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Electronic Arts Inc

The document provides details about the history and operations of Electronic Arts Inc (EA), a major video game company. It discusses how EA was founded in 1982 and has grown to publish many popular game franchises. It also outlines EA's financial performance, areas of impact, and controversies involving their business practices.

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Tapiwa Jeyi
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0% found this document useful (0 votes)
231 views10 pages

Electronic Arts Inc

The document provides details about the history and operations of Electronic Arts Inc (EA), a major video game company. It discusses how EA was founded in 1982 and has grown to publish many popular game franchises. It also outlines EA's financial performance, areas of impact, and controversies involving their business practices.

Uploaded by

Tapiwa Jeyi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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ELECTRONIC ARTS INC

Warsaw Management University

Student name: Tapiwa Jeyi

Teacher: Jacek Pulwarski, Ph. D

June 10th, 2022, Warsaw-Poland

Executive Summary
Need for Speed Is a computer game played with fast cars and it is extremely popular all over
the world. The company EA (Electronic Arts) is very successful in the design of every game
they create. It was founded in 1982 by three former managers of apple William M, (Trip)
Hawkins, Electronic Arts (EA) has a product line that includes the popular franchises The
Sims, Command & Conquer, Battlefield, Mass Effect, and Madden NFL. The company is
headquartered in Redwood City, California. Electronic Arts (EA) became popular in the 19s
after it released Need for Speed which became a game series. In 1984 EA had acquired
marketing rights to software packages developed by smaller outside companies through its
Affiliated Labels program. EA even began contracting celebrities, especially sports stars,
whose names and images were added to the software. Need for Speed is the most famous
game amongst all the games which are played with fast cars. People who love playing these
kinds of games know that EA is creative in what and how they are designing their products.
Releasing a new game will be interesting and exciting feeling for the truth customers.
Currently, Electronic Arts continues to maintain its status as the “world’s best” game maker
and distributor and they are working on the next Need for Speed title which could be released
later this year.
Contents

Executive Summary…………………………………………………………………………p2

Introduction: Electronic Arts as a Global company………………………………………. p4

History……………………………………………………………………………………. p6

1982–1987: Early years

1988–1999:

2000 to Present

Brand identity for advanced technology………………………………………………… p7

Logos

Simply iconic

Electronic Arts Vision……………………………………………………………………. p8

Electronic Art’s Slogan……………………………………………………………………p9

Areas of Impacts

Financial assets

Bibliography………………………………………………………………………………. 10

Introduction: Electronic Arts as a Global company


Electronic Arts Inc. (EA) is an American video game company Headquartered in Redwood
City in Northern California, with developing and delivering games, content, and online
services for Internet-connected consoles, mobile devices, and personal computers. Through
their cutting-edge games, innovative services, and powerful technologies, they brought
worlds together with infinite possibilities to more than 580 million active players and fans
around the globe, and are recognized for a portfolio of critically acclaimed, high-quality
brands such as EA SPORTS™ FIFA, Battlefield™, Apex Legends™, The Sims™,
Madden™ NFL, Need for Speed™, Titanfall™ and F1™.

Electronic Arts both published and developed a total number of 2949 games all over the
world with 15 000 and below employees. Its aim is to push industry boundaries, exceed
player expectations and blur the lines between games, entertainment, and reality. In the fiscal
year 2021 (March 2020 to April 2021), gaming publisher Electronic Arts generated
approximately 1.62 billion U.S. dollars in revenues from extra content sales for the Ultimate

Team mode associated with its sports gaming franchises.

Figure 1- The first game released by Electronic Arts

These are the types of games played back in the 90s in time produced and developed by
Electronic Arts, before the introduction of such games such as Need for Speed and some
online games which use Wi-fi enabling players to chat in the game

With the fast moving of technology Electronic Arts made people’s lives easier by making
games for small portable consoles that could fit in pocket. It also started making realistic
games such FIFA, Need for Speed and F1

Here are some of the current games released by Electronic Arts


Figure 2 - FIFA 2022

Figure 3 -Need for Speed Rivals

Figure 4 – F1
History
1982-1987 Early Years
Electronic Arts was founded in 1982 by three former managers of Apple Computer: William
M. (Trip) Hawkins III, who was a marketing director at Apple and at age 26 became head of
the new enterprise; William Bingham (Bing) Gordon, who became the company's director of
marketing; and Tom Mott, Established in 1982 by William M. (“Trip”) Hawkins, Electronic
Arts (EA) has a product line that includes the popular franchises The Sims, Command &
Conquer, Battlefield, Mass Effect, and Madden NFL. One of EA’s unique features was the
amount of recognition it gave to game designers, placing their names in large type on some
game covers, like novel or album cover designs. In 1983, EA shipped its very first games.
EA's first product, shipped in May of 1983, was a software game for the Atari 800 game
player, but shortly thereafter the market shifted to the Commodore system. In 1987 EA
established a manufacturing facility, which later became part of what was known as EA
Europe, in Langley, England

1988-1999
In 1988, Electronic Arts developed a series called Madden NFL in 1988. EA went public in
September 1989 with a market capitalization of about $84 million. In 1993 and 1994 the
FIFA series and Need for Speed series were released. In 1995, it won a European award for
being the best software publisher of the year. By this time EA started conquering a lot of
franchise and it also released The SimCity series in 1999.

2000-to present
Electronic Arts was put on markets by its games it had released in the 19s, it kept on
developing games such as online games were players or users would communicate. The
company also developed. Committed to building exceptional games, EA made over 20
studios and more than 6,000 creators globally. These were responsible for some of the
world's most beloved game franchise. In the late 2000s and early 2010s, it brought in more
independent developers and additional revenue streams. In June 2011, EA launched Origin,
an online service to sell downloadable games for personal computers directly to consumers
but it faced a competition with Steam a distributing company like EA. In April 2015, EA
announced that it would be shutting down various free-to-play games in July of that year,
including Battlefield Heroes, Battlefield Play4Free, Need for Speed: World, and FIFA World.
EA announced in October 2019 that it would be returning to release games on Steam, it
wanted to make it its franchise, but it refused. They made 15% losses year over year making
4.21 billion net losses. Due to COVID-19 lockdowns and growing demand for online games,
EA's revenue grew to $1.4bn in the first quarter of 2020. In June 2021, EA confirmed that it
had suffered a data breach, with game and engine source code taken from their servers,
including the source for the Frostbite Engine and FIFA 21, though assuring no player or user
data had been obtained. Hackers that had taken the code had started selling it around on the
dark web.

Brand identity for advanced technology


Diversity, Equity, and Inclusion at Electronic Arts believe in the potential of every human
experience for people, players, and community as it is working to embed inclusion across
systems, processes, and culture to: Attract, develop, and retain great talent that can thrive and
do their best work. Develop relatable content and games Enable expansion into new and
diverse markets Bridge to better representation that authentically reflects players around the
world.

Logos
Simply Iconic
EA (Electronic Arts) is a corporation that develops the computer games industry. At first, she
was only a publisher, and then she also became a developer. Its main trademark is also called
EA. She is known for The Sims, Need for Speed, Dragon Age, FIFA. The corporate identity
of the company has changed throughout its history. Designers have differently designated the
name Electronic Arts, either encrypting it in abstract symbols or using standard fonts.

Figure 1- first logo Figure 3- show the present logo

Figure 2- EA logo used in the 19s Figure 4-current logo in use


Electronic Arts Vision
VISION
Inspire the World to Play

MISSION
To create extraordinary new game experiences for millions of players everywhere by
bringing together talented people that combine creativity, innovation, and passion, knowing
that their strength lies in the diversity of our people.

GOALS

STRATEGIC DIRECTION

COMMITMENT TO
PLAYER-FIRST ONE E.A
DIGITAL

Electronic Art’s slogan


It was originally 'If it's in the game, but it changed to EA Sports, it's in the game'

Areas of Impact

EA launched its first annual Impact Report, detailing in commitments and progress in
important social and environmental focus areas.

 Building Diverse and Healthy Teams.


 Positive Play and Healthy Communities.
 Investing in Privacy and Security.
 Protecting the Environment.
 Enhancing Corporate Governance

Business Organization

Since the 2010s, the video game company Electronic Arts has been at the centre of numerous
controversies involving acquisitions of companies and anti-consumer practices in their
individual games, as well as lawsuits alleging anti-competitive practices on EA's part when
signing sports-related contracts. Its organisation tells its stories and titles, helping connect
millions of players to the games they love and build relationships with them

Financial Assets

For the fiscal year ended 31 March 2022, Electronic Arts Inc. revenues increased 24% to
$6.99B. Net income decreased 6% to $789M. Revenues reflect Live Services segment
increase of 24% to $5B, Full Game Downloads segment increase of 40% to $1.28B,
International segment increase of 25% to $3.95B, North America segment increase of 23% to
$3.04B. Net income was offset by Other Research and development increase of 23% to
$1.83B (expense).

Bibliography
Electronic Arts History 08/05/2022 retrieved from
https://en.wikipedia.org/wiki/Electronic_Arts#History

EA STAFF,01/06/2022. EA Employees rebuild together[online] Available on http:


www.ea.com/news/ea-employees-rebuild-together

EA LOGO,08/06/2022, Logos World[online] available on https://logos-world.net/ea-


electronic-arts-logo/

EA Games,10/06/2022, https://en.wikipedia.org/wiki/Electronic_Arts#Games

EA Visions and Strategy 10/06/2022 retrieved from https://www.ea.com/about

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