mti electronic arts in 2002
TRANSCRIPT
Management of Technology & Innovation Case Analysis: Electronic Arts in 2002
DEVARAJAN K | SHALABH DHANKAR | SONAM BHARGAVA | AMARENDRA KR.GORAI | BHARATH BALAJI | AKSHATA V M | KARTHIKA S| NEELAM | VIGNESHWAR M | AMOY KUMAR DUTTA |
KULBHUSHAN SINGH BAGHEL | MAHTAAB KAJLA
Group III
Flow of Presentation
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Company Brief
Gaming industry and
internet
Resources , Capabilities &
Core Competency
Industry Opportunities, challenges and attractiveness
Current & Future Proposed Strategy
Design & Implementation
of Technology Strategy
Q & A
EA – Third party game developer
Operates in Console, PC and online market
EA sports – Most recognized sports brand of US
Invested considerably in both marketing and distribution functions
Electronic Arts
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Electronic Arts in 2002
Assignment Question By 2002, how has the Internet affected the video game industry?
How does it affect EA’s corporate strategy?
Console/ PC manufacturing
Game development Distribution
Gaming industry
Value chain – Console / PC
1. Sony 2. Nintendo 3. Sega 4. Microsoft
1. EA 2. Sega 3. VUG 4. Microsoft
Profit appropriation : Console manufacturers controlled the value chain
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Console First mover Fast follower Market leader
32 bit Sega Sony Sony
64 bit Nintendo Sony Sony
128 bit Sega Sony Sony
Console
• Royalties reduced margins
• Transitions between generations were difficult
PC market
• Rapid technology change- every quarter
• Attractive segment for developers
Wireless
• High entry barriers
Gaming industry
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
• Brought in online gaming phenomenon
– Multiplayer online games
– Massive multi player online games
– Portal games
• Modified value chain
Gaming industry and internet
Console/ PC manufacturing
Network infrastructure
Game development
Distribution
Profit appropriation : Power shift from console manufacturers to game developers
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Opportunities Challenges
•New revenue stream for game
developers
•Ease of penetration into PC based
gaming market
•Increase in number of players(114 million
people by 2006)
•Higher upfront investment for game
development
•More complex game engines
•Higher server infrastructure investment
•Required dedicated and creative support
teams
•Less than required broadband
penetration
Industry Opportunities and challenges
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• Sega
– Dreamcast- Huge investment in advanced technological features
– False start ahead of competitors in online gaming
– Resulted in huge losses
– Closed down console business and concentrated on software development
• Sony and Nintendo
– Sony provided adapter for its playstation to enable online gaming
– Both did not provide network infrastructure
• Microsoft
– Developed and provided proprietary network infrastructure favoring closed network
– Controlled third party game developers
Effect on business models
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Change in industry attractiveness
Pre Internet Phase Internet Phase
Bargaining Power of Customers
No Change
Threat of new entrants Low High
Bargaining Power of Complementers
High Low
Competitive Rivalry Within industry
Relatively Increases
Threat of Substitute NA NA
Bargaining Power of Suppliers
NA NA
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Advent of internet pushed EA from a game developer to service provider
Adopted subscription based business model for an additional revenue stream
Complementary capabilities are required
Developed capability by acquiring substitute platforms like Pogo.com
Joined hands with AOL to exploit online marketing medium
Effect on EA’s corporate strategy
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Electronic Arts in 2002
Assignment Question What should EA’s corporate strategy be for the next 5 years? Why?
How should they execute the strategy?
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Resources Capabilities
Ability to develop Superior Products
Operational Excellence
Talent Pool Organizational Culture Financial muscle to back development (Exhibit 11)
Excellent Management Selecting Right Projects and resource allocation Clamped down on science projects during
transition period Effective usage of shelf space Outstanding way of managing inventory levels Worldwide time to market < 2weeks
Access to Adjacent Business
Distribution Network
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Resources Capabilities
Aligned to technology advancement
Training and development Knowledge sharing
Effective Promotion of Products
Marketing Personnel and Skills Focus on Lesser SKUs with more investment per titles Better point of sales promotions
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Resources Capabilities
Capability Rare Value contributed to end product
Difficulty in imitation/ substitution
Competitive advantage in short run
Competitive advantage in long run
Ability to develop
superior products
Yes High Moderate Yes Yes
Operational
Excellence
Yes High High Yes Yes
Effective
Promotion of
Products
No High Low Yes Can’t say
Access to
Adjacent Business
No Low Low No Can’t say
Aligned to
technology
advancement
Yes High High Yes Yes
Core Competency
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Operational Excellence
Aligned to technology
advancement
Ability to develop superior products
Growth Strategy
Product
Existing New
Mar
kets
Exis
tin
g
Market Penetration Product Development
Ne
w
Market Development Diversification
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© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
• Attractive: Constant reservoir of players, played indefinitely (no specific endings)
• Challenges: – Managing content: keep players interested by
introducing new content on a regular basis
– Lifecycle of games extended beyond purchase and launch
– Reluctance to pay based online games (Initially attracted only hard core gamers); consumer education on pay-for-play gaming, justify the premium by offering attractive content
– Significant investment in server infrastructure
Online Gaming
Rationale for online gaming
• Current revenues (2002) = $1724 mn • Assumption: growth rate of 25% pa • Projected revenues by 2006: $1724*1.25^4 mn = $4208 mn • Estimated total online subscribers in 2006: 114 mn • Assumption:
– Market share = 16 % – Average revenue per customer per month = $15
• Projected revenues from online gaming = 114 mn * 16% * $15/month *12 months = $3283 mn
• Other sources of revenues: – Advertising – Less royalties as servers belong to them
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Risk of giving competition to console manufactures which forms the major share of EA’s revenue
Requirements for online gaming
Requirements Resources Availability
Infrastructure for e.g. servers
capital required is already there
Managing content Separate creative team
Maintain servers and customer service
People & Capital
Educate customers; Justify the premium
Good games with exciting content
Possible
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Corporate Strategy – Action Plan
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Set-up infrastructure for online gaming platform – status: already done
Create a new creative team managing team: need for training
Outsource the server maintenance + CRM
Come out with online versions of their most popular games like EA Sports
Staggered subscription fees
Electronic Arts in 2002
Assignment Question What is the right technology strategy to support the business
strategy? How should this change in view of environmental changes and technology changes?
Porter’s Generic Strategy
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Competitive Advantage
Low Cost Higher Cost
Co
mp
etit
ive
Sco
pe
Bro
ad
Overall Cost Leadership
Differentiation
Nar
row
Cost Focus Differentiation Focus
• Business strategy – Differentiation
– New product and innovation
– Geographical distribution
• Technology requirements – Significant investment in high-availability server infrastructure
– 24X7 CRM capabilities
• Environmental Changes – Emergence of multi-player online, MMOG and portal games
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• Competitive advantage
– Marriage between creative and technical skills • Top talent in the industry
• Significant effort in training and development
• Strong culture of knowledge sharing among studios
• Marketing Strategy
– Word-of-mouth
– Advertising
• Publishing and distribution strategy
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Design and Implementation of Technology Strategy: An Evolutionary Perspective
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• Defining technology strategy for online gaming development – Outsource server maintenance and CRM support
– Co-creation to handle challenges faced by the developers due to higher upfront investment
– Providing platform for development
– Development plus publishing wherein the development is handled by third party studios and testing, marketing and distribution by EA
– Open innovation • Acquiring IP through licensing and acquisitions
Technology Strategy
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation
Enactment of Technology Strategy
Y Y
Y
Y Y
Y Y
NA
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Thank You
© Group III | Indian Institute of Management, Kozhikode | Management of Technology & Innovation