Electronic arts vs. activision blizzard
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Transcript of Electronic arts vs. activision blizzard
Electronic Arts vs
Activision Blizzard
Presented By :Kaitlin Camporese
Zachary BergoineSakib Hussain
Introduction
Electronic Arts-Founded 1982-PC,Console, Mobile-Market(North America 40%)-Sports, Action RPG, Racing
Activision Blizzard-Founded 1979- Animation Studio “Dreamworks”- Activision and Blizzard which focus on games, covers 56% and 36% of revenue
Game Industry has a potential to grow $43 billion in next 5 years.
GAMING INDUSTRY
Report by ESA(Entertainment Software Association)
Industry Analysis - Bargaining Power of the Suppliers/ Complementary Goods
Software Developers are at the bottom of the supply chain
Work with Hardware Developers
Both are interconnected to each other’s success
Hardware dictates what the software developers can create and do
Hardware developers need software in order to compete and appeal to customers
Software developers sometimes contract to specific hardware
Competition
7692 Companies in gaming IndustryOnly 4 generate revenues over 50 millions
Large differences in products sold
EX. Mobile vs Console Games: Angry Birds vs Grand Theft AutoCost and Price differences
Graphic and technological differences
Distribution differences
Different Genres
Demographics
Industry Analysis - Threats of Entry
Economies of Scale
Product Differentiation
Capital Requirements
Access to Distribution Channels
Learning/Experience Curve
Industry Analysis - Threats of Substitutions
Low Cost of Switching
Substitute products are cheaper
Indoor vs Outdoor
Online and Cloud based Mobile games
Industry Analysis - Bargaining Power of the Buyers
Two buyers in the industry: Retailers and Final Customers
Limited Shelf space - Allows more power for retailers
Large amount of potential substitutes
Brand Loyalty
Easy Access to Relevant Information (IGN, E3)
Bargaining Power of Buyers: Strong
Key Success Factors
Ability to adapt to new technology
Strong presence across multiple platforms
Through retailers and digital
Distinct advertising campaign
Strong brand image
Offer a wide range of products
Different genres/consoles
General EnvironmentSomewhat risky industry
Personal Income
Very Hit and Miss
Sequels and pre determined genres hold the most profit
Goat Simulator, Dumb ways to Die
5% Growth
https://www.youtube.com/watch?v=d7lQdTgEQJ0
http://coffeestainstudios.com/sites/default/files/games/logo/goat_simulator_logo_0.jpg & https://i.ytimg.com/vi/IJNR2EpS0jw/maxresdefault.jpg
General Environment - Trends
Increase in development costs as technology advancesThus, the price or quantity sold must increase in order to make up deficit
Leads to acquisition of studios who develop games, rather than develop themselves
Rise of Women GamersMake up 50% of customer base
Rise of Massively Multiplayer Online Games (MMOG)Allows people to play with others all across the world
Constantly trying to create a more realistic and immersive experience
vibration of controllers or possible virtual reality game in the future
Internal Analysis - Business Strategy
Electronic Arts:
Differentiation Strategy
Able to obtain competitive advantage through licensing agreements and distribution strategy
Activision Blizzard:
● Focus market● Online and Subscription
Based- World of
Warcraft, - Diablo
● Better communication with customers
● Digital delivery of content
Value Chain Analysis - Inbound Logistics
Electronic Arts:
Small portion of firm’s activities
Primarily Electronic Arts itself that acts as a supplier to other video game manufacturers
EA does work and negotiate with independent contractors to obtain ideas for new video games
Activision Blizzard:
● supplier to other game console manufacturers
● Console gaming generates 82.76% of total revenue for Activision
● Game Servers
Value Chain Analysis - Operations
Electronic Arts:Designing, developing, and
distributing software on both a domestic and global scale is essentially the main goal of EA
Model on Entertainment industry instead of Video game industry
License Agreements
Activision Blizzard:
● Two main Segments○ Activision (56%)○ Blizzard (36%)
● 25+ game studios around the world. ● Dreamworks Animation Studio● Demo Version and direct user
feedback.
Value Chain Analysis - Outbound Logistics
Electronic Arts:Another core capability – many firms sell
goods via a third party to retailer, while EA sells to customers and retailers directly
The organization also invests heavily in a digital strategy which allows them to sell products to final consumers directly.
In 2011, EA launched Origin, which is a digital interface that allows consumers to buy and download video games from their computer.
Also utilizes mobile applications
Activision Blizzard: ● Sales houses around the world● Third party seller (Humble Bundle), Total
Interactive and many others for their distribution channel.
● Digital game stores Steam, PSN and Battle.net(Online Sales)
Value Chain Analysis - Marketing and Sales
Electronic Arts:
Moving toward digital platform
Events - E3
Television programming and social media
In-game advertising
Activision Blizzard:
● Retail Sales● wholly-owned European
distribution subsidiaries: - Centresoft in the UK - NBG in Germany
● Mobile Game (Feedback)● Online Game forums
(Gamespot)
Value Chain Analysis - Services
Electronic Arts:
Not surprisingly, as digital revenues continue to rise, so too, does service revenue. For EA, service revenue represents 40% of overall sales
Activision Blizzard
● The company provides technical supports via email or telephone.
● Activision has service team aligned for the users of Steam or Battle.net who help the customers for installation and registration for the game.
Value Chain Analysis - Procurement
In order to obtain the necessary resources to function successfully, EA and Activision both generally looks toward independent contractors.
Mostly, these contractors provide ideas for new video games.
Value Chain Analysis - Human Resource Management
Electronic Arts:Culture - Hard work and Success
Values Honesty
Appointment of positions based on merit alone
Mediocrity and lack of passion is not tolerated
The worst thing an employee can do is miss a deadline
Activision Blizzard:
● Fortune top 100 Companies to work for
● arrange storytelling events, visual drama and many other activities to make the workplace fun and effective
● They have more than 30% of minorities
● More than 20% female in top management
● College Tuition Reimbursement up to $7,500, paid vacation, up to 90 days of maternity leave and yearly bonuses
Value Chain Analysis - Technological Development
Electronic Arts:Technology is an important aspect of
EA’s overall business, starting with the establishment of 3DO Inc., a joint venture whose primary purpose was to license technological advancements to hardware companies
Groundbreaking breakthrough in 2012 - The organization spent $250 million on a technology that would allow for consumers to play the same game on several different hardware
Activision Blizzard:
● Activision used IW game engine to develop “Call of duty” which is recognized as best graphics for its genre.
● Blizzard Online Network Services run in 10 data centers around the world.
Value Chain Analysis - InfrastructureElectronic Arts:
Three major parts: Corporate, Publishing Function, and Studios/Labels
Studios responsible for production of its video games
Prior to 2014, six studios existed: EA Games, EA Sports, BioWare, Maxis, PopCap, and All Play. As a result of restructuring, the only labels that are currently in operation are EA Studios, Maxis, and EA Mobile.
Decentralized Approach - Studios relatively autonomous
Central Headquarters ensures that studios/labels are following overall vision
Activision Blizzard● Similar to EA on Production of
games● 25+ Studios● New Sports division● Ten top executives are
responsible for acquisitions, expansions and publishing new games to market.
Corporate Strategy
Electronic Arts:
Narrow Scope
Stay within gaming industry
Four Different Studios: Bioware, EA Games, Maxis, and EA Sports
More Focus less sharing
Strategic Acquisitions of Smaller gaming Companies
Activision Blizzard● Narrow Scope of Business● Stay within gaming Industry● Two Studios: Activision and
Blizzard○ Share Resources but less
focus● Strategic Acquisitions of
smaller gaming Companies● Candy Crush
Corporate Strategy(EA)
BioWare
Command & Conquer
Dragon Age
Mass Effect
Star Wars: The Old Republic
EA GamesDICE (Sweden)BattlefieldCriterion (UK)BurnoutNeed for SpeedVisceralDante's InfernoDead SpaceVarious EA studiosMedal of HonorThird-partyCrysis (Crytek)Half-Life (Valve)Rock Band (Harmonix)
MaxisThe SimsSpore
EA SPORTSFIFAMadden NFLNASCARNBA StreetNHLSkate 3SSXTiger Woods PGA Tour
Hoovers, Inc. (2015). Electronic Arts Inc & Hoovers, Inc. (2015). Activision Blizzard, Inc
Corporate Strategy (Activision Blizzard)
ActivisionBakugan
Band Hero
Cabela's Big Game Hunter
Cabela's Survival: Shadows of Katmai
Call of Duty: Black Ops II
DJ Hero
GoldenEye 007: Reloaded
NASCAR Unleashed
Activision( Cont)Prototype
Rapala for Kinect (fishing game)
Spider-Man
Skylanders Giants
Skylanders Spyro's Adventure
Tony Hawk
Transformers
True Crime
X-Men: Destiny
BlizzardDiablo
Star Craft
World of Warcraft
Hoovers, Inc. (2015). Electronic Arts Inc & Hoovers, Inc. (2015). Activision Blizzard, Inc
Financial Comparison
Financial Analysis Comparison
Annual Sales 2014 Net Profit Margin 2014
Hoovers, Inc. (2015). Electronic Arts Inc & Hoovers, Inc. (2015). Activision Blizzard, Inc
Financial Analysis EAAnnual Net Profit Margin
Annual Revenue vs NI
Hoovers, Inc. (2015). Electronic Arts Inc & Hoovers, Inc. (2015). Activision Blizzard, Inc
Financial Analysis Activision BlizzardAnnual Net Profit Margin
Annual Revenue vs NI
Hoovers, Inc. (2015). Electronic Arts Inc & Hoovers, Inc. (2015). Activision Blizzard, Inc
Implementation
Electronic Arts:
Implements strategy through human capital
Employees are rewarded for hard work and determination (stock options)
Open and honest culture in which creativity is valued
Activision Blizzard
● Independent Division implementing different strategies.
● Different teams for different genre of games.
Recommendations Electronic Arts:
Continue licensing system/agreements
Continue to invest in digital platform
Stay ahead of the curve in terms of technology
Prepare for possibility that Virtual Reality games will take over industry
Activision Blizzard
● Continue developing and acquiring mobile games
● Enter into Sports game segment
Recommendations
Recommendations
Electronic Arts:
Continue licensing system/agreements
Continue to invest in digital platform
Stay ahead of the curve in terms of technology
Prepare for possibility that Virtual Reality games will take over industry
Activision Blizzard
● Continue developing and acquiring mobile games
● Enter into Sports game segment
● Augmented Reality
The VOIDLindon , UTAH
https://www.youtube.com/watch?v=cML814JD09g