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Electronic Arts

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1. Statement of Problem: Electronic Arts needs to find a way to ensure that its current success in the marketplace continues and accelerates. Its goal is to one day be larger that the Walt Disney Company as an entertainment company.

2. Analysis: Electronic Arts develops, markets, publishes and distributes interactive software games that are playable by consumers using home videogame machines such as the PlayStation 2 or Microsoft Xbox; personal computers; hand-held game machines; or over the Internet. EA invests in the creation of state-of-the-art software tools that we use in product development. EA distribute interactive software games that are published by other companies. One of EA's goals is to be the market leader of games played on the current generation of 128-bit video game consoles.

2A1. Industry economic characteristics

2A2. Industry drive forces. Technology faster internet connections in particular the expansion of broadband internet in contrast to dial up connections allows buyers of Electronic Arts products to play games on the Internet. More Internet connections. A new, next generation version of the game playing platform that might be as much as one thousand tomes more powerful than current versions.

2A3. Key success factors: There are multiple consoles available in the market and vigorous competition between console manufacturers. For EA to remain successful it must continue to develop and to market programs that work

. . .
ociated with convincing the game console manufacturers to license a new competitor to develop games to be played on their proprietary system consoles. Threats of entry are also reduced by the substantial costs associated with research and development. Research and development costs include personnel-related costs, consulting, equipment depreciation; direct development costs and related overhead costs in connection with the development and production of online and other games. 2A4.1.e. Intensity of competition: Competition in this industry is based in part on product quality, features, timing of product releases, brand-name recognition, access to distribution channels, effectiveness of marketing, and of course price. 1A5. Competitor analysis 2B. Company analysis 2B1. Evaluation of current strategy: Publishing approximately 70 titles that we developed and/or published under one of our brands in North America, including older titles marketed as Classics. Publishing customized versions of products in the rest of the world. Distribution of co-publishing and distribution titles. In North America, we distributed approximately 34 co-publishing and distribution titles. 2B2. SWOT analysis. Strengths and Weaknesses are inter
. . .

Some common words found in the essay are:
Microsoft Nintendo, EA Weaknesses, Asia Pacific, North American, Internet Internet, Industry Competitive, Opportunities Threats, Sony EA's, Internet EA, AOL Internet, fiscal 2003, software games, bargaining power, net revenue, game console, game consoles, competitive position, fiscal 2003 net, attract retain, revenue sales, interactive software games, research development, 2003 net revenue, net revenue sales, asia pacific region,
Approximate Word count = 1981
Approximate Pages = 8 (250 words per page)

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