Abstract Electronic Arts or better known yet as (EA) is known as one of the biggest gaming development companies still around today. Electronic Arts is the organization in which develops markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins who hired designers and programmers to develop EA games as early as 1982. During that time, the company developed only home computing games that laid the foundation of today’s EA games which include the Battlefield series and Need for Speed. EA essentially had a smooth run to become a successful video game business compared to other companies such as Activision who struggled in the beginning. EA today is still one of the biggest successful gaming companies …show more content…
EA has made rough decisions to try and make things work while Activision improved their direction to overtake the lead in the video game industry.
Rivalry among these firms is weakened because the market is fast-growing, the number of firms is great thus diminishing the effect of strong competitive moves, and the product-lines are highly differentiated and appeal to a variety of diverse segments. Porters strategy simply states “An organization that pursues a differentiation strategy seeks to distinguish itself from competitors through the quality of its products or services” (Griffin 211). EA competes with Activision with video games on the basis of differentiation where it shows how EA’s loss of interest of their video game development gained the popularity of Activision as they went along to gain leadership in the video game development world.
3) How would you use the Miles and Snow typology theory to advise Activision Blizzard on the best way to maintain its leadership in the video-game market?
Miles and Snow argued that companies develop their adaptive strategies based on their perception of their environments. It’s broken down into three parts of strategies. The first
After having a very successful performance and getting second place on the first Littlefield simulation game we knew what we needed to do to win the second simulation game. We were very eager to outperform our competition and we almost did so, but ended up in second place again with a cash balance of $2,660,393.
According our case, there are several rivals in this industry, such as Electronic Art, Activision Inc, THQ, Take Two Interactive Software Ink, Midway Game Inc. Moreover, as we know, some companies which produce game-playing device, like Sony, Microsoft, Nintendo, also create their own game with in-house staff, in this industry
This memo is intend to present appropriate treatment of the ARO estimation problem experienced by the Lack of Information (LOI) based on the findings from interviews with all 50 of the warehouse managers and on-site visits at each of the 50 locations of its warehouses countrywide. The onsite observations search for any evidence of damages in both the on-site property like the roof, walls, floors and general conditions. The interview with the managers obtains information about the characteristics of the warehouses that are not readily observable. The information obtained is very important in the preparation of the fiscal
2. List the questions raised about this situation or that you think that the investigators should ask of the
Second, the manufacturing order costs for non-stocked items was calculated by dividing total manufacturing order costs for non-stocked items by the number of orders for non-stocked products. Non-stocked products have additional costs associated with processing orders that went above and beyond the costs associated with a stocked product. The third step involved determining what the S"A allocation factor would be for calculating the S"A volume related costs. This allocation factor would then be applied to manufacturing COGS. The fourth and final step involved the calculation of the operating profit based on backing out volume related costs from sales revenues followed by deducting S"A and manufacturing order costs from the resulting gross margin to arrive at a operating profit.
You notice the chart of the elderly man who lives across the street from you sitting out on the counter of the nurses station. You are very concerned about him, but aren't going to be the nurse taking care of him. How should you handle this situation and why?
Electronic Arts and their customers did not have a great relationship. First, Electronic Arts would make customers who bought their games pay extra for everything. Electronic Arts created online passes for customers to play their games. But if the passes expired, customers had to either buy a new online pass, go through customer service, or buy a new game
4.7. Which of Porter’s four competitive strategies does apple engage in? Explain. Out of the four competitive strategies according to Porter, Apple engages in a focused differentiation strategy. Apple has been very successful by creating different products and services from competitors that are innovative, high quality, and user-friendly. From their unique product designs, to their state-of-art development of operating systems and software, Apple’s has continuously exceeded the evolving consumer demand in the current market. Furthermore, due to their open and inviting sales floor at their retail locations, genius help desk, and well trained sale peoples, Apple has welcomed more than a billion customer
The five forces that drive industry competition, a model established by Michael Porter, are; threat of substitution, threat of new entrants, bargaining power of suppliers, bargaining power of buyers, and intensity of rivalry. The video game industry must deal with all five of these forces. The analysis of the strength of these five forces within the video game industry will help to draw a conclusion as to whether or not it is an attractive industry for Sony to be in.
In this part, this report focuses on Porter’s Generic Strategies to analysis the strategic positioning of the major play in toys and games industry. According to Dess, Lumpkin and Eisner 2010, Porter’s Generic Strategies include three strategies which are Differentiation, Focus and Cost leadership which a company can use for achieve competitive advantage and overcome five force.
Similarly, both companies had a product differentiation strategy, with the aim of being distinctly set apart from their competitors by the viewing market. However, different elements of this strategy were focused on by the firms. For instance,
Hawkins said “I wanted to help the world transition from brain-deadening media like broadcast television to interactive media that would connect people and help them grow.” Electronic Arts (EA), one of the leading companies in the gaming world, was founded by Trip Hawkins in the year 1982 and is headquartered in Redwood City, California. The company’s corporate governance is constituted by a board of nine directors including Larry Probst (Chairman) and Andrew Wilson (CEO). Hawkins envisioned EA as a publishing company that would be known for its quality and professionalism, working with the best independent talent to make the gaming industry equivalent to movies, books or music. Consumers, employees and shareholders are the main stakeholders in the company. EA hopes to build lifetime players by relentlessly improving quality. It is known that Hawkins wanted to properly credit and compensate the talent that developed games, giving them the same respect that artists in other media enjoyed. Ever since it became public at $8 per share in the year 1990, EA keeps its shareholders well informed about crucial information such as investor kits, conference presentations, stock prices etc.
The video game console industry is a very competitive segment. This segment requires a keen eye on product development as well as strategic product marketing and a rather large logistics arm to ensure rapid distribution to targeted areas. Video game industry in the US, which is hugely driven by retail sales of software and hardware, registered revenues of USD ~ million in CY'2012. Even so with the advent of new video game players in the industry, the revenues decreased by 11.7% compared to