...guaranteed. Shortly thereafter the company changed its name to Electronic Arts (EA). They took a novel approach at giving credit to its developers which is one of their early trademarks. EA was the first video game publisher to treat its developers like artists in an industry where developers were more. EA also shared lavish profits with their developers, which added to their industry appeal. "Electronic Arts, Inc. engages in the development, publishing, and distribution of interactive software games that are playable by consumers on in-home video game players, personal computers, mobile video game players, the Internet, and worldwide. EA became one of the world's largest third-party publishers. Currently, the company's most successful products are sports games published under their EA Sports label; they also develop games based on popular movie licenses and games from long-running franchises like Need for Speed, Medal of Honour, The Sims, Command & Conquer and the later games in the Burnout series. (Wolf, 2012) they also made/published other popular games like FIFA, Madden, Battlefield, Mass Effect. In 2007, John Riccitiello became EA’s CEO and following on from Probst’s, he continued to acquire more developer based companies and continued the growth of their long running franchised games. Riccitiello also made a bid for Take-Two, EA's main competitor. The acquisition led to delays and eventually Take-Two declined the offer. It is said by critics that this was a bad decision...
Words: 251 - Pages: 2
...Electronic Arts FSA Jacob Boyd, Zaki Hassan, Katherine Meadows, Kristen Wilson Electronic Arts was founded thirty-two years ago as a pioneer in home computer games that focused on the creativities of the designers and programmers responsible for its games. Today it is the third largest game publisher and developer in the world with over 1,300 games published under the EA title or one of its four brands. Electronic Arts developed a bad reputation in the early 2000’s and was voted twice the Worst Company in America award successively in 2012 and again in 2013. Notable issues with EA’s business practices included studio acquisition and management practices, employee treatment, quality of games, numerous lawsuits involving license agreements, DRM issues, and multiplayer server shutdowns. These issues and more saw the CEO of four years step down despite the gains he brought to the company. EA was struggling with diversification and limited intellectual properties rights. The old CEO helped EA diversify product lines and increase royalty contracts and intellectual properties rights. However, new initiatives will see these issues still being dealt with. In 2013, Andrew Wilson was appointed the new CEO of EA from one of its internal divisions. Andrew Wilson brought with him a distinct vision for the struggling company and a strategy to drive EA into the future of gaming. Andrew Wilson introduced a three-point strategy to refocus the giant video game company. His strategy...
Words: 1816 - Pages: 8
...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 e-commerce, the online gaming is becoming highly popular. The trend shows the market shares are rising quickly and so are companies like Nintendo and Electronic Arts that took only a few years in the online gaming business to “make hundreds of millions” (Software Top 100, 2010). Can Go was recently acknowledged as a leader in entertainment focused e-commerce business in a $60 billion...
Words: 3472 - Pages: 14
...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...
Words: 1090 - Pages: 5
...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...
Words: 2787 - Pages: 12
...UNIVERSITY OF OREGON INVESTMENT GROUP 12/04/2009 Technology Activision Blizzard, Inc. RECOMMENDATION: HOLD Stock Data Price (52 weeks) Symbol/Exchange Beta (Regression) Shares Outstanding Average daily volume (3 month average) Current market 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...
Words: 5497 - Pages: 22
...UNIVERSITY OF OREGON INVESTMENT GROUP 12/04/2009 Technology Activision Blizzard, Inc. RECOMMENDATION: HOLD Stock Data Price (52 weeks) Symbol/Exchange Beta (Regression) Shares Outstanding Average daily volume (3 month average) Current market 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...
Words: 5497 - Pages: 22
...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...
Words: 1843 - Pages: 8
...in technology. Ubisoft Entertainment S.A. has become one of the largest video game companies in the world, with companies in 26 different countries and over 6,700 employees. Ubisoft Entertainment S.A. distributes various games based on action/adventure, shooters, sports, strategy, simulation, and driving (Standard & Poor's Net Advantage, 2012). The head quarters for Ubisoft Entertainment S.A. is located in Europe but the majority of the company’s sales comes from North America. In just the United States and Canada alone, sales have increased by 54%. This demonstrates the company can remain profitable and continue to grow even in the midst of a financial crisis, as well as continue to compete with it’s main competitors, Activision, Electronic Arts, and Konami. Ubisoft Entertainment S.A. is also ranked third as an independent publisher in both the U.S. and Europe. Ubisoft Entertainment S.A. has managed to remain successful in an industry that is becoming increasingly competitive as new forms of gaming are being developed due to the growth and expansion of technology. The company’s success worldwide is derived from it’s ability to produce different types of games for various genres. Although Ubisoft Entertainment S.A. has been doing well in sales since last year, investing in the company would not be beneficial at this time. At this moment the risk is low, but the future earnings is average. In most cases high-risk investments yield more returns than those that are low-risk (Brealey...
Words: 355 - Pages: 2
...Diversity of the Visual Age Virtual advertisements are becoming just as common as seeing a McDonalds or Walmart in our daily travels. Video game advertisements, being examples of these, are visually satisfying reality altering objects that are finding their way into households across the globe more and more each day via internet and cable television. The reason for this I believe is the diversity of the game developers today. They are targeting audiences of all ages, races, genders, and so much more when they produce and create their games. Electronic Arts is an American game publisher and developer that has perfected over 30 years the art by creating a thriving company basing all of its games off the targeted audience, providing immersing gameplay, as well as the means to get the games out and into the world. This will be my criteria for the 3 game advertisements; Battlefield 3, Madden NFL 25, and Create developed by EA that I will be evaluating. Battlefield 3; a first person shooter produced by Digital Illusions Creative Entertainment also known as “DICE” portrays large scale military firefights and battles, electrifying story mode gameplay, all the while being enhanced by the technological leaps in graphic design. All three of these things can meet the criteria of targeted audiences and the immersing gameplay. Just by watching the very brief launch trailer for the game it is clear that the target audience is young adult males, even more respectfully retired and active duty...
Words: 865 - Pages: 4
...Subject: Company Profile The company I am researching will be EA Games and its implementation of a $10 fee charged to gamers. EA develops, publishes, and distributes software for a variety of consoles that range from computer games to mobile software . EA was founded in 1982 and holds popular titles under its name such as Madden, FIFA, The Sims, and Battlefield, among others. EA has held a favorable market share over a 15-year period, and in an industry where software companies frequently enter and exit because of growing competition that can come from amateur developers to other well financed companies, only shows that this market share position is evidence of the popularity and quality of their products. Since the early 2000’s the internet has emerged and is becoming integrated with everything we use, as an industry software companies, including EA, have evolved multiplayer gaming into online entities that carry their own experiences past the story line assigned with each game. The Issue Originally games were simple and once played to the end, there was little left. Since the introduction of online multiplayer features, software companies have found ways to market new products. EA and many other developers found that by users would pay for virtual perks and advantages and that these virtual purchases created significant revenue for their company . EA however, took it a step further and charged users a $10 fee to access the games online features if the user was not the...
Words: 605 - Pages: 3
...Víctor Vega 21175 Tarea 9 Mercadotecnia para Madden 12, la más cara en su historia La huelga pasó factura a EA Aunque originalmente, Electronic Arts descartó que la huelga, ahora resulta, en la NFL hubiese afectado el lanzamiento del tradicional Madden, moviéndolo de inicios de agosto, hasta el día 30 del mismo mes, Anthony Stevenson, director de marketing, declaró a Industry Gamers que, de hecho, sí tuvieron que cambiar el estreno a causa del citado conflicto dentro de la liga, sólo para después ser desmentido por representantes de EA, quienes aseguraron que Stevenson fue malinterpretado. No queda claro el por qué de esta aclaración, después de todo, la huelga fue una circunstancia de fuerza mayor y, aún peor, tras su resolución, EA Tiburon tuvo que darse a la tarea de actualizar el roster de jugadores en tiempo récord, es decir, la demora resulta entendible. Ahora bien, al margen de esto, Stevenson también confesó que el gasto de publicidad que se hizo para Madden 12 fue el mayor en la historia de la franquicia con 22 años de existencia. “No quiero dar un número exacto, pero sí decidimos gastar aún más este año que nunca antes, esto debido a la huelga. Invertimos bajo la noción de que habría temporada, aunque nadie tenía la certeza,” precisó el ejecutivo. Todo esto resulta relevante pues, por más ridículo que parezca, el lanzamiento de Madden constituye el pilar de ventas para toda la industria en el mes de agosto, y gracias a este atraso, la recaudación durante el citado periodo...
Words: 409 - Pages: 2
...Individual Work Week 4 Nichelle Chandler Everest University Online Strategic Planning for Business-2 Chris Caracci 5/10/2013 Although their expertise lies in creating games it is definitely serious business for the video game industry. In this industry when customers are fickle, as well as demanding and the competition is intense, one company Electric Arts. (EA) , has managed to prosper. As one of the world's top three interactive entertainment software companies, EA lives and dies by its innovations. Its product lineup includes over 100 titles, including Battlefield, Madden, FIFA Soccer, and Need for Speed. The company has created over 50 best sellers, each with over 1 million copies sold since 1998. Revenues in 2011 reached almost 3.6 billion dollars. In addition the company was included on Fortunes list of the 100 best companies to work for. It would appear that this was a company that knows its game. With its record of accomplishment you would think that there would not be much anxiety or stress at EA. Yet the reality is that paranoia is a critical part of its success. A top game title takes anywhere from 12 to 36 months to produce, and cost between 5 and 10 million dollars. That is a significant investment risk riding on the company's ability to innovate. John Ricitello, President and Chief Operating Officer, says, "The forgotten aspect of creativity is discipline." The hard part and the part that Ea relentlessly pursues, "is identifying the right idea, assembling...
Words: 518 - Pages: 3
...IPC APEX INDIA – Technical conference Seema Sabikhi Date: 06 May, 2013 Process Quality Engineer Barco Electronic Systems (P) Ltd. A-38 B&C, Sector- 64, Noida-201301 U.P. India. Sub: Electronics Engineering Management - Counterfeit Electronics components Abstract Counterfeiting has a long and despicable history, ranging from art and literature to manufactured goods. Unlike other industries, counterfeiting in the aerospace industry may have life or death Consequences. We take the problem seriously. Thus, all stakeholders from industry and government must work together to effectively reduce the introduction of counterfeit parts into the aerospace supply chain and minimize their impact. The introduction of counterfeit parts whether they are electronic, mechanical or other adversely affects government, industry, consumers which includes National security or civilian safety issues and costs of enforcement. Counterfeit parts are an escalating global supply chain challenge where a single occurrence represents widespread risk to product cost and quality, human safety, and national security. Aerospace and defense products are targets for counterfeiters because the systems are intended for use over extended time, leaving them vulnerable to obsolescence of parts, materials, subsystems and technologies. As the time of system use increases, a substantial number of the...
Words: 434 - Pages: 2
...The Closing of the American Book by Andrew Solomon Americans do not read as much as we should which will have negative consequences when it comes to the heath, politics and education. According with Solomon, The National Endowment for the Art made a survey that indicated people who read are active in the community. For example, people who like to read will go to museums and musical performances more often, and perform volunteer and charity. This is compared to non-readers, who have little to no active engagement with the community. The author declares that electronic media can be dangerous for nonreaders because most people use television or other electronics as a means of relaxing, consequently absorbing all of the good and bad information. However, readers were able to filter the information more effectively while watching television. Solomon claims that people who read do not feel alone because they see a book as a friend, while people who do not read and spend their days with electronics devices tend to feel depressed. Reading is a mentally active experience and helps us learn. It can also help us stay guarded from future mental illnesses like Alzheimer’s. If we are not active and do not exercise our minds, we have a higher chance of developing Alzheimers. The Nazis feared the power of reading many forms of literature, taking measures to burn books because the material within was viewed as being subversive, or representative of ideologies in opposition to Nazism...
Words: 452 - Pages: 2