Electronic Arts Case Group D Monday and Wednesday 11:00-12:15 Anthony Allen, Laura 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
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Strategic Management: Case Study – Sony Corporation – Future Tense? Table of Contents Table of Contents ………………………………………………………1 1 PART 2 – INTRODUCTION ………………………………………2 1.1 CASE STUDY ………………………………………2 1.2 COMPANY BACKGROUND ………………………………2 2 PART 2 – QUESTION 1 ………………………………………………4 2.1 TOPIC ………………………………………………………4 2.2 ANALYSIS … … … … … … … … … … … … … … … … … … … … … 4 3 PART 2 – QUESTION 2 ………………………………………………9 3.1 TOPIC ………………………………………………………9 3.2 ANALYSIS … … … … … … … … … … … … … … … … … …
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years and obliterating competition along the way, Hollywood Video and Blockbuster are just two of their victims. One of their key weaknesses is that are highly indebted to creditors and this heightens their chance for bankruptcy. The purpose of this Analysis Application is to diagnose their reported figures from the eyes of an Organizational Development professionals’ perspective and provide some advice that could help them become a bigger household name in the future. Possible Organizational Development
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Arthur A. Thompson, Jr. University of Alabama 1. J. mmmm m University of Alabama University of South Alabama Crafting and Executing Strategy The Quest for Competitive Advantage Concepts and Cases 17TH EDITION McGraw-Hill Irwin Boston Burr Ridge, IL Dubuque, IA New York San Francisco St. Louis Bangkok Bogota Caracas Kuala Lumpur Lisbon London Madrid Mexico City Milan Montreal New Delhi Santiago Seoul Singapore Sydney Taipei Toronto Irfbfl ®(f Part O n e Concepts and Techniques
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Advanced Strategic Management Elisabeth Grácio | 152111057 Elisabetta Baccos | 152110151 Filipe Estrela Pires | 152111065 Mª Margarida Maury | 152111049 14th October 2011 INDEX INTRODUCTION Page 2 INDUSTRY INDUSTRY SUCCESS FACTORS PORTER‟S FIVE FORCES Page 3 Page 3 Page 3 NETFLIX, THE COMPANY PROBLEMS FACEBOOK BLOCKBUSTER Page 6 Page 8 Page 9 Page 10 CONCLUSION Page 11 RECOMMENDATIONS Page 12 EXHIBITS Page 14 APPENDIXES Page 18 1 INTRODUCTION
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Marketing Report Contents 1.0 Introduction 1 1.1. League of Legends 1 2.0 Culture 2 2.1. Introduction of gamer culture—becoming a part of mass culture? 2 2.2. Differentiation between international published products & Analysis 3 2.4. Recommendations of product 7 2.5. Promotion 8 2.6. Recommendations of Promotion 10 3.0 Reference Group in Game Culture: take Korea as an example. 11 4.0 Conclusion 13 5.0 Reference List 14 1.0 Introduction Riot games, a game company
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Quarter:2010 NETFLIX: A COMPANY ANALYSIS Prepared By Group 5: Alex Krengel, Annie Dudek, Rick Momboisse, Trish Paik, & Tyler Martin  Table of Contents I. Wall Street Journal Article and Executive Summary ..4 I A. Wall Street Journal Article 4 I B. Executive Summary ..5 II. External Analysis ..7 II A. Industry Definition ..7 II B. Six Industry Force Analysis ..8 II C. Macro Environmental Forces Analysis, Economic Trends, and Ethical Concerns ..15 II D. Competitor Analysis ..17 II D. 1 Netflix’s
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but also how it relates to real decisions around the world. This book offers a truly global approach with cases and exhibits from all parts of the world, including Europe, the Middle East, Africa, the Far East, North and South America. It provides a complete and concentrated overview of the total international marketing planning process, along with many new, up-to-date exhibits and cases, which illustrate the theory by showing practical applications. • Extensive coverage of hot topics such
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ITU-T Technology Watch surveys the ICT landscape to capture new topics for standardization activities. Technology Watch Reports assess new technologies with regard to existing standards inside and outside ITU-T and their likely impact on future standardization. Previous reports in the series include: Intelligent Transport Systems and CALM Telepresence: High-Performance Video-Conferencing ICTs and Climate Change Ubiquitous Sensor Networks Remote Collaboration Tools Technical Aspects
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P A R T I Discovering Momentum 1 1 The Power of Momentum Where’s the Impetus? Momentum. Most businesses get it at some point: the impression that everything they undertake succeeds effortlessly, as if they’re being carried along by a tailwind that increases their efficiency and propels them on to exceptional growth.1 Some hold on to it. Most don’t. Slowly, imperceptibly, the tailwind turns around and the momentum disappears, without anyone quite realizing what has happened. The company
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