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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