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    Electronic Arts Essay (623 words)

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    EAI. However, seems to have understood the ‘mantra’ for success and its strategies up till now have paid off. They have treated their developers as ‘artists’ and have replicated the Hollywood movie studios concept successfully. They also learned the hard way in 1389, that working only for one platform (floppy disks in the PC market) never gets you too far, and that you have to shift strategies with the shifting times. The question today, seems to be the same as that in 1989. Should they completely change and adopt new platforms, or stick to what they are good at? L) What are the key characteristics of the video game industry?

    Compare and contrast with the movie industry. The ‘high-tech saw”, taste paced video game industry where technology is money, is characterized by short product life spans (12-18 months), innovation, creativity and originality. First mover advantage is huge, and high quality experience rules the success, The movie industry, however, is characterized by ‘nobody knows anything rule, where there is no sure formula for a hit. This is different than the video game industry, where market research, trend analysis and incremental innovation can be seen as successful strategies. ) What has been the EAI strategy up until 1995? HOW is EN’S technology strategy linked to its business strategy? What is the EAI competitive advantage up until 1995? Up until 1995, EN’S strategy was based on Hollywood movie studios, and they believed that developers, like film producers, preferred to work individually and to be appreciated. The company wanted to strike a difference between administrative and entrepreneurial arrangements. They saw their game designers as individual producers, working ‘outside the studio’, while the administrative department working ‘inside the studio’.

    EAI invested highly in the leading edge computer hardware, so that their designers would have the privilege to test their software’s hardware compatibility and create across the existing many platforms. The biggest competitive advantage for EAI is that it is one of the biggest ‘professional’ institute inside a pool of individual garage developers. They have created a brand image with high reputation known tort reducing high-quality games and were backed by clever marketing and good relations. 3) What are the pros/Cons of developing hardware and software as opposed to just software in this industry?

    Developing both gives you complete freedom and rights to all products. The company can plan and implement a single structure across the organization. Designing only software begs for high dependence upon a hardware company, and their restrictions and policies bites your margin. Complete ownership can never be achieved. On the other hand, software can e created by an idea, With no capital investment and can be done in ones own garage. The inventory loss is only associated with hardware, not sofa,bare. ) How should EAI evaluate the platform development decisions it faces? What are the pros,’cons of to-branding? EAI should focus its attention towards platforms where its resources are most compatible. Technology road-mapping is the most crucial tool for EAI. The ever growing need of this industry is superior gaming experience. The 32-bit platform seems ideal for EAI at the moment, keeping their technological capabilities in mind. The future seems to be the CD-ROOM genealogy, and pairing up with Sony seems the right way bombard.

    Co-branding creates larger market shares and makes use of the pairing companies brand image, It also guarantees product success due to large awareness, and gives you the opportunity to utilize each others resources. It gives you significant insights into the strategic management of the partner company, and provides a great learning experience. However, it can easily cut your profit margin, and the partner company’s image (negative) can hugely compromise one’s own brand image. “It can enhance both partners – or put a dent in one”. 1

    This essay was written by a fellow student. You may use it as a guide or sample for writing your own paper, but remember to cite it correctly. Don’t submit it as your own as it will be considered plagiarism.

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    Electronic Arts Essay (623 words). (2018, Dec 26). Retrieved from https://artscolumbia.org/electronic-arts-47926/

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