Tuesday, May 5, 2020
Electronic Arts Case Analysis Essay Example For Students
Electronic Arts Case Analysis Essay In fiscal 2005, approximately 16% of Seas net revenue was derived from sales Of EAI Studio games designed I I for play on the Oxbow. Nintendo under the licensing agreement, EAI engages Nintendo to supply Nintendo Gamble] I proprietary optical format disk products for their products. In fiscal 2005, I approximately 7% of Seas net revenue was derived from sales of EAI Studio games designed I I Value Chain Stance narrow (game software scope) LIFO play on the Nintendo Gamble. I Broad (total video game market) EAI focus on the software component and not a complete video game product. N hardware companies in order to pursuit new games. Interdependence Len conjunction to EAI successful online properties, they had engaged in 585 million 209). Co-marketing with America Online (AOL) (page ad traditionally partnered with a specialty mobile game developer, licensing out EAI-contrived properties in exchange for revenue sharing from the sales to mobile I customers (page 210). I EAI had provoked faith media conglomerates like Victim within the Advertorial to integrate EAI videotapes into lifestyle TV shows (page 211). Branding and specific In 2005, most of EASE interaction with the film industry had been through licensing of I Popular movie series (page 211). I Resource Commitment Stance Deep in absolute, deep in relative terms I Financially EAI has a strong financial background. Exhibits 3 (EAI Financial from he I Year 2001 to 2005) show that there is a constant increment from year to year in the net I income (page 203). To date, EAI has published games for over 45 different platforms including the on line in I space, the mobile space, the television space and the film space. Resulted in constant I increment from year to year in the total operating expenses as well (page 203). I I Management Stance Strong Fit with current size Involvement of industry expertise in providing the extreme technologies (hardware) to videotapes software. Dimension I Fairly strong 2. Internal Technology Sourcing I the final product of I I Comprehensiveness Across I Substance Internal technology sourcing I Competitive Strategy stance Industry and technology leader I Electronic Arts (EAI) is famously known for developing high quality and at times real simulation games I ranging from sports to arcade. Experience fastest growth in video industry as EAI had released 27 fiscal year (page 200). Lplatinum titles in the 2004 EAI was the leading provider in the industry as their net revenue had reached billion dollars II I the year of 2004 over $7. 4 billion in game software within the US and was listed into the Fortune 500 | (page 200). I EAI had maintained leadership in the videotape world. On every major videotape console, EAI had #1 or #2 | I was solidly #1 share for PCs (page 202). I share and EIA plays a major role in designing the games. EAI is classified as Tacit Technology where the technology I I programmer (human being). List recited in the mind of the EAI earned a reputation as a game company that produce quality titles based on other intellectual properties (IP). Their business is based on the creation, acquisition, exploitation and protection of I intellectual property. Of this intellectual property is in the form of software code, patented I genealogy, and other technology and trade secrets that they use to develop their games and make them I run properly on the platforms. Seas products also contain content licensed from others, such as trademarks, fictional characters, storyline and software code. EAI transports some of their IP beyond I I console and PC. They talk With potential producers to create an interactive television show (page 208). L I Value chain stance broad (game software scope) Moderate (total video game market) Software of the game is the key component of the whole structure of the video game and possesses FL I Lethe process involved. Investigating environmental issues involving the Polaroid Company EssayThe mobile space A lot of variety that may influence EAI on forming relationships either with the primary carrier (mobile data) or with virtual network operators (or Moves) (page 210). I The television space With the advent of new technologies such as DVDs, EAI would position well with Ethel I strategically important players in the changing television space despite a success with MAT and Victim I (page 211). Tithe film space Much of the concern for EAI in working with the film industry was focused around creative issues, and which players held the power at each stage in films creation (page 211). I I Management stance . Org fit) I Strong fit in current size I EAI is only involved in making the software for the products (videotapes). With current expertise and market research team, EAI can produce highly innovative designs. Input from the Good connection (cohesive team) with the console, portable gadgets, PC and mobile (hardware) companies. I Comprehensiveness across I Fairly strong 4. Process Development I dimensions I Process Development I I Competitive Strategy stance I Leader IA leader in process development, as the technology is in the mind of the programmer. Superior skills in I designing the games. EAI was the leading provider of videotapes for consoles and personal computers (package). Developing their own advertising and marketing strategies. An amount of $50 million was spend with advertising. Stance respect to the Value chain Strong Earlier in 1399, EAI was initiated a marketing agreement which utilized EAI online EAI online games. With the AOL marketing deal, EAI was successful as started to bring profits I in 2005. I Strong process improvement in the online value chain. The sites controlled an out-sized portion of the overall revenues from the Internet as they controlled much Of the physical low of goods (page 215).
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment