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Bilal Latif Mark Moskvitine Zoheir Mehrabani

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Page 1: electronicarts

Bilal Latif

Mark Moskvitine

Zoheir Mehrabani

Page 2: electronicarts

Agenda

• About EA

• Macro Environment

• Industry Environment

• Value Chain

• Corporate Strategy

• Business Strategy

• Recommendations

Page 3: electronicarts

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.

Page 4: electronicarts

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.

Page 5: electronicarts

EA’s Major Titles

• Madden NFL (sport)

• Need For Speed (racing)

• Battlefield (action)

• The Sims (simulation)

• Command & Conquer (strategy)

Page 6: electronicarts

Political and Legal Environment

• Piracy

• Intellectual Property Rights

• Patent Protection

• Copyright Protection

• Country-Specific Laws

Page 7: electronicarts

Technological Environment

• Internet Speed and Online Gaming

• Portable and Mobile Gaming

• CPU speed

Page 8: electronicarts

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

Page 9: electronicarts

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

Page 10: electronicarts

Technological Environment

• Computer Processors evolve continuously

• Increase in processing capacity stimulates demand for more complex software

Page 11: electronicarts

Socio-Cultural Environment

• Aging Population

• Female Population

Page 12: electronicarts

Economic Environment

• Number of PCs and consoles in use increasing in US, EU and China

• Increasing market size for computer and online games

Page 13: electronicarts

Economic Environment

Personal Computers in Use (in millions)

0

50

100

150

200

250

USA EU China

2003

2004

2005

2006

2007

Page 14: electronicarts

Economic Environment

Internet Subscribers (in millions)

0

20

40

60

80

100

120

140

160

USA EU China

2003

2004

2005

2006

2007

Page 15: electronicarts

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

Page 16: electronicarts

Porter’s Five Forces

• Direct Competition

• Threat of Entry

• Substitutes

• Power of Suppliers

• Power of Buyers

Page 17: electronicarts

Direct Competitors - 10/10

• Activision (Call of Duty, Guitar Hero)

• Take-Two Interactive (Grand Theft Auto)

• THQ (Frontlines)

Page 19: electronicarts

Substitutes - 7/10

Media Usage Changes 2003-2007

1%

15%

52%

19%

-5% -3% -8%

TV Games Music DVD Internet Radio Movies

Page 20: electronicarts

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)

Page 21: electronicarts

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.

Page 22: electronicarts

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 ofnew

entrants

Substitutes Pow er ofSuppliers

Pow er ofBuyers

Overall

Page 23: electronicarts

• 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

Page 24: electronicarts

Entertainment Software Industry 2005-2007R

OA

6.1

7

RO

A 1

.88

RO

E 7

.86

RO

E 0

.37

RO

I 9.

26

RO

I 2.

81

RO

A (

2.42

)

RO

E (

4.48

)

RO

I (4

.45)

2005 2006 2007

Industry Summary

Entertainment Software Industry 2005-2007R

OA

6.1

7

RO

A 1

.88

RO

E 7

.86

RO

E 0

.37

RO

I 9.

26

RO

I 2.

81

RO

A (

2.42

)

RO

E (

4.48

)

RO

I (4

.45)

2005 2006 2007

Page 25: electronicarts

• Software Tools

• 3rd Party Software Code

• Licenses

Supply Chain Management

Page 26: electronicarts

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

Page 27: electronicarts

• Distributed Worldwide

• Mass-market Retailers (WalMart)

• Electronics Specialty (Best Buy)

• Games Specialty (GameStop)

• Online Retailers (Amazon.com)

Distribution

Page 28: electronicarts

• Four main brands

• Sports licenses

• Movie licenses

• North American market declining EU increasing

Marketing and Sales

Page 29: electronicarts

Marketing and Sales

2001 World Sales in USD

USA and Canada 50%

European Union 28%

Asia and Pacif ic 20% Eastern

Europe 0%

Latin America2%

Page 30: electronicarts

Marketing and Sales

2006 World Sales in USD

USA and Canada 40%

European Union 36%

Asia and Pacif ic 19% Eastern

Europe 1%

Latin America 4%

Page 31: electronicarts

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

Page 32: electronicarts

• Website

• eGain Assistant

• Gartner CRM Excellence Award

Customer Service

Page 33: electronicarts

• Number of Employees

• Revenue per Employee

• Average Level of Education

• Salaries and Compensation

Human Resource Management

Page 34: electronicarts

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

Page 35: electronicarts

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

Page 36: electronicarts

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 IndustryAverage

Year: 2005

Year: 2006

Year: 2007

Page 37: electronicarts

• Only three CEOs since 1982

• Current CEO: John Riccitiello before EA worked for PepsiCo

• Riccitiello improved the situation of the employees

Corporate Leadership

Page 38: electronicarts

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

Page 39: electronicarts

VC ActivityValuabl

eRare

Costly to

Imitate

Non- Substitutabl

eCompetitive

Supply Chain Management

Yes No No No Parity

Marketing & Sales

Yes No Yes YesTemporary

CA

Customer Service

Yes No No Yes Parity

HRM Yes Yes Yes NoTemporary

CA

R&D Yes No No No Parity

Corporate Leadership

Yes Yes No YesTemporary

CA

Value Chain Analysis

Page 40: electronicarts

• Expansion by Acquisition

• Application of Marketing and Distribution to all subsidiaries (Economies of Scope)

• Distribution of software globally (Economies of Scale)

Current Strategy

Page 41: electronicarts

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

bill

ion

s o

f U

SD

20032004200520062007

Page 42: electronicarts

• Divest itself of less successful subsidiaries

• Pursue trans-national strategy to stimulate demand in EU

Recommendations

Page 43: electronicarts

Current Strategy

Cost Leadership Differentiation

Focused Differentiation

Cost Focus

Lower Cost Differentiation

Competitive Scope

Narrow

Broad

Competitive Advantage

Page 44: electronicarts

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

Page 45: electronicarts

• 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

Page 46: electronicarts

• Decline in Operating margins

• Increasing Marketing and R&D expenses % of Revenue

• Focus on long-term growth (high investment in the short-term)

Operations

Page 47: electronicarts

• Concentrate on products that are most successful

• Adapt games to demographic and cultural customer segments

Operations

Page 48: electronicarts

Questions?