Question
Acting on strategic Vision Established as Amazin Software in 1982 by an ex-Apple marketing executive names Trip Hawkins, Electronic Arts (EA) was a pioneer in
Acting on strategic Vision
Established as Amazin Software in 1982 by an ex-Apple marketing executive
names Trip Hawkins, Electronic Arts (EA) was a pioneer in the home-computer-games
industry. From the outset, EA published games created by outside developers- a strategy
that offered higher profit margins and forced the new company to stay in close contact
with its market. By 1984, having built the largest force in the industry, EA had generated
revenue of $18 million. Crediting its developers as software artists, EA regularly gave
game creators photo credits on packaging and advertising spreads and, whats more
important, developed a generous profit-sharing policy that helped it to attract some of the
industrys best development talent.
By 1986, the company had become the countrys largest supplier of entertainment
software. It went public in 1989, and net revenue took off in the early 1900s, climbing
from $113 million in 1991 to $298 million in 1993. In the next 13 years, the company
continued to grow by developing two key strategies:
Acquiring independent game makers ( at the rate of 1.2 studio per year
between 1995 and 2006
Rolling out products in series, such as John madden Football, Harry
Potter, and Need for Speed.
Activisions path to success in the industry wasnt quite as smooth as EAs.
Activision was founded in 1979 as a haven for game developers unhappy with prevailing
industry policy. At the time, systems providers like Atari hired developers to create games
only for their own system; in-house developers were paid straight salaries and denied
credit for individual contributions, and there was no channel at all for would-be
independents. Positioning itself as the industrys first third-party developers, Activision
began promoting creators as well as games. The company went public in 1983 and
successfully rode the crest of a booming market until the mid-1980s. Between 1986 and
1990, however, Activisions growth strategies- acquisitions and commitment to a broader
product line- fizzled, and it had becomes, as Forbes magazine put it, a company with a
sorry balance sheet, but a storied history.
Enter Robert Kotick, a serial entrepreneur with no particular passion for video
games, who bought one-fourth of the firm in December 1990 and became CEO two
months later. Kotic looked immediately to Electronic Arts for a survey of best practices in
the industry. What he discovered was a company whose culture was disrupted by internal
conflict namely, between managers motivated by productivity and profit and developers
driven by independence and imagination. It seems that EAs strategy for acquiring and
managing a burgeoning portfolio of studios has slipped into a counterproductive pattern:
Identify an extremely popular game, but the developer, delegate the original creative
team to churn out sequels until either the team burned out or the franchise fizzled, and the
close down or absorb what was left. On the other hand, EA still sold a lot of video games, and to kotick, the basic
tension in EA culture wasnt entirely surprising: Clealy the business of making and
marketing video games succeeded when the creative side of the enterprise was supported
by financing and distribution muscle, but it was equally true that a steady stream of
successful games came from a companys creative people. The key to getting Actvision
back in the game, kotick decided, was managing this complex of essential resources
better than his competition did.
So the next year Kotick moved the company to Los Angeles and began to recruit
the people who could furnish the resources that he needed most creative expertise and a
connection with the passion that its customers brought to the video-game industry.
Activision, he promised prospective developers, would not manage its human resources
the way EA did: EA, he argued, has commoditized development. We wont absorb you
into a big death star culture
Between 1997 and 2003, Kotick proceeded to buy no fewer than nine studios, but
his concept of a video-game studio system was quite different from that of EA, which
was determined to make production more efficient by centralizing groups of designers
and programmers into regional offices. Kotick allows his studios to keep their own
names, often lets them stay where they are, and further encourages autonomy by
providing seed money for Activision alumni who want to launch on their own. Each
studio draws up its own financial statements and draws on its own bonus pool, and the
paychecks of studio heads reflect company-wide profit and losses.
The strategy paid off big time. For calendar year 2007, the company, now known
as Activision Blizzard, estimated compiled, now known as Activision Blizzard, estimated
compiled revenues of $3.8 billion- just enough to squeeze past EAs 3.7 billion and sneak
into the top spot as the best-selling video game publisher in the world not affiliated with a
maker of game consoles (such as Nintendo and Microsoft). Revenues for calendar year
2010 were $4.4 billion, up more than 20 percent over 2009, making Activision the
number one video-game publisher in North America and Europe. Today, its market
capitalization of $13.3 billion is nearly twice that of EA
Kotick attributes the firms success to a focus on a select number of proven
franchises and genres where we have proven development expertise We look for ways
to broaden the foot prints of our franchises, and where appropriate, we develop
innovative business models like subscription-based online gaming. Questions:
1. How might a SWOT analysis have helped Electronic Arts assess its slippage in the
video-game market? 2. How might Porters generic strategies theory help to explain why Electronic Arts lost
its leadership in the video game market to Activision Blizzard/
3. How would you use the Miles and Snow typology theory to advise Activision Blizzard
on the best way to maintain its leadership in the video-game market.
4. If you ran a small- video game start-up what would be your strategy for competing
with EA and Activision Blizzard?
5. If youre not a video-game player, what aspects of Activision Blizzards strategy might
induce you to try a few of its games?
6. Electronic Arts was recently voted Worst Company in Americafor the second year in a row. You have been hired as a consultant for six months
in response to this prestigious award. Suggest three strategic goals for EA
to repair their image, and support your suggestions. Then pick one of your
suggestions and outline a six-month tactical plan to accomplish this goal.
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