Preview

Interview with Coo of Ea

Better Essays
Open Document
Open Document
2631 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Interview with Coo of Ea
J A N UA RY 2 013

b u s i n e s s

t e c h n o l o g y

o f f i c e

Getting into your customers’ heads: An interview with the COO of Electronic Arts Labels
The success of Electronic Arts—known for games such as Battlefield, Madden, and The Sims—once hinged on managing relationships with retailers. Today, with online gaming on the rise, the company is learning how to use technology to get closer to the gamers themselves.

Krish Krishnakanthan

Gaming-platform innovations have opened up a whole new world of offerings in the interactive-entertainment industry over the last five years. The barriers for entry have come down, and small game developers can get their products in front of large audiences almost instantaneously through digital channels. Whereas Electronic Arts (EA) used to play against peers operating in a retail setting, it now must also master new platforms such as social networks, mobile phones, and tablets. In this interview, Bryan Neider, COO of EA Labels, talks about his company’s digital transformation, technology as an enabler of customer insights, and the role of the CIO.

McKinsey: What was the starting point of EA’s digital transformation? Bryan Neider: When John Riccitiello became CEO in 2007, he presented a vision to his senior-leadership team that showed our business through the analogy of a burning platform. You’re in the middle of the ocean on an oil platform that is on fire; your options are to hold fast and ride it down or jump off and face the unknowns of the ocean. John was anticipating the fundamental shift in our industry away from the packaged-goods model that made us successful and toward the digital delivery of games made possible by greater bandwidth and connected devices. It was a shift that, at the time, we were fundamentally unprepared for.

Yvetta Fedorova

2

Takeaways
Communication and collaboration are critical to success, says Bryan Neider of Electronic Arts, particularly when the environment is

You May Also Find These Documents Helpful

  • Satisfactory Essays

    The online media outlet keeps on being immersed by an ever increasing number of undermining contenders by the day. Although contending with organizational powerful group such as, Barnes and Noble, Apple, and Wal-Mart which all offer the same product for example books, music, and DVD market, CanGo and its new pursuit into the online-gaming world face solid rivalry from social organization gaming for example, Zynga and free online gaming openings from destinations like Pogo and Yahoo recreations. This aggressive analysis will concentrate on three of CanGo's adversaries in the business: Amazon, Barnes and Noble, and Electronic Arts. While these three organizations don't highlight an vague item determination from CanGo which is broadening its…

    • 135 Words
    • 1 Page
    Satisfactory Essays
  • Good Essays

    As specified in the annual review of consumer psychology, promotional messages carry the potential to grow the attraction of a company multiplying its presence in a market. When a researcher thinks about what type of messages they want to create, they must consider the attitudes and emotions of the segment. This is important with teenagers as the attitudes by which they approach a market determine the possibility for purchase or usage of the service. Take for example Microsoft with the creation of the Xbox. When the game console was created they were looking to target a broad market competing with Sony who had already commanded an overwhelming lead above all other gaming markets. By analyzing the attitudes of the already enthuse buyers Microsoft took advantage of the buying motives to relay the message of a better more improved system that demanded the lead over all others. As Microsoft looks to keep reminding this market or segment that they are still playing hard and rough, new versions of the console are…

    • 724 Words
    • 3 Pages
    Good Essays
  • Good Essays

    This report presents the meetings that have taken place here at CanGo. For the short time I have been observing I have learned that CanGo is a small company but is one of the fastest growing companies around. During the meetings none of the staff members talked about the effects that online gaming would have. Furthermore, staff didn’t ask opinions on the online gaming topic they also didn’t speak about price of stock or how it contribute to the overall strategy. Some employees would like to see some firm financial projections before implementing the online gaming. During the meeting the staff assumes they would have to settle for the preliminary marketing plan.…

    • 1517 Words
    • 7 Pages
    Good Essays
  • Better Essays

    NCSOFT CASE ANALYSIS

    • 3112 Words
    • 9 Pages

    NCsoft had achieved massive success and brand recognition after it had launched its initial games like Lineage 1, Lineage 2 and Guild Wars. But since then the tastes of its customers had been gaining diversity, therefore, the company needed to look out for ways to fulfill the demand for its products. The company later also developed other products within its simple product portfolio to increase its customer base and also to expand its company to acquire chunks of market share. Play NC was also one of the products it had launched which gained little success, almost negligible. Since then, the company has been focusing on its key issues which were also considered by its CEO. The first issue related to maintain the top position of the company in the leading game market. For this, the company needs to expand, especially by acquiring new subsidiaries in other parts of the world where it had not previously marketed its products. The company’s second most important issue is to counterattack the global competition coming from the gaming industry and also other related industries, which might threaten NCsoft indirectly. The company needs to create customer oriented products that feature their personal lives, so that they are attached to the product and to the company itself. The company needs to formulate a globalization strategy. They need to increase its customer base. They also need to diversify to increase the range of its offerings and by including elements that emotionally attach the customers to its products, NCsoft could fulfill its long term dream of becoming a leading player.…

    • 3112 Words
    • 9 Pages
    Better Essays
  • Better Essays

    Managing change paper III

    • 1826 Words
    • 8 Pages

    Electronic Arts is one of the leading video game developers within the gaming culture. With development sites located in Canada, Florida, Texas, and Louisiana EA has arguably become the mainstay in the gaming world and should remain competitive within that market for years to come. During this essay members from Team A will discuss the appropriate change model that should be applied to Electronic Arts in regards to incorporating change within the organization. Next, the team will provide a step by step explanation of that model, and which model they selected for this organization. In addition, Team A will develop a communication plan for that change as well as how the three variables apply to EA. At the end of the essay the team will recap what was discussed.…

    • 1826 Words
    • 8 Pages
    Better Essays
  • Powerful Essays

    |Competitive Strategy | In the follower position in sourcing external components to Electronic Arts (EA) video |…

    • 1939 Words
    • 8 Pages
    Powerful Essays
  • Powerful Essays

    Applied Management Project

    • 13570 Words
    • 55 Pages

    31. David Edery, Ethan Mollick, 2009,Changing the game: How Video Games Are Transforming The Future Of Business, Pearson Education Inc.(pg:40-60)…

    • 13570 Words
    • 55 Pages
    Powerful Essays
  • Satisfactory Essays

    Video game consoles have continued to dominate the youth market not only in the United States but overseas as well. With three primary focuses, Playstation, Xbox and the Wii, game consoles have invaded households worldwide. Although Microsoft’s Xbox is has enjoyed owning the the market share as the top dog for the last several years with its first and second generation platforms, Sony’s Playstation 4 has seen record sales across the United States and Canada and over the last quarter has taken the lead with its next generation console, selling its five millionth console as of February 18, 2014, according to Richi Jennings of ComputerWorld magazine. With news that gaming consoles are in high demand, the development of next generation games is important to keep up with the supply and demand of fantastic games. This is why my choice product is a sim-game which markets to both China and India called, “The Early Empire.”…

    • 690 Words
    • 3 Pages
    Satisfactory Essays
  • Powerful Essays

    Gamestop

    • 2426 Words
    • 10 Pages

    After the acquisition of EB Games, GameStop rose as the leading video game retailer in its industry. In an effort to sustain their position, GameStop will have to tackle several technological and sociocultural issues that have arisen from its competitive environment. The strategic objective we wish to accomplish in this analysis is to formulate a viable strategy that will continue GameStop’s growth in the industry to remain as the go to video gaming store for the video gaming enthusiast.…

    • 2426 Words
    • 10 Pages
    Powerful Essays
  • Powerful Essays

    Reality Is Broken Summary

    • 14212 Words
    • 57 Pages

    We have turned digital games for computers, mobile phones and home entertainment systems into what is expected to be a $68 billion industry annually by the year 2012. So we are creating a massive virtual effort and emotional energy and attention on game worlds instead of on the real world.…

    • 14212 Words
    • 57 Pages
    Powerful Essays
  • Powerful Essays

    XBox Vs. PS4

    • 3148 Words
    • 13 Pages

    The adoption of consoles depends heavily on one factor: the content available. A console manufacturer needs to have third-party developer support in order to have a steady stream of quality video games being released throughout the year. Although brand loyalty, technical capabilities and price certainly plays a part on the purchase decision of an individual, consumers tend to buy the console that offers the games that the consumers enjoy the most. Sony and Microsoft both publish a catalogue of a unique line up of video games made in-house as well as receive royalties from third-party video game developers such as Electronic Arts and Activision (ATVI).…

    • 3148 Words
    • 13 Pages
    Powerful Essays
  • Better Essays

    Business Policy Week 8

    • 1281 Words
    • 6 Pages

    Wesley, David. Barczak, Gloria. (June 2010) Innovation and Marketing in the Video Game Industry. Ashgate Publishing Group. page 47…

    • 1281 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Industry stalwarts, such as EA's chief executive David Gartner, have realized that sales could increase by as much as a billion dollars with the involvement of women gamers. Such positive empirical data can offer more intensive research into widening the consumer base.…

    • 1045 Words
    • 5 Pages
    Good Essays
  • Good Essays

    When dealing with collaboration, keys element are present. In order to collaborate freely with others, trust must be within the atmosphere. Often at times, parties are fearful to put his or her trust in another party of whom they work with, fearing that the task will not be completed . If both parties share a common goal, then collaboration in the workplace works very well. The environment is a key element to have when collaborating with other because it creates a calm and positive atmosphere to leave room for positive brainstorming. The first step to collaboration is communication. It set the tone to find the common group for the ‘win-win” solution for all parties involved.…

    • 1831 Words
    • 8 Pages
    Good Essays
  • Satisfactory Essays

    Nintendo Case Analysis

    • 474 Words
    • 2 Pages

    With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative…

    • 474 Words
    • 2 Pages
    Satisfactory Essays