PEST 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 20092010 ($217M) 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%) Laws being passed that limit young people’s access to mature video games European Union continues to pass protectionism laws 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. 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 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. Factor Trend Evaluation Importance (1-High 5Low) Ranking of Importance Political Maturity laws being passed European protectionism Threat 3 3 Threat 5 Industry is growing Overall economy growing Opportunity 1 Opportunity 2 More people playing Younger people playing Opportunity 1 Opportunity 2 Upcoming 3D advances Easy Download Opportunity 4 Opportunity 4 Economic Social Technological 1 2 4 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 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. 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 . 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. 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 Type Description Threat? Do Without Consumers may choose to find other forms of entertainment due to high prices Yes Buy Used Do It Yourself Many consumers trade in games and buy used games. Not a concern as not many people create their own games. Yes No 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 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. 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. 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. 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. 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. Competitor and Market Analysis Company Key Games Electronic Arts FIFA, NHL, Tiger Woods, The Sims, Dead Space Activision Blizzard Konami World of Warcraft, Starcraft, Call of Duty Pro Evolution Soccer, Metal Gear Solid, Castlevania Net Revenue $3.6 Billion $4.8 Billion $3.6 Billion Segments Net Revenue by Segment EA Games $2.1 Billion EA Sports $1.2 Billion EA Play $300 Million Activision $3.2 Billion Blizzard $1.2 Billion Distribution $423 Million Digital Entertainment $2.2 Billion Gaming & System $216 Million Health & Fitness $1.1 Billion Other & Eliminations $163 million Company Key Games Ubisoft Assassins Creed, Tom Clancy Series $97.8 Million FarmVille FrontierVille Mafia wars Est. $500 Million - $1 Billion Facebook Gaming Assassins Creed Mobile, Prince of Persia $19.4 Million Mobile Gaming Zynga Gameloft Net Revenue Segments Net Revenue by Segment Development $79.2 Million Publishing $10.8 Million Distribution $7.8 Million N/A N/A 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 revenue 26% operating margin $1.2 million operating income Objectives Worldwide leader in distribution of interactive gaming software. Component 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 assets Operating margin projected to increase. Objectives To attain a larger share in the North American market. Component Analysis Specialization PC and Console Strategy To use innovative R&D to stay at the forefront of the newest hightech 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. Component 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. Component 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 profit 11% growth in sales in 2009 Objectives To continue to hold its market share in mobile gaming and block potential entrants into this segment. North America 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. 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. 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. 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. Region Software Sales Percent Worldwide 113 million ------------------- Americas 65 million 57.7% Japan 11 million 9.8% EMEAA 36.7 million 32.5% •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% 18-49 49% 50+ 26% Target market is obviously the 18-49 range. Everyone 42% Everyone 10+ 12% Teen 28% Mature 15% ESRB Rating New Gamers Vs. Established 67% of new gamers are between 25-54 Age has little difference in the percentage of established gamers. N/A With the rise in families playing together, emphasis should be on the “Everyone” category. Pay attention to new gamers of all age groups and not just the young newcomers. 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. 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. Internal/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 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 President Peter Moore acknowledged discbased 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 Operating Figures 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 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. 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 Division EA Sports EA Games EA Play Quadrant Analysis Star Highest costing and grossing division. Majority of titles here. Cash Cow Games like The Sims own the market in their industry but have low development costs. Question Mark Relatively unknown due to uncertainty because this is a young 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. 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. 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 highquality 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. 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. 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.