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Case
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Reference no. SM24C
Published by: Stanford Business School
Originally published in: 2002
Version: 23 September 2002
Length: 35 pages
Data source: Field research

Abstract

Electronic Arts (EA) is a highly successful creator of video games for consoles and PCs. The company also creates content for on-line gaming. EA occupies a unique place in the information processing industry. The company must have the skills of a Hollywood studio to create compelling content while at the same time negotiate technological change and uncertainty associated with the platforms (eg consoles, PC, Internet) used to operate and distribute the games. The case gives students the opportunity to evaluate the strategic challenges associated with operating at the nexus of information processing and entertainment industries.
Location:
Industry:
Size:
3,500 employees, USD1.3 billion
Other setting(s):
2002

About

Abstract

Electronic Arts (EA) is a highly successful creator of video games for consoles and PCs. The company also creates content for on-line gaming. EA occupies a unique place in the information processing industry. The company must have the skills of a Hollywood studio to create compelling content while at the same time negotiate technological change and uncertainty associated with the platforms (eg consoles, PC, Internet) used to operate and distribute the games. The case gives students the opportunity to evaluate the strategic challenges associated with operating at the nexus of information processing and entertainment industries.

Settings

Location:
Industry:
Size:
3,500 employees, USD1.3 billion
Other setting(s):
2002

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