Technology & Strategy
Technology & Strategy
Feb 7, 2016
Contents
ARTICLES:
• Burgleman & Siegel, “Defining the Minimum Winning Game in Hi-
Tech Ventures”
• Modesto et al. “The Art of Hi-Tech Management”
CASE:
• Electronic Arts in 1995 vs 2005
DEFINING THE MINIMUM WINNING GAME IN
HI-TECH VENTURES
INTRODUCTION
Dilemma
1. Markets change too quickly and that by the time any strategic analysis is completed it will have
taken too long to yield a beneficial answer
2. Customers don’t know what they want with a new technology, and a visionary entrepreneur must
somehow divine customers’ unknown and unmet needs.
• Technology Development
• Product Development
• Strategy Development
IMPLICATIONS AND RECOMMENDATIONS
In the 1990s, EA decided to broaden its product line, another important market
segment that EA was weaker in.
In 1994, EA announced that it would acquire Broderbund Software, made EA
shares fell over 20%
Industry Trends
Capital Requirements
Development costs for a 16-bit product ranged from $200,000 to $600,000 per
product
Marketing and distribution costs were also expected to rise in the future.
Industry Trends
The PC Market
The strong growth in PC-based CD-ROM players was estimated to have siphoned
off.
Over 5 million American households were expected to own “multimedia capable”
PCs by the end of 1994.
Personal computers were still expensive relative ti the Playstations.
Sega and Nintendo applications are not available on PC
Industry Trends
Interactive Media and Online
In the mid-1990s, many companies jostled for position in a world where the PC, the
telephone, and the television set linked into a full service interactive network
The exploding growth in the online services industry presented new challenged to
the home video game industry.
Case I-8
Electronic Arts in 2005 : The Next Generation of Convergence
Major Points
• The Online Challenge for EA
• The Video Game Industry in 2005 ($22 billion industry)
• Electronic Arts in 2005 (Nintendo vs XBOX and PS)
• The Battle for Portable Gaming
• Convergence with Traditional Media (James Bond)
• The Online Space (EA.com, Pogo.com, Yahoo, MSN, AOL)
• The Mobile Space (The Sim 2 Mobile, Madden NFL 2006 , Tiger
Woods PGA Tour 2006, Need for Speed)
• The Film Space (James Bond, Harry Potter, Lord of the Ring, The Sim)
Conclusion
• The EA may be achieved in several ways as it anticipated. Leads to the
question whether EA will have the opportunity to expand the ground
war in the form of advertising to the air war in other areas or not.
• EA content that can lead to the negotiation table with the other
entertainment that EA will have enough capacity to meet their own
efforts or not, all by themselves.
• Or rely on partnerships with strategic convergence, which is based on
real time. And gamers who are new in the world of gaming forward.
Suggestion
• EA must adapt to different markets and unfamiliar. This requires
Special partner Strategic partner or to enter an unfamiliar market.
And each channel business.
• Resource management in the budget should be able to secure the
future of EA in a competition for the games market will continue to
intensify in the future of the industry for the next game.
Electronic Arts in 1995
• Discusses the strategic challenges facing Electronic Arts in 1995 as
they try to maintain their leading position in the video game industry.
Addresses the evolution, competitive environment, and key trends in
the industry, as well as the position and strategy of Electronic Arts.
Electronic Arts in 2002
• Electronic Arts is a highly successful creator of video games for
consoles and PCs. The company also creates content for online
gaming. EA occupies a unique place in the information processing
industry. The company must have the skills of a Hollywood studio in
order to create compelling content while at the same time
negotiating technological change and uncertainty associated with the
platforms (e.g., 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.
Electronic Arts in 2005: The Next Generation of
Convergence
• This case looks at the challenges and opportunities faced by
Electronic Arts as it seeks to reinforce its leadership position in
gaming making and digital entertainment. While a leader in PC and
console games, EA is also interested in creating content that derived
from traditional media companies such as film studios as well as
distributing its digital content through new channels such as cell
phones.