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Bilal Latif
Mark Moskvitine
Zoheir Mehrabani
Agenda
• About EA
• Macro Environment
• Industry Environment
• Value Chain
• Corporate Strategy
• Business Strategy
• Recommendations
What does EA do?
• Primary NAICS code – 511210 – Software
Publishing.
• Production of video, PC, and mobile games.
• Software Publishing – Packaging, Marketing,
Distribution.
• Sales of video games to retailers and end-customers
over the internet.
History
• 1982 - Founded in California.
• 1984 – Builds global network to distribute software
produced externally.
• 1990 – Begins producing games internally.
• 2008 – Founded/Acquired more than 30 development
studios since 1991.
EA’s Major Titles
• Madden NFL (sport)
• Need For Speed (racing)
• Battlefield (action)
• The Sims (simulation)
• Command & Conquer (strategy)
Political and Legal Environment
• Piracy
• Intellectual Property Rights
• Patent Protection
• Copyright Protection
• Country-Specific Laws
Technological Environment
• Internet Speed and Online Gaming
• Portable and Mobile Gaming
• CPU speed
Technological Environment
• Currently accounts for the largest growth in the gaming
industry
• $3.8 billion in revenue in 2006, expected to reach
$11.8 billion in 2011
• Online games can support multiple players from
anywhere in the world
Technological Environment
• Portable games launched in 1989, mobile games in
1997
• Cell phone gaming revenue increased from $153
million in 2004 to over $4 billion in 2007
Technological Environment
• Computer Processors evolve continuously
• Increase in processing capacity stimulates demand for
more complex software
Socio-Cultural Environment
• Aging Population
• Female Population
Economic Environment
• Number of PCs and consoles in use increasing in US,
EU and China
• Increasing market size for computer and online games
Economic Environment
Personal Computers in Use (in millions)
0
50
100
150
200
250
USA EU China
2003
2004
2005
2006
2007
Economic Environment
Internet Subscribers (in millions)
0
20
40
60
80
100
120
140
160
USA EU China
2003
2004
2005
2006
2007
Economic Environment
Investment in Telecommunications (in millions USD)
0
10
20
30
40
50
60
70
80
USA EU China
2003
2004
2005
2006
2007
Porter’s Five Forces
• Direct Competition
• Threat of Entry
• Substitutes
• Power of Suppliers
• Power of Buyers
Direct Competitors - 10/10
• Activision (Call of Duty, Guitar Hero)
• Take-Two Interactive (Grand Theft Auto)
• THQ (Frontlines)
Threat of Entry - 2/10
• Negligible variable costs
• Substantial fixed costs
• Strong established brands to contend with
Substitutes - 7/10
Media Usage Changes 2003-2007
1%
15%
52%
19%
-5% -3% -8%
TV Games Music DVD Internet Radio Movies
Power of Suppliers – 4/10
• Most of intellectual property is produced in-house by
the studios
• The suppliers are responsible for hardware, software
tools
• Licenses are obtained from 3rd
parties (sport, movie
brands)
Power of Buyers – 4/10
• Many competing forms of entertainment.
• Video games are unique because they are interactive.
• The Internet allowed buyers to exchange information
about the titles and companies.
Five-Forces Summary – 5.4/10
Summary for Video Game Industry
10
2
7
4 4
5.4
0
2
4
6
8
10
12
Competition Threat of
new
entrants
Substitutes Pow er of
Suppliers
Pow er of
Buyers
Overall
• Technology (demand for more advanced games)
• Internet and Human Interaction Online (demand for
multiplayer games)
• Using both yield maximum results (World of Warcraft)
Driving Forces
Entertainment Software Industry 2005-2007
ROA6.17
ROA1.88
ROE7.86
ROE0.37
ROI9.26
ROI2.81
ROA(2.42)
ROE(4.48)
ROI(4.45)
2005 2006 2007
Industry Summary
Entertainment Software Industry 2005-2007
ROA6.17
ROA1.88
ROE7.86
ROE0.37
ROI9.26
ROI2.81
ROA(2.42)
ROE(4.48)
ROI(4.45)
2005 2006 2007
• Software Tools
• 3rd
Party Software Code
• Licenses
Supply Chain Management
Operations
Operating Margin 2005-2007
21%
3%
13%
10%11%
-18%
1%
4%
1%
-13%
5%
8%
Electronic Arts Take Tw o Activision THQ
2005
2006
2007
• Distributed Worldwide
• Mass-market Retailers (WalMart)
• Electronics Specialty (Best Buy)
• Games Specialty (GameStop)
• Online Retailers (Amazon.com)
Distribution
• Four main brands
• Sports licenses
• Movie licenses
• North American market declining EU increasing
Marketing and Sales
Marketing and Sales
2001 World Sales in USD
USA and
Canada 50%
European
Union 28%
Asia and
Pacific 20% Eastern
Europe 0%
Latin America
2%
Marketing and Sales
2006 World Sales in USD
USA and
Canada 40%
European
Union 36%
Asia and
Pacific 19% Eastern
Europe 1%
Latin America
4%
Marketing Expense as %of Revenue 2005-2007
12%
13%
16%
15%15%
13%
19%
15%15%
13% 13%
14%
Electronic Arts Take Tw o Activision THQ
2005
2006
2007
Marketing and Sales
Marketing Expense as %of Revenue 2005-2007
12%
13%
16%
15%15%
13%
19%
15%15%
13% 13%
14%
Electronic Arts Take Tw o Activision THQ
2005
2006
2007
• Website
• eGain Assistant
• Gartner CRM Excellence Award
Customer Service
• Number of Employees
• Revenue per Employee
• Average Level of Education
• Salaries and Compensation
Human Resource Management
Human Resource Management
Average Industry Compensation in North America (USD)
75,692
71,586
100,735
85,000
73,021
64,833
70,500
- 20,000 40,000 60,000 80,000 100,000 120,000
Softw are Engineer
3D Artist
Sr Softw are Engineer
Associate Producer
Art Director
Video Game Designer
Project Manager
Human Resources Management
Revenue per Employee (millions/person) 2005-2007
0
0.1
0.2
0.3
0.4
0.5
0.6
0.7
0.8
0.9
Electronic Arts Activision Take-Tw o THQ
2005
2006
2007
Research and Development
R&D as Percent of Revenue
0
5
10
15
20
25
30
35
40
Activision Electronic Arts Take-Tw o THQ Industry
Average
Year: 2005
Year: 2006
Year: 2007
• Only three CEOs since 1982
• Current CEO: John Riccitiello before EA worked for
PepsiCo
• Riccitiello improved the situation of the employees
Corporate Leadership
Corporate Leadership
Return On Assets
-25
-20
-15
-10
-5
0
5
10
15
Activision Electronic Arts Take-Tw o THQ
Year: 2005
Year: 2006
Year: 2007
VC Activity Valuable Rare
Costly to
Imitate
Non-
Substitutable
Competitive
Supply Chain
Management
Yes No No No Parity
Marketing & Sales Yes No Yes Yes Temporary CA
Customer Service Yes No No Yes Parity
HRM Yes Yes Yes No Temporary CA
R&D Yes No No No Parity
Corporate
Leadership
Yes Yes No Yes Temporary CA
Value Chain Analysis
• Expansion by Acquisition
• Application of Marketing and Distribution to all
subsidiaries (Economies of Scope)
• Distribution of software globally (Economies of Scale)
Current Strategy
Current Strategy
Market Capitalization 2003-2007
-
2,000
4,000
6,000
8,000
10,000
12,000
14,000
16,000
18,000
Electronic Arts Activision THQ Take-Tw o
billionsofUSD
2003
2004
2005
2006
2007
• Divest itself of less successful subsidiaries
• Pursue trans-national strategy to stimulate demand in
EU
Recommendations
Current Strategy
Cost Leadership Differentiation
Focused
Differentiation
Cost Focus
Lower Cost Differentiation
Competitive
Scope
Narrow
Broad
Competitive Advantage
Poor Labour Force Practices
• 1.2 acquisitions per year since 1991 – 1/3 resulted in
termination of acquired firm
• No autonomy and must adapt to EA’s culture
• Working hours can reach 12-hour days 7 days a week
• Fatigued employees = more chances of error
• 50% employee turnover rate in engineering department
• Build a management team to support acquired firm
• Let employees have more autonomy and allow a more
creative and innovative working environment
• Don’t rely on acquisitions so much and try to focus on
internal solutions
Improve HRM Activity
• Decline in Operating margins
• Increasing Marketing and R&D expenses % of
Revenue
• Focus on long-term growth (high investment in the
short-term)
Operations
• Concentrate on products that are most successful
• Adapt games to demographic and cultural customer
segments
Operations
Questions?

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electronicarts

  • 2. Agenda • About EA • Macro Environment • Industry Environment • Value Chain • Corporate Strategy • Business Strategy • Recommendations
  • 3. What does EA do? • Primary NAICS code – 511210 – Software Publishing. • Production of video, PC, and mobile games. • Software Publishing – Packaging, Marketing, Distribution. • Sales of video games to retailers and end-customers over the internet.
  • 4. History • 1982 - Founded in California. • 1984 – Builds global network to distribute software produced externally. • 1990 – Begins producing games internally. • 2008 – Founded/Acquired more than 30 development studios since 1991.
  • 5. EA’s Major Titles • Madden NFL (sport) • Need For Speed (racing) • Battlefield (action) • The Sims (simulation) • Command & Conquer (strategy)
  • 6. Political and Legal Environment • Piracy • Intellectual Property Rights • Patent Protection • Copyright Protection • Country-Specific Laws
  • 7. Technological Environment • Internet Speed and Online Gaming • Portable and Mobile Gaming • CPU speed
  • 8. Technological Environment • Currently accounts for the largest growth in the gaming industry • $3.8 billion in revenue in 2006, expected to reach $11.8 billion in 2011 • Online games can support multiple players from anywhere in the world
  • 9. Technological Environment • Portable games launched in 1989, mobile games in 1997 • Cell phone gaming revenue increased from $153 million in 2004 to over $4 billion in 2007
  • 10. Technological Environment • Computer Processors evolve continuously • Increase in processing capacity stimulates demand for more complex software
  • 11. Socio-Cultural Environment • Aging Population • Female Population
  • 12. Economic Environment • Number of PCs and consoles in use increasing in US, EU and China • Increasing market size for computer and online games
  • 13. Economic Environment Personal Computers in Use (in millions) 0 50 100 150 200 250 USA EU China 2003 2004 2005 2006 2007
  • 14. Economic Environment Internet Subscribers (in millions) 0 20 40 60 80 100 120 140 160 USA EU China 2003 2004 2005 2006 2007
  • 15. Economic Environment Investment in Telecommunications (in millions USD) 0 10 20 30 40 50 60 70 80 USA EU China 2003 2004 2005 2006 2007
  • 16. Porter’s Five Forces • Direct Competition • Threat of Entry • Substitutes • Power of Suppliers • Power of Buyers
  • 17. Direct Competitors - 10/10 • Activision (Call of Duty, Guitar Hero) • Take-Two Interactive (Grand Theft Auto) • THQ (Frontlines)
  • 18. Threat of Entry - 2/10 • Negligible variable costs • Substantial fixed costs • Strong established brands to contend with
  • 19. Substitutes - 7/10 Media Usage Changes 2003-2007 1% 15% 52% 19% -5% -3% -8% TV Games Music DVD Internet Radio Movies
  • 20. Power of Suppliers – 4/10 • Most of intellectual property is produced in-house by the studios • The suppliers are responsible for hardware, software tools • Licenses are obtained from 3rd parties (sport, movie brands)
  • 21. Power of Buyers – 4/10 • Many competing forms of entertainment. • Video games are unique because they are interactive. • The Internet allowed buyers to exchange information about the titles and companies.
  • 22. Five-Forces Summary – 5.4/10 Summary for Video Game Industry 10 2 7 4 4 5.4 0 2 4 6 8 10 12 Competition Threat of new entrants Substitutes Pow er of Suppliers Pow er of Buyers Overall
  • 23. • Technology (demand for more advanced games) • Internet and Human Interaction Online (demand for multiplayer games) • Using both yield maximum results (World of Warcraft) Driving Forces
  • 24. Entertainment Software Industry 2005-2007 ROA6.17 ROA1.88 ROE7.86 ROE0.37 ROI9.26 ROI2.81 ROA(2.42) ROE(4.48) ROI(4.45) 2005 2006 2007 Industry Summary Entertainment Software Industry 2005-2007 ROA6.17 ROA1.88 ROE7.86 ROE0.37 ROI9.26 ROI2.81 ROA(2.42) ROE(4.48) ROI(4.45) 2005 2006 2007
  • 25. • Software Tools • 3rd Party Software Code • Licenses Supply Chain Management
  • 27. • Distributed Worldwide • Mass-market Retailers (WalMart) • Electronics Specialty (Best Buy) • Games Specialty (GameStop) • Online Retailers (Amazon.com) Distribution
  • 28. • Four main brands • Sports licenses • Movie licenses • North American market declining EU increasing Marketing and Sales
  • 29. Marketing and Sales 2001 World Sales in USD USA and Canada 50% European Union 28% Asia and Pacific 20% Eastern Europe 0% Latin America 2%
  • 30. Marketing and Sales 2006 World Sales in USD USA and Canada 40% European Union 36% Asia and Pacific 19% Eastern Europe 1% Latin America 4%
  • 31. Marketing Expense as %of Revenue 2005-2007 12% 13% 16% 15%15% 13% 19% 15%15% 13% 13% 14% Electronic Arts Take Tw o Activision THQ 2005 2006 2007 Marketing and Sales Marketing Expense as %of Revenue 2005-2007 12% 13% 16% 15%15% 13% 19% 15%15% 13% 13% 14% Electronic Arts Take Tw o Activision THQ 2005 2006 2007
  • 32. • Website • eGain Assistant • Gartner CRM Excellence Award Customer Service
  • 33. • Number of Employees • Revenue per Employee • Average Level of Education • Salaries and Compensation Human Resource Management
  • 34. Human Resource Management Average Industry Compensation in North America (USD) 75,692 71,586 100,735 85,000 73,021 64,833 70,500 - 20,000 40,000 60,000 80,000 100,000 120,000 Softw are Engineer 3D Artist Sr Softw are Engineer Associate Producer Art Director Video Game Designer Project Manager
  • 35. Human Resources Management Revenue per Employee (millions/person) 2005-2007 0 0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 Electronic Arts Activision Take-Tw o THQ 2005 2006 2007
  • 36. Research and Development R&D as Percent of Revenue 0 5 10 15 20 25 30 35 40 Activision Electronic Arts Take-Tw o THQ Industry Average Year: 2005 Year: 2006 Year: 2007
  • 37. • Only three CEOs since 1982 • Current CEO: John Riccitiello before EA worked for PepsiCo • Riccitiello improved the situation of the employees Corporate Leadership
  • 38. Corporate Leadership Return On Assets -25 -20 -15 -10 -5 0 5 10 15 Activision Electronic Arts Take-Tw o THQ Year: 2005 Year: 2006 Year: 2007
  • 39. VC Activity Valuable Rare Costly to Imitate Non- Substitutable Competitive Supply Chain Management Yes No No No Parity Marketing & Sales Yes No Yes Yes Temporary CA Customer Service Yes No No Yes Parity HRM Yes Yes Yes No Temporary CA R&D Yes No No No Parity Corporate Leadership Yes Yes No Yes Temporary CA Value Chain Analysis
  • 40. • Expansion by Acquisition • Application of Marketing and Distribution to all subsidiaries (Economies of Scope) • Distribution of software globally (Economies of Scale) Current Strategy
  • 41. Current Strategy Market Capitalization 2003-2007 - 2,000 4,000 6,000 8,000 10,000 12,000 14,000 16,000 18,000 Electronic Arts Activision THQ Take-Tw o billionsofUSD 2003 2004 2005 2006 2007
  • 42. • Divest itself of less successful subsidiaries • Pursue trans-national strategy to stimulate demand in EU Recommendations
  • 43. Current Strategy Cost Leadership Differentiation Focused Differentiation Cost Focus Lower Cost Differentiation Competitive Scope Narrow Broad Competitive Advantage
  • 44. Poor Labour Force Practices • 1.2 acquisitions per year since 1991 – 1/3 resulted in termination of acquired firm • No autonomy and must adapt to EA’s culture • Working hours can reach 12-hour days 7 days a week • Fatigued employees = more chances of error • 50% employee turnover rate in engineering department
  • 45. • Build a management team to support acquired firm • Let employees have more autonomy and allow a more creative and innovative working environment • Don’t rely on acquisitions so much and try to focus on internal solutions Improve HRM Activity
  • 46. • Decline in Operating margins • Increasing Marketing and R&D expenses % of Revenue • Focus on long-term growth (high investment in the short-term) Operations
  • 47. • Concentrate on products that are most successful • Adapt games to demographic and cultural customer segments Operations