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Digital Business Applications: Entertainment, Media & Gaming:

Mobile Streaming Music and Video Providers, Entertainment in


Cars

Presented By….

2224125 Rathod Shrinivas Sanjay


2224126 Rokade Shrikant Ramdas
2224127 Ahire Roshan Rohidas
2224128 Salvi Yuvraj Shamuvel
2224129 Sawant Omkar Ashok
Entertainment, Media & Gaming

 The entertainment, media, and gaming industry has undergone


significant transformation in recent years due to the growth of
digital technologies. Some of the key ways that digital technology
is impacting the industry include:

1. Digital distribution
2. Online gaming
3. Social media and streaming
4. Virtual and augmented reality
5. Monetization
6. Data & Analytics
Trip Hawkins
(Founder of Electronic Arts Inc.)

Born December 28, 1953 (age 69)


Pasadena, California, U.S.
Education Harvard University (BA)
Stanford University (MBA)
Occupation Entrepreneur
Known for Founder of Electronic Arts
Awards AIAS Hall of Fame Award (2005)
Electronic Arts Inc. (EA)

 Electronic Arts Inc. (EA) is an American video game company


headquartered in Redwood City, California. Founded in May 1982 by
Apple employee Trip Hawkins.

Founder Trip Hawkins

Year Founded 1982

Origin San Mateo, California, US

No. of Employees 12,900 (2022)

Company Type Video Game

Market Cap $34.2 Billion

Annual Revenue $ 7.0 Billion

Net Profit $3.04 Billion


Framework

 Gaming company Electronic Arts (EA) is a one-stop-shop, acting as a developer,


publisher, and distributor of video games.
 The best-selling products of the company include EA Sports franchises, the Sims,
and other titles on both mobile devices and gaming consoles.
 There are several models employed by EA to distribute its games. Games can be
sold either in:
1. Traditional brick and mortar retail, where the physical game is sold.
2. Digital downloads.
 Under Traditional method EA will be an authorized distribution partner for its
games, and as such it will give back a royalty fee. In short, EA pays the console
manufacturers a per-unit royalty for each unit manufactured.
 Digital games downloaded through the consoles, it will be the gaming console
company to release a royalty fee to EA, based on each download.
Unique Selling Point

 Focus on Customer Satisfaction

 Creative and Innovative Products

 Automation

 Highly skilled Employees

 Highly successful Market strategies


Value Creation

 Delivering high-quality and engaging games

 Monetizing games through in-game purchases and


subscriptions

 Investing in online gaming and esports

 Diversifying revenue streams

 Leveraging data and analytics


Revenue Model

 Games sold as digital downloads or as packaged goods and designed for play on
game consoles and PCs.
 Games for mobile phones and tablets (which will be distributed across apps
marketplaces).
 Live services associated with these games (like extra-content).
 Subscriptions offering access to a selection of full games, in-game content,
online services and other benefits.
 Licensing of games to third parties to distribute and host.
Supply chain of Electronic Arts Inc. (EA)

 Development

 Licensing and Intellectual Property

 Manufacturing

 Distribution and Sales

 Post-sales support
Payment System

Payment methods vary based on your location and currency. Depending on where you
are in the world, you can pay for your purchase with payment methods like Some
payment methods may not be available for some purchases, or you may see additional
options, like mobile payments.

1. EA Wallet
2. Split payments
3. Other Payments Method
Benefits

 Wide range of popular game franchises, such as Madden NFL, FIFA, and The Sims,
which have established fan bases and generate consistent revenue for the company.

 Strong presence in digital distribution, including through its own platform, Origin, as
well as partnerships with console manufacturers and other digital storefronts.

 Diversified revenue streams, including through in-game microtransactions,


subscriptions, and mobile gaming.
Limitations

 Dependence on hit franchises and the ability to continue to develop successful new
games, as a decline in sales for key franchises could have a significant impact on the
company's financial performance.

 Reputation for aggressive monetization tactics, such as the use of microtransactions


and "loot boxes," which have faced criticism and regulatory scrutiny.

 Reliance on a few key partners, such as console manufacturers, for distribution and
access to the player base, which can limit the company's flexibility in the market.
Learnings from Electronic Arts Inc.
Thank You

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