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Case
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Reference no. SM24A
Published by:
Stanford Business School (2001)
Version:
23 August 2001
Length:
16 pages
Data source:
Published sources

Abstract

This case discusses the strategic challenges facing Electronic Arts in 1995 as they try to maintain their leading position in the video game industry. The case addresses the evolution, competitive environment, and key trends in the industry, as well as the position and strategy of Electronic Arts.

Topics

Corporate strategy; Home entertainment equipment; High technology products; Information technologies; Technological change; Strategy formulation
Location:
Industry:
Size:
USD500 million revenues
Other setting(s):
1995

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