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8/2/2019 MTI Electronics Arts in1995
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Anil MS | Ankit A | Ankita | Deepika N | Kartik D | Sonal D
Ambrish A | Ravishankar | Ritutapan N | Aparna MV |Bhuvaneshwari R
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AGENDA
Video Industry
Key Characteristics
Phases & Leaders
Comparison with MovieIndustry
Electronic Arts
Business Model
Core Competencies
Technological Strategy
The Dilemma
Industry Trends
Platform Analysis
Way Forward
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VIDEOINDUSTRY
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KEY CHARACTERISTICS
A. PRODUCTS:
o Capital Intensive Highly Engineered
Hi-Tech
Expensive :to produce
:to distribute:to buy
o Low Unit Volume
Not mass produced and revenue contribution of each
unit was low
o Dynamic
The products had very limited life and consumersdemanded frequent changes/upgrades
(contd)
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B. GEOGRAPHIC SCOPE:
o North America, Europe & Japan
C. DOMINANT ECONOMIC CHARACTERISTICS:
o
Seasonalityo Low margins on hardware with larger margins on software
D. STRATEGIC GROUPS
o Different periods saw different industry leaders
o Nintendo having the largest market share
o No collaboration among the leading players
(contd)
(contd)
KEY CHARACTERISTICS
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F. DRIVING FORCES
o Changing/improving technology
o Demand for stand alone/portable gaming devices
o Consumer entertainment needs
G. MARKET SEGMENTS
o Initially targeted children (08 - 15 yrs.), products positioned as toys
o Later older children & young adults were also targeted
H. SUCCESS FACTORS
o Managing inventory & software development
o Technological superiority of products
o Originality of concept & content
(contd)
KEY CHARACTERISTICS
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PHASES & LEADERS
ATARI
Home version ofarcade game
Electronic &Semiconductortechnology
PHASE 1:[1970 - 85]
NINTENDO
Variety of original &
creative games
Customer service
8 bit NES
PHASE 2:[1985 - 90]
NINTENDO &SEGA
Superior game play
16 bit Genesis
Reduced dependency- developers/retailers
PHASE 3:[1989 - 93]
AT&T, Microsoft, etc.
Extra Memory &
special effects in gamesConvergence:computer,communication,entertainment
32 & 64 bit & CD-ROM
PHASE 4:[1993 onwards]
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MOVIE INDUSTRY VALUE CHAIN
Script/PropertyProducers
Agents
Studios OtherDistributions
Advertisers
MediaAgencies
TheaterDistribution
DVD
Distribution
CONSUMERS
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COMPARISON WITH MOVIE INDUSTRY
Similarities
VIDEO GAME MOVIEDriven by Programmers/Developers Driven by Producers/Directors
Scripts reviewed by a committee for approval Similar scripts review process
Once script is selected then a larger teamstarts to work on it
Team includes actors, directors, editors,technicians, etc.
Software designers are the creative artists The writers, recording starts are the creativeartists
A host of background/backstage operationsmake the game possible
A host of background/backstage operationsmake the movie possible
Marketing blitzes to generate excitement
about the games
Promotional Ads are launched to create
excitement about the movies
Sunk cost: game development Sunk cost: movie production
No single recipe to develop a hit game No surefire formula for making a hit movie
Target Holiday seasons Good sales for movies opening during
holidays
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COMPARISON WITH MOVIE INDUSTRY
Dissimilarities
VIDEO GAME MOVIE
Costs are not very large Very large costs are associated with movies
Too much dependence on technology Technology dependence is relatively less
Target segment limited to Children &young adults
Everyone is a potential consumer formovies
Seasonality is more Seasonality is relatively less
Distribution systems are more elaborate &need fast response speeds Distribution systems need not be thatelaborate or responsive
Hit Rule: profit comes from a larger part ofoutput
Hit Rule: most profit comes from a tinypart of output
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ELECTRONIC ARTS UNTIL 1995
1982:Foundedby Trip
Hawkins
1982-1989:
Excellent Growth
Innovative, highquality games
45% revenue from
Affiliated labels
3 Major decisions
Design s/w for PCsApplications across
h/w platforms
Outsourcemanufacturing & s/wassembly
1989: Crisis
Focus shifted tostand alone videogame market
EA went public at$8 a share
Early 1990s
Broadened productline
1st 3rd partydeveloper of Sega
1991: Founded 3DO
1992: Clear leader in
16-bit
1994-1995
Re-organisation:4 divisions
Expandedoverseas
Invested instate-of-the-artdistribution
systems
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BUSINESS MODEL
PERMANENT STAFF
FINANCE DISTRIBUTION
MARKETING
STUDIOGAME
DESIGNERS
EA
Game Scripts,Future royalties
Advances,Periodicpayments
SCRIPT
EA PROJECT
REVIEW
COMMITTEE
PRODUCTION
TEAM
Post-Approval
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CORE COMPETENCY
CORE COMPETENCY
Ability to assess market changes and new technologies
Flexibility to adapt to the new market needs
CAPABILITIES
Market intelligence, hardware objectivity, frugal system ofdistribution through economies of scale and scope,
RESOURCES
Tangible Licenses, Techno savvy management teams,
Intangible Capacity to innovate, Reputation withcustomers and distributors, Organizational culture
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TECHNOLOGY STRATEGY
TECHNOLOGY CHOICE
Invested in leading-edge computertechnology
Developed Artist Workstation
Compatible across variety of hardwareplatforms
Aversion to dependency on one hardware
TECHNOLOGY LEADERSHIP
Pioneering role in 16 bit products
Ability to assess new platforms
Focus on next generation hardware 3DO
TECHNOLOGY ENTRY TIMING
Designing games for 16 bit Sega Genesis
Navigational Competence
Tiger teams
Education and reference applications
TECHNOLOGY LICENSING
Licensing of EA Studios products
3DO designs given away at nominal fees
Licensing for 3DO software
EA used its technological capabilities offensivelyto create new advantage
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ALIGNMENT OF BUSINESS &TECHNOLOGY STRATEGY
INNOVATION
OPERATIONALEXCELLENCE
CUSTOMERINTIMACY
studio & scriptmodel
Importance to creativefunctions
Unique entrepreneurialculture
EA Affiliated
Labels Economies of scale
& scope indistribution
Broad product line Integration in
value chain Artist workstation
Direct sales force
Strong retailerrelationship Quick marketing
responses Product
forecasting Competitive
assessment Celebrity products
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INDUSTRY TRENDS
CAPITAL
REQUIREMENTS Increasing developmentcost
Longer product development
Higher animation costs
Larger teams
Porting applications to newplatforms
25-30% of total developmentcosts
Increasing marketing anddistribution costs
New channels (specialtysoftware stores , electronicstores)
Pre-launch marketing blitzes
(contd)
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PC MARKETStrong Growth Upgrade kits
Sharp price reductions
No drastic changes ininteractive entertainmentsoftware business
25 % revenue from CD ROMgames (predicted)
75 % from non pc based (play-stations)
Feasibility of owning a PC PC relatively expensive
Installation difficulties
INDUSTRY TRENDS
(contd)
(contd)
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INTERACTIVEMEDIA Convergence of communications, entertainment andcomputing industries
Increased role of video game applications indetermining success
Possibility of Hollywood studios and other contentproviders entering the market
ONLINE Rapidly increasing world wide web users
New distribution channels
Exploding growth in online services industry
Launch of Segas first online video game service
INDUSTRY TRENDS (contd)
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PLATFORMSSkipped 32 bit generation
Ultra 64 (250 $)Silicon based cartridge and not CD ROM
2 million times faster than CD ROM
NINTENDO
Genesis upgradable to 32 bit
Saturn console (480 $)
32 bit, CD ROM based playerAdapter for further enhancements
SEGA
Access to content through Columbia pictures
Playstation (480 $)
32 bit CD ROM player with superior graphics, video and
sound quality
High performance subsystems
SONY
Jaguar (250 $)
64 bit, CD ROM stand alone platform
Fewer games
ATARI
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Processor Platform Tie Ratio
8 bit Nintendo 12
16-bit Super NES 10
Sega Genesis 10
32-bit Sega Saturn 15
Sony PlayStation 15
3D0 15
PC PC-Floppy 1
PC CD-ROM 2
3DO
Backward compatible unlike Genesis,
Super NES, etc.
Sound and video quality unmatched
Expected tie ratio of 15
Gross Profit % table 1996 (E) 1997 (E)
Sega Genesis 42 % 41 %
Super Nintendo 26 % 25 %
PC/MAC 67 % 65 %
Other Platforms 40 % 40 %
License/OEM 84 % 80 %
Affiliated Labels 18 % 17 %
3DO, Saturn, Playstation 62 % 62 %
THE LUCRATIVE PLATFORMS
PC/MAC License/OEM
3DO, Saturn, Playstation
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WAY FORWARD Development for 32 bit technologies
o
Sony PlayStation, 3DO and Saturn High gross profit margins
Sony sure-shot success due to its current brand perception
o PC/MAC
Expected to be the fastest growing
CD-ROMSo Continue production of cartridges (for Nintendo and Sega)
Focus on selling in other countries , in sync with target of 40 % sales outside
the US
Translation of EA titles into up to seven languages and their distribution in
31 European and Mediterranean countries
Edutainment
o High growth category
o Recent acquisitions
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Continue to push 3DO development
Should wait for the online way of distribution to develop
before venturing
o Fast follower approach rather than first mover
WAY FORWARD
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