Electronics Art’s (EA) competitive benefit from the perspective of the industrial company view (I/O) is their option of market is really appealing. According to The 2013 Global Games Market Report, game revenues will grow at a compound yearly growth rate (CAGR) of 6.7% to $86.1 billion by 2016. The number of players worldwide will rise from 1.21 billion this year to 1.55 billion. Next, we’ll have a point of view of resource-based view (RBV). Before the ages of digital game, EA’s resource based view in the past was fantastic.
They are simply focused in making More than 100 titles games such as Battleground, Madden NFL, FIFA Soccer, Rock Band, Requirement for Speed, and The Simpsons. SNS contents like month-to-month charge, partial money making, facebook and on line services like web games, numerous portal sites or distributed contents have caught more than 40% of the market. It is widespread across the console video game market through out overall video game market.
And it will be take huge market share.
Zynga that saw this opportunities and jumped in on the burgeoning social gaming revolution is nipping at the industry’s heels. On the contrary, EA that saw this opportunities and jumped in on the burgeoning social gaming revolution is come to a halt. And they seemed to have all the resources needed when they had their competitive advantage but Electronics Arts did not prepare themselves for the changes in the behavior of consumers and retailers or trends which is now causing them to loose their competitive advantage.
And the existing game of EA Is easy to emulate. From these, we can have one conclusion. eventually, ea exemplifies the challenges of this industry, where customers are fickle and demanding and competition is intense. But after that, EA introduces digital platform and comes in second.
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