Case Study - Camilo Andres Reyes

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School

Acsenda School of Management *

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Course

BHM101

Subject

Management

Date

Feb 20, 2024

Type

docx

Pages

5

Uploaded by ProfessorStingray3210

1 Case Study: Electronic Arts Camilo Andres Reyes Valencia (2299202) Acsenda School of Management BMRK231: Marketing Professor: Ghoncheh Moshiri January 30 th , 2024
2 Case Study: Electronic Arts Electronic Arts (EA) is one of the largest and most recognized video game software developers globally (Teeter & Lunsford, 2019). In the present paper, we will discuss some of the marketing strategies that this company performs in order to its successful. Part A: Customer/Consumers: Electronic Arts (EA) primarily targets gamers as its customer base. The market size for video games is substantial, estimated at 347 billion U.S. dollars in 2022 (Statista, 2024). Customers buy EA's products through different channels, including digital downloads, physical copies, and subscription services like EA Play (Teeter & Lunsford, 2019). Factors influencing their choice among competitors include game quality, graphics, gameplay experience, and brand loyalty. Customer loyalty in the gaming industry can be strong, especially if a company consistently delivers high-quality and engaging games. It is also important to note that EA has a strong fanbase, especially for the sports games that they offer. Company & Corporate Partners: EA has established itself since 1982 as a major player in the video game industry. Relevant franchises such as Madden NFL, FIFA, Need for Speed, Star Wars and Battlefield are some of its trademarks to receive recognition from gamers around the world (Teeter & Lunsford, 2019). Strategic partnerships with game developers, hardware manufacturers, and distribution platforms contribute to its success. However, concerns arise regarding the company's reliance on a few major franchises, potentially limiting its market diversification. Partnerships with emerging technologies and platforms are crucial for staying competitive (Teeter & Lunsford, 2019). Competitors: Competition in the gaming industry is intense, with large players dominating. Industry growth is consistent, driven by technological advancements, expanding demographics, and 2
increasing esports popularity. Direct competitors like Activision Blizzard and Ubisoft, along with indirect competitors such as streaming services (Twitch, YouTube Gaming) and mobile gaming apps, contribute to the competitive landscape. While barriers to entry are high due to the need for significant capital and expertise, new entrants can challenge established companies with innovative ideas (Teeter & Lunsford, 2019). Segmentation: The market for video games can be segmented based on demographics, psychographics, and behavioral factors. Demographically, age groups, gender, and geographic locations are significant factors. Psychographic factors include gaming preferences, lifestyle, and values. Behaviorally, segments can be created based on frequency of play, preferred platforms, and game genres (Statista, 2024). Part B: SWOT Analysis: Strengths Weaknesses Iconic Franchises Dependence on Franchises Strong Financial Backing Negative Brand Image Global Presence Limited Market Diversification Talent Pool Development Time Constraints Opportunities Threats Emerging Technologies Intense Competition Expansion in Esports Rapid Technological Changes Growing Mobile Gaming Market Shift in Consumer Preferences Collaboration with New Platforms Piracy and Intellectual Property Concerns Part C: Strategic Implications Strengths & Opportunities : Leveraging iconic franchises and strong financial backing, EA can invest in emerging technologies and expand into esports. By collaborating with new platforms, the company can capitalize on the growing mobile gaming market, increasing revenue streams. 3
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