Strategic Management - EXTERNAL ANALYSIS Report
Project 2. In Charge for the Game - Electronic Arts
With 27 titles selling more than one million units each, 2012-2013 exclusive strategic
partnership with Disney and revenue almost US$5 billion in 2016, Electronic Arts (EA) is the
largest and the most successful video firm in the world. Some of the best known EA video
games include The Sims and Harry Potter games and the FIFA Soccer, James Bond, Madden
NFL Football. Each of the titles takes from 12 to 36 months to develop and costs from US$5
to US$10 million, but successful titles can generate hundreds of millions of sales. In 2002,
when domestic video games sales in the United States overtaken domestic box office
receipts, the video games industry became larger than the movies. The video games are
created not just for teenage boys. One-third of adults over the age of 18 play video games.
In recent years Electronic Arts introduced various new projects, including virtual reality
platforms and virtual humans. How would you define the industry in which Electronic Arts
operates? Who are the other players operating within that industry? What are the key success
factors in this industry? What is the role of technological innovation in this industry?
Who are the other players operating within that industry?
- PESTLE
- Opportunities
- Threats
- Industry and competitors’ environment of the company (Porters Five Force Model)
PESTLE ANALYSIS OF THE VIDEO GAME INDUSTRY
POLITICAL
- Different countries have different Government regulations and industry laws
- Brexit - The 2016 referendum affected the distribution of EA
- European Protectionism laws and trade tariffs
ECONOMICAL
- Household income
- Highly seasonal video game industry
SOCIAL
- Changing demands of gamers
- Contrasting views on violent video games
TECHNOLOGICAL
- Technological upgrades to meet demands
LEGAL
- Software piracy
- Licensing
- Lawsuits
ENVIRONMENTAL
- Digital transformation
- Energy efficient products and green sustainable initiatives
OPPORTUNITIES
- Complete online gaming portal
- Stimulation training games for the military
- Strengthen relationships with Console Giants - Playstation, Xbox
- Interactive game products
THREATS
- Tough Competition from rival companies
- Piracy of games
- Legal Lawsuits (violation of image rights, class action lawsuits, etc)
- Rise of Mobile apps and games
COMPETITORS
- Blizzard, Activision, Square ENIX, Konami, Nintendo, RIOT
Electronic Arts Inc Case Study Report
- A Video Game industry PESTLE Analysis
- Opportunities and Threats analysis of Electronic Arts Inc. (EA)
- Porters Five Force Model
1000 words
Referencing - MIN 6 journal articles, 2 books AND 1 website
Chicago 16 style