This website uses cookies to ensure you have the best experience. Learn more

Electronic Arts Case Study

6251 words - 25 pages

Question 1As all industries, the video game industry is made up of both business and economic characteristics. The most important players in this industry are the suppliers and the consumers. Suppliers are made up of those who manufacture the hardware, that is, the consoles and those businesses who supply the software, the video games. There are also certain businesses who manufacture both.The industry is made up of video game consoles, handheld players, and arcade machines; game developers, retailers of video game players and video games, and companies that have Web sites for online game play.One vital characteristic for this sort of business are the consumers, that is, the players of video games that add up to between 250 million to 300 million people worldwide. If it wasn't for them, who the majority of them are preteens, teenagers and young adults, then enterprises in this industry would not survive.Innovativeness is the major business characteristic that is very important for companies which make up such an industry. Sony, Microsoft and other hardware and software firms still manage to exist in the video game industry, because of the Innovative solutions they provide customers with on the market. In fact a lot of money is spent on research and development to achieve the best product to improve it upon.During the 1990s, video game developers created increasingly sophisticated, multi-featured games that allowed players to compete in a host of sports events, pilot supersonic fighter jets and spacecrafts, and enter mystical worlds. Firms that lacked innovativeness failed to survive in this industry such as Nintendo and Sega which from 1985 to 1994 dominated the market for video game consoles, with a combined market share of 90%. Then in 1995, competitive rivalry in video games took on a new dimension when Sony entered the market with its new PlayStation, emerging the undisputed leader worldwide in 1998. Nintendo's market share dropped to 26% whereas Sega unable to regain lost market share, exited the market for video consoles in 2001 and turned its full attention to developing video games.Innovativeness leads to a lot of investment by firms in research and development. During 2003 development costs ran from $2 million to $7 million per title, an increase of over $1 million from those relating to 1996. Some titles could entail development costs of up to $30 million.Firms in this industry seek to secure the service of the best resources available on the market, the most important being human resource, as this resource is the main component for new ideas. It comprises both employees who make up development teams as well as support staff. Support staff includes celebrities who provide their service, such as, providing their voice to the main character of the video game, producers and film crew that give permission to utilize original film setup for the game to make the game more realistic and similar to the film itself, and Technological Equipment,...

Find Another Essay On Electronic Arts Case Study

The Benefits of a Fine Arts in Education

2614 words - 10 pages as works in wood, paper, and other materials” (NCPS, 2004). It was once believed that “The visual arts, often viewed as peripheral to basic education, are not widely considered a necessary component of K-12 schooling. What art education is offered frequently revolves around technical skills and activities that seem to have little relationship to other school subjects” (Sproll, 1998). However, this is not the case. Visual arts is in fact one

Fine Arts Education Issues Essay

1639 words - 7 pages ://www.musiccenter.org/educators/ Reardon, C. (1995). A Jazzy Introduction to Music. Christian Science Monitor, Vol. 87 Issue 229, p14. Tunks, J. (1997). Integrating community arts programming into the curriculum: A case study in Texas. Arts Education Policy Review, Vol. 98 Issue 3, p21, 6p.

Benefits of Performing Arts

1608 words - 7 pages State Art Agencies said, “Research shows that children who study the arts demonstrate stronger overall academic performance. Art programs improve students’ self-confidence, build communication and problem-solving skills, and prepare young employees to be creative thinkers that employers seek for today’s workforce.”(Pulse) Arts help prepare students to function and live in society one day. The arts contribute to the growth of a student socially

Electrical Engineering and Music

932 words - 4 pages widely applied as people learned to embrace it. Some of the areas in electronic engineering where music concepts are applied and make learning understandable are in extrapolating electrical signals to high frequencies. These are mainly in control systems and modern communication. Electrical engineering mainly entails the detection, manipulation, and transmission of electromagnetic signals. In this case the signals, which are visible by human beings

Interpersonal Communication with Benefits

1646 words - 7 pages ignite an argument. An argument in this case would be counter-productive and inefficient which is the opposite of the desired results of electronic communication, thus proving that the usage of technology for communication does not necessarily make communication more fluent or efficient. Regardless of the confusion and harm that electronic communications create, people around the world still use them a lot because they believe that it is a

Fine Arts Programs Should Be Kept in Schools

1147 words - 5 pages Development. Washington, DC: Arts Education Partnership, 2002. ERIC. Web. 20 Nov. 2013. "Educating for the Workplace through the Arts.” 1996-Oct-28." Editorial. Business Week 28 Oct. 1996: 9-10. ERIC. Getty Education Inst. For the Arts, 28 Oct. 1996. Web. 20 Nov. 2013. Lefebvre, Eliza. "Choir gives voice to kids’ confidence." Buffalo News 14 March 2013, n. pag. Web. 23 Nov. 2013. Major, Marci L. "How They Decide: A Case Study Examining the Decision-Making Process for Keeping or Cutting Music in a K–12 Public School District." Journal of Research in Music Education. 61.1 (2013): 5-25. Web. 23 Nov. 2013.

Adult Arts Learning

2226 words - 9 pages Aesthetic Judgement: Art History in the Context of Adult Education." International Journal of Lifelong Education 17, no. 1 (January-February 1998): 41-50. Chadwick, A., and Stannett, A., eds. Museums and Adults Learning. Leicester, England: National Institute of Adult Continuing Education, 2000. (ED 447 321) Clover, D. E. "Community Arts as Environmental Education and Activism: A Labour and Environment Case Study." Convergence 33, no. 4 (2000

The Importance of the Liberal Arts

859 words - 3 pages more 'liberal' in a sense, by requiring those abstract questions to be posed and assessed in a discussion. Liberal arts allow the individual to become much more independent in their thinking. Instead of being told how things are and expected to apply that in any case, they allow us the freedom to question what we know and develop our own worldly curiosity.The liberal arts also introduce a whole new level of culture and understanding. They combine

Importance of Art Education

1426 words - 6 pages two or more content areas reinforce and demonstrate a unity between the two. Integrating subject matters builds connections by allowing children to understand whole, parts and how the relate to one-another. An example of integrating the arts and social studies would be to study songs that were used by the slaves that used coded language to help them escape from their owners. Looking at the rhythms, words, and period. This could be easily

Japanese Martial Arts

1301 words - 5 pages peasant, by replicating the Samurai’s movements and techniques, was able to devise for him/herself a ways of defense. I emphasize the fact that it was, in fact, him/herself and that women were encouraged to be able to fend for themselves and not be too needy, because of this many found it useful to learn some basic Martial Arts skills. Practicing Martial Arts has been shown to improve coordination as well as self discipline, the study of the arts is

Schools Must Fund Arts Programs

2613 words - 10 pages . By opening up students see more success in involvement in things such as speeches or presentations. Funding of clubs like such as the arts is very important and imperative to a student’s success in their educational endeavors. As chairman of the National Endowment for the Arts, Rocco Landesman tracked, over long periods of time children who were given unrestricted access to the arts. After concluding his study he stated, "Students who have arts

Similar Essays

Electronic Arts Case Study

1223 words - 5 pages Grand Canyon UniversityIntroduction:Founded in 1982 and based out of Redwood City California, Electronic Arts develops markets, publishes and distributes video game software playable on various platforms such as personal computers, Nintendo Vii, GameCube, X Box, Play Station, and wireless devices. The company develops a wide variety of games such as role playing, racing, fighting, multi player on line games and combat games. It is best known for

Stratford Theatre Festival Case Study: The "Arts" As Lucrative Enterprises

1091 words - 4 pages partly the efforts to bring artistic culture there, Patterson began the efforts of transforming the town into a cultural centre. After much hard work, the Stratford Theatre Festival blossomed into a national event. The development of the Stratford Theatre Festival shows that the "arts" can be a viable economic enterprise, while benefiting the community, local and national, in enriching cultural ways.In the 1940s and 50s, many Canadians felt

Integrated Marketing Campaign Principles And Practices Case Study: Ballet (Performing Arts Company)

1945 words - 8 pages Town Hall. Each production consists of about five performances over a period of one week. With the exception of The Nutcracker, a popular festive classical piece, this production consists of about fifteen performances over a period of two weeks.Funding for the Company comes mainly from the Hong Kong Arts Development Council, established by the Hong Kong Government in 1995 to plan, promote and support the broad development of the arts and arts

Case Study: Electronic Commerce And Business Shyt (China Company In Shanghai)

2562 words - 10 pages study computer knowledge and skills to adopt new science and technology environment online so that it is very advantageous to break down misconception about e-travel like internet security etc and build up confidence for customers.In addition, the travel firm should integrate all kinds of software and hardware systems like CRM etc to improve ability of controlling and dealing data and information.4.3 E-Supply Chain4.3.1 E-commerce Travel Supply