a smart investment in a company, investors should observe the performance in the past and predict the future trend. To identify if a company is worth investing in, Warren Buffett, one of the greatest investors in the world, recommended four aspects: 1) Is the business understandable? 2) How are long term prospects of the business? 3) Is the management of that business honest and competent? 4) Is the value of that business worth it to invest? In this paper, EA, Inc. will be evaluated as an example. UNDERSTANDABILITY Electronic Arts, Inc. (EA) is a company which leads the global entertainment software and represents the trend of development of this industry. The company develops, publishes, and distributes entertainments software all over the world for video game systems, personal computers, wireless devices and the internet. EA markets its products under four brand channels which are EA SPORTS, EA, EA MOBILE and POGO. As announced in fiscal 2009, EA posted GAAP net revenue of $4.2 billion and had 31 titles that sold more than one million copies. EA was listed on NASDAQ with its business spread in 26 countries and employees more than 7100 in the worldwide. LONG TERM PROSPECTS In these recent years, American electronic games industry is developing rapidly and has accelerated its speed of globalization...
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...The company I decided to write my Baldridge paper on is Electronic Arts (EA) video game company. They are the leading independent developer of entertainment software (video games) in the world. They have over 7,900 employees worldwide and last year they had of $3 billion in revenue. As whole last year including all video games accessories, systems, and games the industry had $13 billion in sales so EA was responsible for 23% of that and they only make games. They are the #1 producer of sports video games in the world and have been for the last ten years. For most video game company’s to have 2 games that sell over a million copies would put you in the top ten last year EA had 24 games sell over a million copies. Leadership has been fading at Electronic Arts for years now. But when Trip Hawkins established the company in 1982 he was very driven to make this company one of the top video game companies of all time. Back then most game companies made plain 8 bit 1 dimensional video games most which never changed the back rolling screen. Trip believed that make a 3 dimensional 16 bit games although it would be costly was a move that the industry had to make. He went around to several other major video game companies and headhunted for individual that shared his vision of making this new kind on video game possible. Dave Evans and Pat Marriott were two executive producers of video games at Apple at the time when Trip came to them with this ideal. “There was such a huge risk of...
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...CONSULTING FINAL REPORT Consulting Final Report BUSN 460 April 23, 2013 TABLE OF CONTENTS Table of Contents Pages 1. Executive Summary….. 3.0 2. Strategic Focus and Plan ..3-4 a. Mission b. Vision c. Values 3. Situation Analysis ..5 a. SWOT analysis……………………………………………………………….……..…5-6 Internal Strengths and Weaknesses External Opportunities and Threats 4. Market-Product Focus 6-9 a. Target Markets b. Positioning c. Competitive Analysis d. Promotion Strategy 5. Inventory 9-10 6. Re-organizational Structure .10 7. Financial Analysis 11-12 8. Final Recommendation ...13 9. Bibliography Total Pages in Can Go Analysis and Recommendation .13 1. Executive Summary Can Go Inc. was founded by CEO Elizabeth (Liz) Bennet. Can Go began with an initial investment from Liz’s stock option and the help of Warren Fox (MBA classmate). As a start-up company and joint efforts from Liz and Andrew, the expansion of its operations included CDs. DVDs, audio and video tapes and customized MP3 players. Can Go, Inc. listed as an online retailer of books and audio/visual entertainment took a leap into the online gaming arena whereby 50% ($25 million) of their divisional revenues was a direct result of this new venture. Can Go’s net sales revenue peaked at $50 million for its 2010 facial period. As Can Go strives to garner a major position in entertainment...
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...Video Games Makes Fans In the article, “How video game technology creates sports fans” the article analysis how many people that play video games become fans just because they are playing that particular sports game. It talks about how soccer is the leading video game that people are becoming fans just because of playing FIFA. With the games becoming so real these days it makes people feel as if they really understand the game, and makes them want to watch a real game. Playing the video games makes people way more interested when they actually start watching it being played in real life. In the article it states that twenty two percent of americans twelve and older have played at least one sports video game in the past year. Why is that important? Because if you start getting someone to like a sport young, you are almost guaranteeing yourself on gaining a fan for life. Coming from a person who plays video games, and only plays sports video games. I can personally say that playing video games does make fans. If it was not for FIFA I would probably have no interest what so ever in soccer. Not only does playing a sports game teach you how to play the game and more about the game. It makes players popular in places they would not normally be popular in. You learn players names and things about them you would not normally learn just by watching the game on tv. Also I have seen friends go out and buy apparel just because they saw a jersey on a video game that looks cool. Its...
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...cap Current Price Dividend Dividend Yield Valuation (per share) DCF Analysis Comparables Analysis Target Price Current Price Summary Financials Revenue Net Income 2008A $3,026,000,000 -$107,000,000 $8.14 - $13.14 ATVI / NASDAQ 0.625 1,271,000,000 16,067,500 14,476,690,000 $11.39 N/A N/A $15.25 $4.74 $12.10 $11.39 Covering Analyst: Sean Golin Email: sgolin@uoregon.edu The University of Oregon Investment Group (UOIG) is a student run organization whose purpose is strictly educational. Member students are not certified or licensed to give investment advice or analyze securities, nor do they purport to be. Members of UOIG may have clerked, interned or held various employment positions with firms held in UOIG’s portfolio. In addition, members of UOIG may attempt to obtain employment positions with firms held in UOIG’s portfolio. Activision Blizzard, Inc. BUSINESS OVERVIEW university of oregon investment group http://uoig.uoregon.edu Activision Blizzard, Inc. is located in Santa Monica, CA. They are responsible for creating and publishing video games and accessories. These games are distributed and available on a wide range of platforms across the globe. Additionally, Activision Blizzard maintains and operates Battle.net, a online-game service in which players can connect via the internet and play with each other online. Activision Blizzard has created some of the most recognized and successful game franchises including, Call of Duty, Guitar Hero, Tony Hawk, Spider-Man...
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...cap Current Price Dividend Dividend Yield Valuation (per share) DCF Analysis Comparables Analysis Target Price Current Price Summary Financials Revenue Net Income 2008A $3,026,000,000 -$107,000,000 $8.14 - $13.14 ATVI / NASDAQ 0.625 1,271,000,000 16,067,500 14,476,690,000 $11.39 N/A N/A $15.25 $4.74 $12.10 $11.39 Covering Analyst: Sean Golin Email: sgolin@uoregon.edu The University of Oregon Investment Group (UOIG) is a student run organization whose purpose is strictly educational. Member students are not certified or licensed to give investment advice or analyze securities, nor do they purport to be. Members of UOIG may have clerked, interned or held various employment positions with firms held in UOIG’s portfolio. In addition, members of UOIG may attempt to obtain employment positions with firms held in UOIG’s portfolio. Activision Blizzard, Inc. BUSINESS OVERVIEW university of oregon investment group http://uoig.uoregon.edu Activision Blizzard, Inc. is located in Santa Monica, CA. They are responsible for creating and publishing video games and accessories. These games are distributed and available on a wide range of platforms across the globe. Additionally, Activision Blizzard maintains and operates Battle.net, a online-game service in which players can connect via the internet and play with each other online. Activision Blizzard has created some of the most recognized and successful game franchises including, Call of Duty, Guitar Hero, Tony Hawk, Spider-Man...
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...moves. Also, the group consisted of a childhood friend Maverick Carter, which would reveal that the firm had a friendly internal relationship. Trust is a key factor when making business moves and that is what LeBron has with Carter. * A key problem from this move would be that Aaron Goodwin has prior experience in being an agent. He has prior experience in handling endorsement deals and business ventures for his athletes. When LeBron moved on, he made a big risk by making his own firm. He would risk his agents’ connections, experience, and guidance. * Decisions between which Videogame endorsement offers would be tough because of their reputations. Each had their own traits and drew in a certain crowd of consumers. Situation Analysis: * In 2008, there were three major videogame endorsement offers that LeBron James and Maverick Carter had to discuss. His close childhood friend, Maverick, was chief executive of his business and marketing firm LRMR. *...
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...4/16/2015 4/16/2015 Westminster International College Cardiff Metropolitan International University Lecturer: Dr. Sayed Kadir Prepared by: Asadullah Escandari Student ID #: 0192VMNVMN1014 (MBA) Date of Submission: April 16, 2015 MBA-II Semester Assignment (Strategic Management) Westminster International College Cardiff Metropolitan International University Lecturer: Dr. Sayed Kadir Prepared by: Asadullah Escandari Student ID #: 0192VMNVMN1014 (MBA) Date of Submission: April 16, 2015 MBA-II Semester Assignment (Strategic Management) Strategic Analysis of Maxis An Extensive study of Maxis strategies Strategic Analysis of Maxis An Extensive study of Maxis strategies Contents Table of Figures 2 Executive Summary 2 1. Introduction – About Maxis 3 2. Task 1- 3 2.1. Company Profile 3 2.2. Strategic Alliance of Maxis 4 2.2.1. Select Partners of Maxis 4 2.2.2. Allies of maxis 4 2.3. Select Partners 5 2.3.1. System Integrators 5 2.3.2. Application Solution Providers 5 2.3.3. Content Providers 5 Allies of Maxis 5 Consulting Partners 5 Technological Partners 5 Hardware Partners 6 2.4. Maxis’ Authorized Distributors 6 2.5. Strategic Partners of Maxis 7 2.6. Alliances of Maxis: 8 2.7. Internationalization Model in Maxis 9 3. Task 2: 11 3.1. MISSION 11 3.2. VISION 11 3.3. VALUES 11 3.3.1. SIMPLE 11 3.3.2. TRUST 12 3.3.3. CREATIVE 12 3.3.4. BRAVE 12 ...
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...As of December 3, 2014, our portfolio ranked #3 overall with $103,639.82 3.64% in return with only 5 trade. You might think we are lazy to put effort into the stock simulator. This is not true because we had a strategy behind our action. Most teams pick stock with fundamental analysis (P/E or debt-to-equity ratio etc.) buying lots of different company stock and diversify the risk of losing money. But this is not the case for our team, we pick stock based on our personal interest. For example, some people like using Windows computer while others prefer Mac computer. As you can see, we made a lot of money on EA (23.96% return as of December 3, 2014) we were both interested in the entertainment industry and we decide to go with it. (I ensure you we are not a huge gamer!) I believe buying stock is like choosing something you interested or familiar with. Otherwise, you are gambling your money because you are buying something you have limited knowledge and not familiar with the industry. Before our first trade, I first defined our objective. Instead of making the most return, “Don’t lose money” is our #1 rule because we are winning as long as we don’t lose money. For this reason, we only buy stock that we believe it will growth within the 3 months period. KMB is our first stock that we bought. We bought it at $105.83 and is now selling $114.7. I like KMB long time ago because its steady growth trend had lasted for the past 3 years. The reason why KMB can growth steadily is because...
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...3 External Analysis …………….…………….…………………………………………………………………………………….. 3 PESTEL Analysis ……………….……………………………………………………………………………………………. 4 Political Factors ……………………………………………………………………………………………………. 4 Economic Factors …………………………………………………………………………………………………. 4 Socio-Cultural Factors ………………………………………………………………………………………….. 5 Technological Factors ………………………………………………………………………………………….. 6 Environmental Factors ………………………………………………………………………………………... 7 Legal Factors ……………………………………………………………………………………………………….. 7 Five – Forces Model ……………………………………….……………………………………………………………. 8 Supplier Power ……….………….…………....………………………………………………………………… 8 Buyer Power ………………………...……..………………………………………….…………….…………… 9 Degree of Rivalry ……………………….………..……………………………………………………………. 10 Threat of New Entrants ……….………....……….……………………………………………………….. 10 Threat of Substitutes …………….……….……………………………………….………………………… 11 Conclusion ....……. ………………..………………………………………………………………………………………….. 12 Problems and Solutions …………………………………………………………………………………………… 12 Works Cited ………………………………………...…………………………………………………………………………... 14 Introduction Gabe Newell, a Harvard drop out, began working for Microsoft in 1983. Newell spent thirteen years at Microsoft and emerged as a “Microsoft Millionaire.” Newell and his co-worker Mike Harrington left Microsoft in 1996 to begin their own company. The inspiration came from another former Microsoft employee named Michael Abrash. Abrash departed Microsoft to assist in creating the video game Quake at ID...
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...is an American video game developer and publisher who is held by the French Vivendi group. It is the largest game developers and game publishers, and the first third-party game publishers in the world . Activision Blizzard was made by Activision and the U.S. Department of Vivendi, Blizzard Entertainment, on December 2, 2007, and Entertainment in July 9, 2008. The total operating funds is $ 18.9 billion . In November 2009 , Activision Blizzard 's first -person shooter "Call of Duty : Modern Warfare 2" 4.5 million the number of pre-sale , and $ 400 million sales in the first day, what break the highest first day sales in the Guinness World record. Another major business of Activision Blizzard Blizzard Entertainment is a popular online role -playing game "World of Warcraft " and " Warcraft " series. From the market price, Activision Blizzard is the largest independent video game publishers in the world, because before the merger , the Activision is the second largest third-party game producers and publishers, and the EA Inc. is the biggest at that time. After merged, Activision Blizzard is not only more than EA, became the first major third-party publisher of the game , but more than Nintendo, became the first major game production and distribution company . 2. Industry Structure and Global Markets In their market, Activision Blizzard is facing competition, and they have two major competitors. The company exports many kinds of games. Their products are sold...
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