Electronic Arts

Topics: Video game console, EA Sports, Electronic Arts Pages: 2 (681 words) Published: November 28, 2008
Industry Analysis: Dominant Economic Features Market Size Scope of Competitive Rivalry Market Growth Rate State in Industry Life Cycle Degree of Vertical Integration Ease of Entry/Exit Technology Innovation EA Sports Label has a range of collection ofsports-based video games marketed under the EA SPORTS brand. EA SPORTS games range from simulated sports titles with realistic graphics based on real-world sports leagues, players, events and venues to more casual games with arcade-style game playand graphics. Co’s EA Sports franchises include FIFA Soccer, Madden NFL Football, Fight Night, NBA live, NCAA Football, NCAA March Madness, Tiger Woods PGA Tours, NHL hockey, Nascarand Rugby. The EA SPORTS label offers online-only games and entertainment. The Sims label develops and markets life-simulation games and online communities with an emphasis on creativity, community and humor, The Sims label offers a variety of other online communities including The Sims On Stage a creative community featuring karaoke, comedy, poetry, and move mashups. Learning and Experience Curve Effects Capacity Utilization Industry Profitability Competitive Analysis Porter’s Five Forces Model of Competition Rivalry among Competing Sellers Potential New Entrants Substitute Products Buyers Sellers Typical customers include mass merchandisers, wholesale clubs, electronic superstores, specialty game stores, and Internet retailers. Publishers and retailers may operate their own online game stores, but brick-and- mortar outlets are the primary distribution channel of package products. A title with high US retail penetration may be on the shelves of 20,000 or more retail outlets. Companies use a variety of sales channels including in-house sales forces, manufacturer rep agencies, distributors, and online stores. Electronic Arts used two types of suppliers. Preapproved manufacturers that produced the packaged games for EA titles played on their platforms and third-party vendors that...
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