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Electronic Games International: Capital Budgeting 1 In mid - September of 2 0 2 1 , Yao Anzhu 2 , vice president of Electronic Games

Electronic Games International: Capital Budgeting1
In mid-September of 2021, Yao Anzhu2, vice president of Electronic Games Internationals production division, was weighing project proposals for the companys upcoming capital budgeting meetings in October. Two proposals stood out based on their potential to strengthen the divisions innovative product lines and drive future growth. However, due to constraints on financial and managerial resources, Yao knew it was possible that the firms capital budgeting committee would decline to approve both projects. He also knew that Electronic Games licensing and retail divisions would promote compelling projects of their own. Consequently, Yao had to be prepared to recommend one of his projects over the other.
The Toy and Game Industry
Revenues in the U.S. toy and game industry totaled $42 billion in 2019 and were projected to increase by 4.6% per year to $52.5 billion by 2024. The market was divided into two broad segments: video games (48%) and traditional toys and games (52%). The second segment was further divided into infant/preschool toys (14.5%), dolls (14.1%), outdoor & sports toys (12.3%), and other toys & games (59.1%) including arts and crafts, plush toys, action figures, vehicles, and youth electronics. The U.S. market for toys and games was dominated by large global enterprises that enjoyed economies of scale in design, production, and distribution. Revenues were highly seasonal; the largest selling season in the United States coincided with the winter holiday period.
Electronic Games International
The Electronic Games International was founded in 1996 by Jack Smythe. By 2020, Electronic Games had grown to 450 employees and generated approximately $245 million of revenue3 and
$27 million of operating profit from three divisions: production, retailing, and licensing. The production division (discussed further below) designed and produced video games and accessories. The retailing division delivered through an online website (42%), a mail-order paper catalog (33%), and a network of retail stores (25%). In fiscal 2020, the retailing division generated roughly $190 million of revenue and $4.8 million of operating profit. The licensing division was started in 2009 and represented the companys newest and most profitable division. It sought to extend the Electronic Games brand and capitalize on high levels of customer loyalty by selectively licensing the companys game characters and themes to a variety of media that
12022 by Andrew Carrothers, PhD CFA PEng
2 Yao was originally from Xinxiang, Henan Province, PRC. Per Chinese custom, the family name (or surname) is inherited from one's parents and shared with other members of the individual's immediate family. It always comes before the given name and is usually a single syllable/Chinese character.
3 The division revenue figures include approximately $95 million of internal sales within divisions which are eliminated when considering consolidated revenue for the company.
reached the firms target demographic. In fiscal year 2020 the licensing division generated $24.5 million of revenue and $14.5 million in operating profit.
Electronic Games Production Division
Production was Electronic Games largest division as measured by total assets, and easily its most asset intensive. Approximately 75% of the divisions sales were made to the companys retailing division, with the remaining 25% comprising private label goods manufactured for other firms. Table 1 summarizes the divisions various sources of revenue and operating income.
Table 1
Electronic Games Private Label Total
Production Division Data: Video games Accessories Video games Accessories
Revenue ($ millions)8014265 $125
Operating Income ($millions)4.40.52.30.3 $7.5
Electronic Games outsourced much of its production to a select number of contract manufacturers in Asia. To ensure product quality and safety, the company maintained a fulltime staff to oversee material sourcing, production, and quality control on site at each of its manufacturing partners. Manufacturing activities that required precise tolerances or proprietary processes, along with all the creative elements (design and product prototyping, for example), were handled in-house at the companys headquarters facilities in Charlottetown, Prince Edward Island, Canada.
Capital Budgeting at Electronic Games
Electronic Games capital budgeting process retained some of the informality that characterized the companys early years as an innovative start-up. As the company grew, deliberate steps were taken to decentralize some of the project approval process and increase spending authority at the division level. However, large and/or strategic spending proposals were reviewed at the corporate level by a capital budgeting committee consisting of the CEO, CFO, COO, the controller, and the division presidents. The committee examined projects for consistency wit

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