Business Models (EA) Business Models

Slides:



Advertisements
Similar presentations
Genre in Video Games. Genre- the type of game GenreDefinition (Conventions of Genre) Stealth First-person shooter Social-simulation Strategy Action/adventure.
Advertisements

1 FirstGroup plc Pre-close Trading Update for the 12 months to 31 March 2010 Wednesday 31 March 2010.
Group I Amber Gibler, Mark Mitacek, Tucker Moore, & Katie Yaeger.
 Nintendo Pricing strategy Presented by: Angela Ng, Filip Jahoda, Kim Manh Tuan, Sabrina Lee, Zhen-rui Chen 1.
Steve Jeong Director and Division Head Overseas Business Keys to Overseas Success for Asian Online Games.
Introduction to Videogame Programing
Market Overview. SSMIC Game Development Workshop - Brian Robbins June 21,2007 Size of Industry Bigger than Movies! ◦$13.5 Billion in 2006 Traditional.
By: Cody Butland, Michael Edward, Shane Harrington, & Jessica Prim
1 FOLLOWING 2 PAGES ARE FINAL AND WERE INCLUDED IN THE OCTOBER 2008 MRP Presentation.
VIDEO GAME CREATERS. INFINTITY WARD CALL OF DUTY -Call of duty is one of the most successful series every. -Call of duty is made from Infinity Ward -There.
America’s Summit on National Parks America’s National Parks and 21 st Century Trends, Priorities, and Values: Gaining Broad Support Erik Huey Senior Vice.
Japanese Game Sales and Demographics A study of the influence of culture on the video game market.
Innovation in Games, Game Network and Social Gaming – Will gaming revolutionise the bottom line of the entertainment industry? 2nd DIGITAL ENTERTAINMENT.
Impending Impact of the Mobile App Marketplace How GameCave.com Can Adapt and Thrive in the Face of the New Games Industry Created by Nicholas Marchand.
GETINGE Capital Markets Day January 30 th, GETINGE... a rapidly expanding healthcare company.
Video Game Industry. History Some Numbers... 65% of US households play 80K employees directly, 250K in US 9 games per second Average player age is 35,
13 Chapter Marketing in Today’s World pp
EirplayMedia (c) 2008 The Irish Games Industry Lets SWOT it !
PC GAMES Media Technologies Theodoros Nikitopoulos Chamilothoris.
1 Interactive Games: global perspectives & local insights Matthew Liebmann pwc.
CONFIDENTIAL Key Trends, Issues, and Opportunities for SPE’s Mid-Range Plan August 27, 2010.
Financial Analysis for Electronic Arts, Inc. and Main Competitors Presented by: Everette Benjamin David Krasnowiecki Jacob Marco Scott Traver Steve Senft.
Team D March 2013 Market overview & analysis. E-commerce is the biggest market with its players’ revenues driven mainly by customers’ spending Communication.
Genre What types of games are there?. Game Genres ► Action / Adventure Legend of Zelda Series, Metroid ► Platformers Super Mario 64, Megaman ► Shooters.
Sector: Telecom and Media Industry : Multi-media and graphics software Senior Analyst: MJ Vasquez Junior Analysts: Riya Jain, Wendy Qian, Owen You, Stanley.
Following is facts from The Entertainment Software Association ( and Swedish Game Industry ( Next: video games.
What is Lenovo Goal Mission & Vision Business Groups SWOT Analysis
What is Lenovo Goal Mission & Vision Business Groups SWOT Analysis
Life of a Native It’s second-nature Hardwired differently.
Team D April 2013 Strategy overview. Though portals are still strong assets, current trends are unfavorable – entering new market is necessary to survive.
Chapter 7 The Sport Product. Objectives To recognize the elements of the sport product that contribute to its uniqueness in the wider marketplace of goods.
Guitar Hero World Tour Advertising Opportunities in PS3.
Seagate Technology PLC Kyle Gesuelli. Which securities fit with the portfolio’s strategy and make sense in the current market? STX comprises largest loss.
Console Games: An Overview Presented By Chris Ulm Chief Design Officer.
Institution LO- to consider the makers of video games.
ESPORTS.
Created by BM|DESIGN|ER Opportunities Amazon.com Explored in 2006 Core Business New Initiatives.
What is a video game? video game – an electronic game in which players control actions on a screen by using human interfaces to produce the game's narrative.
Created by BM|DESIGN|ER Blizz default. Created by BM|DESIGN|ER PARTNERS PC material sellers Activision (éditeur de jeux sur console) VALUE PROPOSITION.
Greg Filla. Early Years of the Company Founded by Trip Hawkins Set out to publish and distribute games First line of games released Considered.
Nintendo Co., Ltd Financial and Strategic SWOT Analysis Review.
© 2016 Global Market Insights, Inc. USA. All Rights Reserved Fuel Cell Market size worth $25.5bn by 2024 Fruit Snacks Market Share,
Proposal to Buy Activision Blizzard.
World Footwear - Market Opportunities and Forecasts,
Published Date: 08 January 2015 No. of pages : 126
World of WarCraft Group 2.
Digital Services and Distribution Landscape
Jon Radoff, CEO, GamerDNA GDC Austin 2009
World of WarCraft Group 2.
Info for Greg Prepared by August 2010, Proprietary and Confidential.
GAMING INDUSTRY An Evolve Marketing Insights Special Report
World of WarCraft Group 2.
Following in Asia's Footsteps
Android Game Devlopment
World of WarCraft Group 2.
Competitive video gaming
© 2016 Global Market Insights, Inc. USA. All Rights Reserved Fuel Cell Market size worth $25.5bn by 2024 Mobile Engagement Market Present.
Video Game Industry.
Campaign Product: PlayStation 4
Social Media Marketing Campaign Evaluation Assignment
Case Study Presented by Kaiwen Zhou
Take-Two Interactive Software
Major Players Financial Overview (Video Games)
Blockbuster: Going for Broke
Business Models (EA) Business Models
TNT-Company 42A Owners of Company 43A
Video Game Market Report : Trends, Forecast and Competitive Analysis 1.
Industry Summary (Video Games)
Cashflow Assumptions Summary (EA)
Market Research Future +1 (339) (US) (UK) Video Streaming Market Research Report- Global Forecast 2023 The global video streaming.
Presentation transcript:

Business Models (EA) Business Models Each major player has focus on particular genres and channels with fairly significant variation in EBITDA margin; EA higher cost structure due to larger number of titles and product quality has recently lagged Business Models Business Model FY13 Revenues / EBITDA Strategy Genres Geography $4.6bn / $1.7bn (37%) Strategy: Produce development based on franchises that have potential to sustain customer appeal over long periods of time Strength: Specializes in first person shooter & open world concept games Weakness: Mobile & social gaming trend are not priority Hardcore gamers World of Warcraft, Call of Duty, Starcraft, Guitar Hero North America (53%) Europe (40%) Asia Pacific (7%) $1.2bn / $698m (30%) Strategy: focus on organic growth & capitalize on digital distribution initiatives Strength: Strong developers 2K Games and Rockstar Games Weakness: Dependent on success of a couple of franchises Grand Theft Auto, 2K Sports titles North America (47%) International (53%) $873m / $63m (7%) Strategy: Strong focus on developing mobile games based on consumer demand Strength: Successful franchises that generated large amount of attention and demand Weakness: Volatile revenue driven by dependency on hit or miss titles Casual & social gamers Farmville, Zynga Poker, Words with Friends North America (60%) International (40%) $1.6bn / $607m (38%) Strategy: Bring social and interactive experiences to its games, with focus on creating games for new console platforms Strength: A couple strong franchises that generated attention, along with benefits of Uplay, its online distribution portal Weakness: Historical poor performance in casual game market Assassin’s Creed, Just Dance, Ghost Recon North America (50%) Asia-Pacific (6%) Other (4%) $7.7bn / -$288m (-4%) Strategy: Content-first strategy, believing hardware sales will follow Strength: Strong brand after +25 years in the video game industry and historic popularity of their console games Weakness: Continued decline in Wii and DS game sales Mario, Pokémon, Wii Series, The Legend of Zelda Japan (33%) North America (37%) Europe (27%) Other (3%) $4.0bn / $944m (24%) Strategy: Obtain a higher digital mix of revenues and develop select number of blockbuster titles for console & digital games Strength: Proven and strong franchises (EA Sports) that bring stability to revenue stream Weakness: Difficulty in developing blockbuster hits, execution of game releases, poor game quality , low customer satisfaction Hardcore/Casual gamers Sims, Need for Speed, Madden NFL, FIFA North America (42%) International (58%)