Case Study: Electronic Arts
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This paper explains that Electronic Arts wants to be larger that the Walt Disney Company as an entertainment company. The author analyzes Electronic Arts industry by using five forces analysis and SWOT analysis. The paper creates alternative strategies and recommendations
From the Paper:"Electronic Arts needs to find a way to ensure that its current success in the marketplace continues and accelerates. Its goal is to one day be larger that the Walt Disney Company as an entertainment company. Electronic Arts develops markets, publishes and distributes interactive software games that are playable by consumers using home video-game machines such as the PlayStation or Microsoft Xbox, personal computers hand-held game machines or over the Internet. EA invests in the creation of state-of-the-art software tools that we use in product development ..."
Cite this Case Study:
Case Study: Electronic Arts (2004, December 01) Retrieved March 05, 2024, from https://www.academon.com/case-study/case-study-electronic-arts-71889/
"Case Study: Electronic Arts" 01 December 2004. Web. 05 March. 2024. <https://www.academon.com/case-study/case-study-electronic-arts-71889/>