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Monday, February 4, 2019

Electronic Arts and the Global Video Game Industry Essay -- Video Game

electronic Arts and the Global Video Game IndustryDemographic trends childs sportsman has become an strategic part of growing up for deal who were born(p) in the last 25 course of instructions. Approximately 3.9 - 4.7% of total humanness nation (250 to 300 million people) is very active or a buy at player of film hazards or at least owns the necessary equipment. This fair game group spends five or more hours a week playing exposure games. The United States is the largest video game marketplace in the world with about 50% of the US population (145 Million people) spending 6.5 hours a week on computers and video games. The majority of video game players atomic number 18 preteens, teenagers, and young adults (between the age of 20 and 40). A full 70% of college students play video games at least occasionally in a year and 100% had vie at some point in their life. The bonnie age of game players in the US in 2003 is 29 days old and hard-core gamers purchase 10-15 new ga mes annually. Indeed, the average age of game players is rising because gamers continue to play into their adult years, of those over age 50, 17% play video games up from 13% in 2000. The number of females who played console games dramatically rose also to about 40%. It is interest to note that gamers over the age of 35 like to play games on PCs while those younger than 35 preferred console systems.Socio-cultural Many people think spending many hours in front of either PCs or video game consoles is not a good hobby for kids. on that point argon many issues such as health, personality, motivation and especially rage and aggression . Some people believe violence in video games and in opposite media promotes violent behavior among participants. It can contribute to players proper overweight by decreasing outdoor activity and reducing the potentiality of eye-sight. The content of violent games could account for changes in the players mood and cause him or her to become more aggress ive or emotional. Political/LegalThe video game stage business is an interdependent industry. Companies have to pay a accustomed royalty to the console makers. The console manufacturer have the power to fleet all games, limited the number of games, marketing plan and even the sum of money of production. The guidelines and restrictions put forth by the Software Rating Board (ESRB) effect the content, storylines and features of vi... ...at encourages creativity but also will pull the plug on ideas in the early stages so that they can concentrate resources on ventures that are more likely to pay off. Because of this most of the games EA creates are sequels to previously favored franchise brands. Finally, the company is one that prides itself on moral character. EAs hot seat and CEO Lawrence Probst states that EA will not publish games with gratuitous sex and violence. This is an important distinguishing point in an industry that is know for pushing the edge of decency with del iberate to sex, violence and drugs.SWOT AnalysisStrengthsXDominate Player in marketXGreat game franchisesXInternational defecateXStrong talent pipelineXMoral leadingWeaknessesXPoor Relationship with MicrosoftXOverly focused business (on games)OpportunitiesXMobile marketXCell phone marketXIn car equipmentXBranch out into other forms of media (TV, movies)XOnline gamingThreatsXRising production costs.X saucily entrants especially in the mobile marketXConsole upgradesXIncreasing development costs

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