Electronic Arts Case Study by Writing Specialists

Electronic Arts
An analysis of Electronic Arts, a leading provider of interactive software games and online gaming.
# 92660 | 1,583 words | 5 sources | MLA | 2007 | US
Published on Feb 26, 2007 in Business (Companies) , Business (Statistics) , Computer and Technology (Software)


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Description:

The paper discusses how Electronic Arts strives to be the market leader for games played on next-generation gaming systems. The paper relates that Electronic Arts develops, markets, publishes and distributes products for 12 different hardware platforms. The paper outlines the objectives for Electronic Arts that include a variety of new game releases. The paper describes how the company's leaders have played a significant role in Electronic Arts' success. The paper contends that their commitment to ethics sets Electronic Arts apart. The paper discusses their strengths, weaknesses and opportunities. The paper examines the threat of the intensely competitive nature of the industry.

Outline:
Company Description
Organizational Assessment
Strategic Directions:
Implications
Assess the Company's Strategy

From the Paper:

"Electronic Arts is headquartered in Redwood City, California. In addition to this facility that doubles as a development studio, they also have studios in Los Angeles, Orlando, Chicago, Montreal, Tokyo, Chertsey, Guildford, and Warrington, England and employ approximately 7,200 people. This leading provider of interactive software games and online gaming recorded revenues of nearly $3 billion for the fiscal year ending March 2006, a decrease of 5.7% from their 2005 revenues. Operating profit was most recently reported at $325 million, a significant 51.4% decrease from 2005. Net profit, for fiscal year ending March 2006, was reported at $236 million, a decrease of 53.2% from 2005 figures ("Electronic Arts")."

Sample of Sources Used:

  • 2004 Interactive Annual Report. 2005. Electronic Arts. October 4, 2006 <http://ccbn.mobular.net/ccbn/7/773/825/>.
  • EA in Exclusive NFL Games Deal. 14 Dec 2004. Gamedev.net. October 4, 2006 <http://www.gamedev.net/community/forums/topic.asp?topic_id=288468>.
  • Electronic Arts. 12 Aug 2006. MarketLine database. Datamonitor. University of Phoenix, Phoenix, AZ. October 4, 2006 <http://dbic.datamonitor.com.ezproxy.apollolibrary.com/companies/company/?pid=E9821E9D-293D-4412-AA7F-C16950961D78>.
  • Jones, A. "The Rules of the Game." Corporate Counsel 3, 7 (1 July 2003): 72ff. .October 4, 2006 <www.law.com/jsp/pubarticleCC.jsp?id=1055463668855>.
  • The NPD Group Reports Annual 2004 U.S. Video Game Industry Retail Sales. 18 Jan 2005. NPD Funworld. October 4, 2006 <http://www.npdfunworld.com/funServlet?nextpage=pr_body.html&content_id=2076>.

Cite this Case Study:

APA Format

Electronic Arts (2007, February 26) Retrieved February 05, 2023, from https://www.academon.com/case-study/electronic-arts-92660/

MLA Format

"Electronic Arts" 26 February 2007. Web. 05 February. 2023. <https://www.academon.com/case-study/electronic-arts-92660/>

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