Electronic Arts PEST and Industry Analysis Kenny Erskine
Dec 24, 2015
Electronic ArtsPEST and Industry Analysis
Kenny Erskine
Three Main Divisions◦ EA Sports, EA Games, EA Play
Published 158 titles in the fiscal year of 2010 across all platforms (including mobile)
Total assets remained unchanged from 2009-2010 ($217M)
Electronic Arts
No title accounted for 10% or more of total revenue
55% of total net revenue generated in North America
Key International Markets Include:◦ Europe (39%)◦ Asia (6%)
Electronic Arts
Laws being passed that limit young people’s access to mature video games
European Union continues to pass protectionism laws
Political Analysis
The video game industry grew 10% from 2005-2009, faster than the overall economy.
The overall economy is rebounding in the US and around the world.
Economic
Older gamers continue to play games Younger people get involved in gaming
every day Consoles like the Wii, Kinect, and
Playstation Move introduce older people and families
With these advances, mothers and others are now playing games
Social
Technologies are always expanding and making more opportunities.
Upcoming advances like 3D and improvements on the Wii will bring more people.
Online gaming becoming a much more popular trend.
Mobile gaming is surging, accounting for 48 published titles in 2010.
Technological
Factor Trend Evaluation Importance (1-High 5-Low)
Ranking of Importance
Political Maturity laws being passed
European protectionism
Threat
Threat
3
5
3
Economic Industry is growing
Overall economy growing
Opportunity
Opportunity
1
2
1
Social More people playing
Younger people playing
Opportunity
Opportunity
1
2
2
Technological Upcoming 3D advances
Easy Download
Opportunity
Opportunity
4
4
4
PEST Analysis Chart
Industry◦ Video Game Software Industry
Participants◦ Buyers are Playstation, Xbox, Wii, and PC Owners◦ Suppliers are the software companies that create
programs EA uses in development
Industry Analysis
Participants (cont.)◦ Competitors are any other video game making
companies. Major ones include: 2K Sports, Blizzard Entertainment, Ubisoft
◦ Substitutes are anything else people do for leisure, serious threat.
◦ With the advent of Facebook games and mobile phone apps, the threat of new entrants is very high.
Industry Analysis
Factor Effect on EA
There are many buyers Positive for EA
Buyers purchase in small volume Positive for EA
Buyers view products as differentiated
Positive for EA
Buyers have low switching costs Negative for EA
Buyers cannot threaten backward integration
Positive for EA
Porter’s Five Forces – Buyer Power
.
Threat of new entrants is high.◦ There are many established big players in the
industry.◦ However, due to social media (Facebook) and
mobile games being incredibly inexpensive, it is cheap to enter this industry.
Threat of New Entrants
Factor Effect on EA
Video game software industry is more concentrated than general
software industry
Positive for EA
Suppliers are heavily dependent Positive for EA
Low switching costs for EA Positive for EA
Low differentiation of general software products
Positive for EA
No realistic substitute products Positive for EA
Possibility of forward integration Negative for EA
Bargaining Power of Suppliers
Type Description Threat?
Do Without Consumers may choose to find other forms of
entertainment due to high prices
Yes
Buy Used Many consumers trade in games and buy used games. Yes
Do It Yourself Not a concern as not many people create their own
games.No
Threat of Substitute Products
Situation Analysis Effect on EA
Numerous competitors of equal
size
Companies like Blizzard, Ubisoft,
and 2k Games are similar size and
power.
Threat
Industry growth is booming
Video game industry grew 10% from
2005-2009.
Opportunity
Exit Barriers are High
It is very tough for anyone to exit this
industry.
Threat
Rivals are committed and seek market leadership
Blizzard Entertainment is the
biggest company here and will keep pushing forward.
Threat
Intensity of Rivalry
Buyer Power◦ Positive force for EA because buyer power is very
low Threat of new entrants
◦ Facebook and mobile gaming make an inexpensive entry possible.
Supplier Power◦ Low switching costs and differentiation give EA a
very positive outlook towards their suppliers.
Porter’s Five Forces
Threat of Substitute Products◦ An area of concern due to consumers buying used
products or finding other hobbies that are not electronic.
Intensity of Rivalry◦ A concern for EA due to the amount and size of
competitors in the industry as well as a high exit barrier.
Porter’s Five Forces
Currently this industry is very set in its ways.◦ Players are set and industry is defined.◦ Carving a new path would be difficult, but not
impossible. Expanding virtual reality and 3D gaming
could open up market segments currently not used.
Blue Ocean Strategy?
Industry Analysis◦ Industry is favorable to EA, but there are definite
threats.◦ Many competitors surging to the industry with the
ease of creating mobile and social media applications.
◦ Very high market share of sports video games PEST Analysis
◦ The industry and economy overall is growing.◦ More families and non-traditional gamers are
picking up games.
Conclusion
Porter’s Five Forces◦ Very favorable overall to EA◦ Threats do exist, however
Rivalry with 2K Sports could be an issue Threat of substitutes is very high
The industry and forces favor EA very much to continue their path in the video game industry.
Conclusion
Electronic ArtsCompetitor and Market Analysis
Company Key Games Net Revenue
Segments Net Revenue by Segment
Electronic Arts
FIFA, NHL, Tiger Woods,
The Sims, Dead Space
$3.6 Billion
EA Games $2.1 Billion
EA Sports $1.2 Billion
EA Play $300 Million
Activision Blizzard
World of Warcraft, Starcraft,
Call of Duty
$4.8 Billion
Activision $3.2 Billion
Blizzard $1.2 Billion
Distribution $423 Million
Konami
Pro Evolution Soccer, Metal
Gear Solid, Castlevania
$3.6 Billion
Digital Entertainment
$2.2 Billion
Gaming & System
$216 Million
Health & Fitness $1.1 Billion
Other & Eliminations
$163 million
Key Competitors
Company Key Games Net Revenue
Segments Net Revenue by Segment
UbisoftAssassins
Creed, Tom Clancy Series
$97.8 Million
Development
$79.2 Million
Publishing $10.8 Million
Distribution $7.8 Million
ZyngaFarmVille
FrontierVilleMafia wars
Est. $500 Million - $1
BillionFacebook Gaming
N/A
GameloftAssassins
Creed Mobile, Prince of
Persia
$19.4 Million
Mobile Gaming
N/A
Key Competitors
Component Analysis
Specialization PC and Console
Strategy Blizzard is very good at creating “launch hype” for their games. Consumer anticipation for their games is a big factor in their success.
Assumptions Activision/Blizzard will likely assume that popular titles like Call of Duty, World of Warcraft, and Starcraft will continue to be top sellers.
Resources $4.8 billion total net revenue26% operating margin$1.2 million operating income
Objectives Worldwide leader in distribution of interactive gaming software.
Activision Blizzard Est. 1991
Konami Est. 1969Component Analysis
Specialization PC and Console
Strategy Digital entertainment segment created 60.2% of total net revenue. Konami will continue to develop titles and market them accordingly.
Assumptions Konami will assume they cannot compete with major video game software companies outside of Japan.
Resources $2.9 billion total net revenue$1.4 billion total assetsOperating margin projected to increase.
Objectives To attain a larger share in the North American market.
Ubisoft Est. 1986Component Analysis
Specialization PC and Console
Strategy To use innovative R&D to stay at the forefront of the newest high-tech games.
Assumptions Assassin’s Creed line will continue to be a top 5 title and further development of Gameloft will help mobile sales.
Resources $1.4 billion net sales$6.7 million net revenue$61.6 million loss in consolidated earnings
Objectives Due to the industry decreasing 10%, Ubisoft will likely try to hold firm at current productivity.
Zynga Est. 2007Component Analysis
Specialization Social Media Gaming (Facebook)
Strategy To continue to stay at the forefront of Facebook gaming. Expanding internationally with offices in India.
Assumptions Zynga will assume that Facebook games will continue to grow in popularity.
Resources Company reported to be worth more than $3.3 billion$100 million revenue reported last year
Objectives To connect people through social media gaming. Using Facebook Zynga can reach the entire global market.
Gameloft Est. 1999Component Analysis
Specialization Mobile Gaming for Android, iPhone, Blackberry
Strategy To produce the most popular mobile games and apps for iPhone, Android, and Blackberry handhelds.
Assumptions Gameloft will assume further development of Ubisoft games made mobile will help.
Resources €122 million consolidated revenue€6 million net profit11% growth in sales in 2009
Objectives To continue to hold its market share in mobile gaming and block potential entrants into this segment.
Factor Data Analysis
Growth 10% industry growth rate from 2005-2009
Big opportunity to charge ahead in a growing industry
Demographics
40% of all players are women.Women over 18 is fastest growing demographic.67% of homes own a console or PC.
Massive opportunity to target this fast growing market segment.
Wii, Kinect, PS Move
Families play these, bringing more people to the market.
Pushing games for these systems could give EA a huge advantage in rising demographics.
Market Analysis
North America
Video Game Sales By Genre
EMEAA Region◦ Europe, Middle East, Africa, Asia◦ Projected to grow 10.2% in 2011◦ 4.7 million consoles purchased in 2010
Analysis◦ Big opportunity to keep a hold in this major
market region. ◦ EA is very strong in this region already.
Market Analysis
Mobile Gaming◦ One of the biggest growing markets.◦ EA produced 12 of the top 20 downloaded iPhone
games. $55 million mobile revenue in the first quarter of
2010◦ Projected to grow $18 billion by 2014.◦ Apple and Android’s AppStores have made
purchasing and installing games easy.
Market Analysis
Facebook is essentially the biggest game platform in the world.◦ 350 million Facebook users per month◦ 100 million play Facebook games
Acknowledging this, EA Purchased Playfish for $400 million◦ Facebook has traditional “non-gamers” playing
feverishly with titles like FarmVille.
Social Media Gaming
Region Software Sales Percent
Worldwide 113 million -------------------
Americas 65 million 57.7%
Japan 11 million 9.8%
EMEAA 36.7 million 32.5%
Software Sales by Region
•Main focus should continue to be on the Americas.•Be wary of these figures, they do not include Mobile games and free Facebook applications
Factor Group Percent Analysis
Age Under 18 25% Target market is obviously the 18-49 range.
18-49 49%
50+ 26%
ESRB Rating
Everyone 42% With the rise in families playing
together, emphasis
should be on the “Everyone”
category.
Everyone 10+ 12%
Teen 28%
Mature 15%
New Gamers Vs. Established
67% of new gamers are
between 25-54 N/A
Pay attention to new gamers of all age groups
and not just the young
newcomers.
Age has little difference in the percentage of established
gamers.
Demographics
Mobile Gaming◦ EA needs to continue to increase its share of the
mobile gaming market. Facebook
◦ EA needs to break into this market. It is the fastest growing market.
◦ Facebook gaming is huge because of the attraction of non-gamers.
Conclusions
Must be wary of competitors.◦ Blizzard/Activision continue to grow daily in the
major North American markets.◦ Konami will attempt to increase its share of the
North American market.◦ Zynga will be very tough to knock off its Facebook
throne, but the market is wide open to new entrants.
◦ Gameloft will be a mobile threat, but EA has a strong hold in the industry currently.
Conclusions
Electronic ArtsInternal/SWOT Analysis and Competitive
Positioning
EA became incredibly successful with a brilliant business model.◦ Base a product on a popular sport or movie◦ Market the item effectively◦ Publish a new version of the game every year.◦ Ex: FIFA, NHL, NBA, Tiger Woods, James Bond
series
Internal Analysis
EA has suffered setbacks along this strategy and is now adopting a new style.◦ EA Los Angeles Implemented a “cell system” for
their developers to become more innovative. Development staff broken up into 6-8 person “cells”
to rotate on projects Helps reward innovation and new ideas
Internal Analysis
President Peter Moore acknowledged disc-based games as a “burning platform”◦ Can stay on the platform and face certain death◦ Jump into the water and face possible/probable
death Working to innovate towards more disc-less
features. Acknowledges the likelihood of a console
without a disc drive in the near future
Internal Analysis
Year 2006 2007 2008 2009 2010
Net Revenue
$3.6 billion
$4.2 billion
$3.6 billion
$3.0 billion
$2.9 billion
Gross Profit $1.7 billion
$2.1 billion
$1.8 billion
$1.8 billion
$1.7 billion
Net Income (Loss)
$(677 million)
$(1.1 billion)
$(454 million)
$76 million
$236 million
Electronic Arts
Operating Figures
Published 48 mobile game titles in 2010. This is a 60% increase from the 30 published in 2009.
Acquired Playfish Limited to gain a larger share in the free-to-play social gaming market.
Change In Distribution/Sales
SWOT Analysis
Strengths
• Ability to change• Excellent focus on R&D• Popularity and customer loyalty
Weaknesses
• Dependence on consoles• Weak global sales (particularly Asia)
Opportunities
• Mobile Gaming• Online/Social Media Gaming• Expanding into Asia
Threats
• Potential of Consoles dissipating• Software Piracy• Social Media gaming giants
SWOT Analysis
Division Quadrant Analysis
EA Sports StarHighest costing and
grossing division. Majority of titles here.
EA Games Cash Cow
Games like The Sims own the market in their industry but
have low development costs.
EA Play Question MarkRelatively unknown due to uncertainty because this is a young division.
BCG Matrix By Division
Section Analysis
Inbound Logistics A very small portion of EA’s overall operation. The majority of EA’s raw materials are digital and is handled virtually.
Operations EA works to develop, market, publish, and distribute video game software throughout the entire world.
Outbound Logistics EA has distribution centers and properties on every continent but focuses primarily in North America and has a growing distributing presence in Europe.
Marketing and Sales EA has a very strong marketing department. They are able to create extreme hype for their games and then push new versions of these games out every year as a main focus to their business model.
Service EA offers downloadable content and updates for their games through consoles and PC. Many bug fixes or patches are able to be downloaded free of charge.
Value Chain
Section Analysis
Technology Development
Most important division to EA besides possibly marketing. EA is always striving to create the newest and most cutting edge technologies.
General Administration EA is focused on creating and publishing the most cutting edge new technologies possible. They focus on making their products better than their competitors while promoting a cooperative comfortable corporate atmosphere.
HR Administration EA works to promote a very employee friendly atmosphere. They offer many incentive plans and rewards programs for excellent achievements by their employees.
Value Chain
Strategy Clock
Electronic Arts Strategy Focused Differentiation
◦ Competes by making products superior to that of their competitors.
◦ This justifies the premium price EA charges for their products.
Why Focused Differentiation?◦ As an established brand with brand-loyal
customers, EA can charge a higher price.◦ High prices allow EA to continue to create high-
quality products
Element Analysis
Organic Growth EA will continue to create, market, publish, and distribute their games worldwide. EA will continue to push more into the “New Age” of gaming that includes mobile and social media gaming in the near future.
Mergers and Acquisitions
EA is always acquiring new companies to increase its market share in the video game industry. In 2010 EA acquired Playfish Unlimited to increase market share in social media and free-to-play gaming.
Grand Strategy
Continue dominance in the sports video game market.
Continue to push further into the mobile and social media gaming.
EA could make a great profit from pushing into Asia.
EA needs to find a way to become less dependent on consoles.
Future Plans
EA is a market leader in the video game publishing and distribution industry.
EA can afford to push higher-cost items due to its differentiated and superior products.
EA is gaining market share in sectors it had no real presence through acquisitions.
Staying on the cutting edge of R&D and new games along with becoming less console dependent will lead EA well into
the future.
Conclusions