Preview

Ea Sports Company Information

Satisfactory Essays
Open Document
Open Document
597 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Ea Sports Company Information
FOUNDED: 1982
OWNERSHIP: Public (Nasdaq: ERTS)
HEADQUARTERS: Redwood City, California
REVENUES: $2.95 billion for fiscal 2006
EMPLOYEES: 7,200 worldwide
BACKGROUND:
Electronic Arts (EA) is the world's leading independent developer and publisher of interactive entertainment software for advanced entertainment systems such as the PlayStation® 3, PlayStation®2 computer entertainment system, the PSP™ (PlayStation® Portable) system, Xbox 360™, Xbox® video game system from Microsoft, Nintendo Wii, Nintendo GameCube™, Game Boy® Advance and the Nintendo DS™ as well as PC and games for mobile phone devices.
EA has been a leader in its field since the company was founded in 1982. Since its inception, EA has been a creative leader, and today, the company continues to innovate and improve interactive gaming. By combining diverse media such as computer animation, video, photographic images, motion capture, 3D face and body rendering technologies, computer graphics, and stereo sound with contributions from storywriters, film directors and musicians, EA uses technology and creativity to develop mainstream entertainment through an interactive medium.
EA's broad portfolio of franchises includes global sports blockbusters from its EA SPORTS™ brand including Madden NFL, FIFA Soccer, and NBA Live. The diverse offering from its EA™ brand features wholly-owned intellectual properties such as Need For Speed™, The Sims™, and Burnout™ franchises, as well, as key Hollywood licenses for games based on The Lord of The Rings™, Harry Potter™, and The Godfather™ properties. EA SPORTS BIG™ franchises include: NFL STREET, NBA STREET and FIFA STREET.
EA's five hub studios are in Redwood Shores (US), Los Angeles (US), Orlando (US), Vancouver (Canada) and Surrey (UK), along with development studios in Chicago (US), Montreal (Canada), Warrington (UK) and Tokyo (Japan) and boasts a development team that is more than 5,200 people strong. The company's European corporate headquarters are

You May Also Find These Documents Helpful

  • Good Essays

    The Sims is one of the most popular video games series for players and it is developed by Maxis and is published by Electronic Arts. Electronic Arts is the world’s third-largest gaming company by revenue after Nintendo and Activision Blizzard. It is an American developer, marketer, publisher and distributor of video games and it has been founded on May, 1982 by Trip Hawkins. [1] As of May 2011, the franchise has sold more than 150 million copies worldwide and it is also the best-selling PC franchise in history. So far, there are three main series of The Sims such as The Sims is released in 2000, The Sims 2 is released in 2004, The Sims 3 is released in 2009 and The Sims 4 will be released in 2014. This report introduces the main series of The Sims and will be focus on The Sims series video game to explain why it is a canon game and the reasons of why it is important.…

    • 917 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Market Strategy Analysis

    • 467 Words
    • 2 Pages

    | * The Wii has the highest market share (42.1%), but the XBox 360 is very close behind (41.1%), while the PS3 is a long way behind (13.9%). The XBox 360 has more hardcore gamers than the other consoles. Therefore, given its market share and suitable user base, the EPOC product should have a co-branding arrangement with Microsoft and develop the required software for the XBox 360. * The 'out-of-box' experience software will help people learn how to use the product, and showcase its abilities once they purchase it, leading to better perception amongst customers, and fewer returns. Therefore, the 'out-of-box' experience software should be included as part of the product. * The product should also include a development kit for PCs as the PC gaming market was large in size (20% of total console gaming market), and had hardcore gamers who would appreciate EPOC.…

    • 467 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Describe the types of resources EA appears to have. Do you think any of these resources might be unique? Explain.…

    • 407 Words
    • 2 Pages
    Satisfactory Essays
  • Better Essays

    The recent revelation that Tiger Woods has been engaging in not one, but numerous extramarital affairs has cast a dark shadow on a sports figure that has otherwise enjoyed messianic status. Tiger Woods is easily the greatest golfer of his generation, and possibly the best that has ever played. He is also an iconic figure with whom numerous businesses had opted to align themselves. Tiger Woods moves…

    • 1325 Words
    • 6 Pages
    Better 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

    Responding To The Wii

    • 1072 Words
    • 4 Pages

    Sony, with its PlayStation and PlayStation 2 product lines took this game further. They expanded the target customer base to include grown-ups by creating games fit for all ages and combining forces with game developers.…

    • 1072 Words
    • 4 Pages
    Powerful Essays
  • Satisfactory Essays

    Video games are taking the entertainment business by storm. Systems are constantly improving and new systems are always in the process. The two latest systems are the Nintendo 64 and the Sony Playstation. Both have similar qualities, but they are very different.…

    • 366 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Nike Corporation

    • 725 Words
    • 3 Pages

    Identify and research a cultural issue that affects this organization's interactions outside the United States.…

    • 725 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Game Not over, Not Yet

    • 617 Words
    • 3 Pages

    EA was known for their resources because they had the human, physical, intangible, structural/cultural, and financial assets to develop produce and deliver to their customers. They seemed to have all the resources needed when they had their competitive advantage but Electronics Arts did not prepare themselves for the changes in the behavior of consumers and retailers or trends which is now causing them to loose their competitive advantage. What they were producing had value but was not rare enough and could be exploited by other companies who were willing to take them on. From the perspective of guerilla view EA’s competitive advantage was definitely temporary. They lacked the ability to change and radically surprise competitors with strategic actions and as a company their focus of analysis both external and internal was failing. EA was not able to continue their before track record of disrupting current situations that would aide in helping them to maintain their competitive advantage.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Electronic Arts Strategy

    • 625 Words
    • 3 Pages

    be able to sell to the large customer base that is now skipping over EA games…

    • 625 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Kotter's 8-Step Approach

    • 2382 Words
    • 10 Pages

    “Electronic Arts Inc. is a leading global interactive entertainment software company. EA develops, publishes, and distributes interactive software worldwide for Internet-connected consoles, personal computers, mobile phones, tablets and social networks.” (Electronic Arts Inc., 2013) Many of us know them through popular gaming consoles for many of their games, such as Need for Speed, or The Sims. They produce thousands of games across many technological platforms including Microsoft’s X-Box, and Sony’s PlayStations consoles. They also produce online games for many computer operating systems, including many mobile devices.…

    • 2382 Words
    • 10 Pages
    Powerful Essays
  • Good Essays

    College Athletes

    • 604 Words
    • 3 Pages

    The stress of a video game goes past development; with EA demanding a new game…

    • 604 Words
    • 3 Pages
    Good Essays
  • Satisfactory Essays

    Products like 2k 16 and EA sports games, can be a sports activity for sports gamers, and can compete in a world wide ranked competition.…

    • 462 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    Traditionally, Sony, Nintendo and Microsoft will create a new battle every five or six years, so it means that to develop a new and good product takes time. For the cost aspect, as the consoles are expensive, the cost of the video games is increased as well. In order to fulfill the customers’ need, company has to make more attractive and complex games and this will cost a lot and take time also.…

    • 474 Words
    • 2 Pages
    Satisfactory Essays
  • Satisfactory Essays

    EXPERIENCE THE DRAMA AND EMOTION OF THE FOOTBALL SEASON WITH EA SPORTS™ SPORTS™ FOOTBALL CLUB MATCH DAY. EA SPORTS FIFA 13 FIRST TOUCH CONTROL CREATES A TRUE BATTLE FOR POSSESSION WHILE ATTACKING INTELLIGENCE DELIVERS UNPRECEDENTED FREEDOM AND CREATIVITY. BUILD, MANAGE, AND COMPETE WITH OR AGAINST THE WORLD’S BEST PLAYERS IN FIFA ULTIMATE TEAM. PLAY FOR OR MANAGE YOUR FAVOURITE CLUB AND PROGRESS TO GLORY AT THE INTERNATIONAL LEVEL IN CAREER MODE.…

    • 587 Words
    • 3 Pages
    Satisfactory Essays