Preview

Case

Better Essays
Open Document
Open Document
2189 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Case
Abstract Electronic Arts or better known yet as (EA) is known as one of the biggest gaming development companies still around today. Electronic Arts is the organization in which develops markets and distributes the so called EA games. The man behind Electronic Arts Inc is Trip Hawkins who hired designers and programmers to develop EA games as early as 1982. During that time, the company developed only home computing games that laid the foundation of today’s EA games which include the Battlefield series and Need for Speed. EA essentially had a smooth run to become a successful video game business compared to other companies such as Activision who struggled in the beginning. EA today is still one of the biggest successful gaming companies out today nearing 5 billion USD in revenue with the help of their EA sports division which has a huge fan base and also their Battle Field franchise which was a huge success also helped acquire their income.
Activision Inc, one of the most famous game development companies alongside EA was founded in 1979 by Howard Marks. In 1983 Activision capitalized on its gratitude by going public. Yet suffering, related to the fate suffered by Atari was unfortunately down the road. Resulting the old saying of beating the competition by joining it, Activision acquired Infocom in 1987. By the beginning of the 1990s, the Activision name was about to be revived. For fiscal year 1999 Activision was indeed on a roll with year-end revenues rocketing 40 percent to $436.5 million, with net income leaping to $15.3 million from the previous year 's $5.1 million, a whopping 197 percent increase which is a huge accomplishment for them. North American operations in 1999 amplified from the previous fiscal year 's 24 percent to 34 percent of revenues while international revenues fell faintly from 1998 's 71 percent to 1999 's 66 percent. Activision today still remains in top shape with its current revenue nearing USD 5 billion dollars with the help of one



Cited: 1) N.p.. Web. 16 Jul 2013. <http://prakash-t.hubpages.com/hub/History-of-EA-Games>. 2) Fleming, J.. N.p.. Web. 16 Jul 2013. http://www.gamasutra.com/view/feature/129961/the_history_of_activision.php?print=1 3) Griffin, Ricky. Management. 11th. United States: 2013. Print.

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Case

    • 532 Words
    • 3 Pages

    In the fall of 1977, Michael Stephens, sole proprietor of Stephens Construction, asked Warren Sanders, a local real estate broker, to find a large piece of land that would be suitable for development into a single family residential project. Sanders located several parcels and found a homestead staked and owned by Robert and Arlene Cross. Sanders contacted and met with Robert Cross in February of 1978 and stated that he was looking for land for a developer and had asked Cross to sign a listing agreement, but he refused. In September of 1978, Anders contacted Cross again and showed an offer from Stephens. Cross rejected this and two following offers.…

    • 532 Words
    • 3 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Case

    • 278 Words
    • 2 Pages

    I think that the owner does need to know a medium amount of knowledge because he needs to be able to handle things wisely. What you know is what you can do.…

    • 278 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Case

    • 397 Words
    • 2 Pages

    Managers are most likely to step across ethical and legal boundaries when the pressure to perform is great. Pressure can be healthy but companies that set high-performance targets and grant large rewards for achieving these must have strong control systems to ensure that people are not tempted to cross boundaries. What are the four important control systems? Please identify each control by name.…

    • 397 Words
    • 2 Pages
    Good Essays
  • Satisfactory Essays

    As one of the world’s top three interactive entertainment software companies, EA lives and dies by its innovations. Their product lineup includes more than 100 titles such as Battlefield, Madden NFL, FIFA Soccer, Rock Band, Need for Speed, and The Simpsons. The company created more than 50 best sellers since 1998 with more than 1 million of each copy sold and revenues in 2011 were almost $3.6 billion dollars. EA continues to look for ways to prosper and Paranoia has been a critical part of EA’s strategy for success.…

    • 407 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    I chose to look at the financial filings of Electronic Arts (EA). The company is an American company traded on the NASDAQ exchange under the symbol ERTS. Electronic Arts develops, markets, and distributes interactive software games that are played on a variety of computer platforms in over 30 countries. I chose this company because I have an interest in the computer gaming industry, both from the viewpoint of someone that is interested in playing computer games and as an investor. The topic that I have chosen to address is the issue of revenue recognition.…

    • 823 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    The video game industry is going throng significant growth. It is a large and growing…

    • 1742 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    case

    • 836 Words
    • 4 Pages

    The atmosphere in a Trident nuclear submarine is generally calm and quiet. Even pipe joints are cushioned to prevent noise that might tip off a pursuer. The Trident ranks among the world's most dangerous weaponsCswift, silent, armed with 24 long‑range missiles carrying 192 nuclear warheads. Trident crews are the cream of the Navy crop, and even the sailors who fix the plumbing exhibit a white‑collar decorum. The culture aboard ship is a low‑key, collegial one in which sailors learn to speak softly and share close quarters with an ever‑changing roster of shipmates. Being subject to strict security restrictions enhances a sense of elitism and pride. To move up and take charge of a Trident submarine is an extraordinary feat in the NavyCfewer than half the officers qualified for such commands ever get them. When Michael Alfonso took charge of the USS Florida, the crew welcomed his arrival. They knew he was one of themCa career Navy man who joined up as a teenager and moved up through the ranks. Past shipmates remembered him as basically a loner, who could be brusque but generally pleasant enough. Neighbors on shore found Alfonso to be an unfailingly polite man who kept mostly to himself.…

    • 836 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    In December of 2007 the merger of Activision and Blizzard was announced. Blizzard Entertainment, one of four divisions of Vivendi games, was the key ingredient for synergy between the two firms. First, an introduction to the video game software industry is pertinent. This will be followed by some discussion regarding the major trends and major players in the industry. Second, some insight will be provided on the merging companies, Activision and Blizzard. Third, the potential value of the merger will be explored, along with some analysis of the partnership. Lastly, I will give my personal views of the merger itself.…

    • 1652 Words
    • 7 Pages
    Powerful Essays
  • Powerful Essays

    What is the vision of Activision Blizzard, Inc.? Activision Blizzard, Inc.’s corporate vision is to be a “worldwide leader in the development, publishing, and distribution of quality interactive entertainment software, online content and services that deliver a highly satisfying entertainment experience (Activision Blizzard – 2013 SEC Form 10-K/A Amended Annual Report).” Horizontal Integration & Synergy; Activision Blizzard, Inc.’s approach to success. Activision Blizzard, Inc. is “a worldwide online, personal computer, console, handheld, and mobile game publisher (Activision Blizzard – 2011 Annual Report).” The company was created via the merger of Activision, Inc., Sego Merger Corporation, Vivendi S.A., VGAC LLC, and Vivendi Games, Inc. (Activision Blizzard – 2013 SEC Form 10-K/A Amended Annual Report). Utilizing horizontal integration, the merger integrated “ownership of production facilities, distribution channels, exhibition outlets and ultimately allowed the formerly separate companies to profit from the others expertise (Turow 175).” The new company uses three separate operating segments. Activision Publishing, Inc., Blizzard Entertainment, Inc., and Activision Blizzard distribution. Activision Blizzard, Inc. holds “leading market positions across every major category of the rapidly growing interactive entertainment software industry (Activision Blizzard – 2011 Annual Report),” and is a classic example of synergy, “a situation where the final product is more valuable than the sum of it individual parts (Turow 175),” at work. What is the competitive environment for Activision Blizzard, Inc.? “The interactive entertainment industry is intensely competitive with new products and platforms regularly introduced. Competitors vary in size from small companies with limited resources to large corporations who may have greater financial, marketing, and product development resources than Activision…

    • 1513 Words
    • 7 Pages
    Powerful Essays
  • Best Essays

    Activision Blizzard

    • 4374 Words
    • 18 Pages

    Activision and Blizzard Entertainment have been longstanding brands within the gaming industry for some time. Activision started out in 1979 as the world’s first independent developer and distributor of video games for gaming consoles such as Atari, Nintendo, and Sega, in addition to developing both gaming and business applications for personal computers. One of their earliest major hit games was Pitfall, which was designed for the Atari 2600 series gaming console. This project was so successful; it resulted in the production of several clones, including stand-up arcade games. After losing a multi-million dollar judgment on damages involving a patent infringement, Activision went through Chapter 11 bankruptcy proceedings and reorganization in 1991. It was during this time when they decided to concentrate solely on a video gaming production strategy, eventually developing popular games such as Sonic, Guitar Hero and the current Call of Duty Series. From 1997 to 2007, Activision acquired multiple companies geared towards strengthening their position relative to their gaming strategy, but have also kept their foot in the door for expanding their market into other entertainment ventures. Beginning in 1998, Activision launched strategic partnerships with comic and movie producers Marvel Entertainment, Disney Interactive, and LucasArts Entertainment. In 2001, Activision acquired the rights to the Columbia Pictures’ feature film Spider-Man, and had signed a multi-year publishing agreement between DreamWorks SKG in 2003.…

    • 4374 Words
    • 18 Pages
    Best Essays
  • Better Essays

    There is no denial that Video Games play a big role in modern society. It is a fun and enjoyable activities which millions of people practice every day. The gaming industry is one of the fastest industry in the last decade and the attraction of video games toward the public is growing more and more powerful. According to Gartner, an economic research term, global video game sales reached $111.1 billion in 2015. In 2013, computer and video game companies posted strong overall sales in the United States, with revenues exceeding $21 billion as entertainment software companies delivered well-paying jobs and revenue to state and local economies across the nation. (Meulen, R. V., & Riverra, J. (2013, October 29). Gartner Says Worldwide Video Game…

    • 1005 Words
    • 5 Pages
    Better Essays
  • Good Essays

    After establishing with some highly regarded titles from 1987-1992, most notably Earl Weaver Baseball 1987, John Madden Football 1990 and NHL Hockey 1991, EA decided in 1992 to launch a sports-only label and EASN was born. ESPN took note of the similarities, and forced EA to come up with a new label to put their sports label under for the 1994 season.…

    • 990 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    Kickass

    • 11109 Words
    • 45 Pages

    Developing a profitable game in today’s market is a challenging endeavor. Thousands of commercial titles are published yearly, across a number of hardware platforms and distribution channels, all competing for players’ time and attention, and the…

    • 11109 Words
    • 45 Pages
    Powerful Essays
  • Good Essays

    Student

    • 503 Words
    • 3 Pages

    Subsidiaries include Avanade, Microsoft Network (MSN) and MSNBC (Product and Technology Catalog, 2003 and Microsoft Company Capsule, 2003). This break-down is a far cry from Microsoft’s beginnings as nothing but a supplier of microcomputer operating software (Grant, 2005, p. 444). The diversification into the world of video games and video game consoles is particularly interesting. Xbox Development Microsoft introduced their first PC game, Age of Empires, in 1997. Because of the success of the Age of Empires series, Microsoft decided to completely enter the gaming industry in 2000, with the introduction of Xbox hardware through the acquisition of Ensemble Studios Inc. Microsoft views this as a strategic move to compete against Nintendo and Sony, and also to encourage more sales of PCs. The move into the enterprise software industry is another example of Microsoft’s diversification strategy.…

    • 503 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    One of the greatest properties of service within organisations are its human resources, also one of the most vital and necessary tasks of management is to motivate their staff in order to improve its performance and achieve corporate success. (Redman and Wilkinson 2001, Hersey and Blanchard 1993, Mabey and Salaman1995).…

    • 6814 Words
    • 28 Pages
    Powerful Essays