EA Games Supply Chain Managment Adiya Aitpayeva Zhaniya Tuleubay Ainur Kabylzhan
Electronic Arts • • • FOUNDED: 1982 OWNERSHIP: Public (Nasdaq: EA) GLOBAL HEADQUARTERS: Redwood City, California EMPLOYEES: 9, 000 worldwide as of March 31, 2012 BACKGROUND: Electronic Arts Inc. is a leading global interactive entertainment software company. EA develops, publishes, and distributes interactive software worldwide for Internet-connected consoles, personal computers, mobile phones, tablets and social networks. • TOP SELLERS In fiscal 2012, EA posted GAAP net revenue of $4. 1 billion. EA is recognized for critically acclaimed, high-quality blockbuster franchises such as The Sims™, Madden NFL, FIFA Soccer, Need for Speed™, Battlefield™, and Mass Effect™
Interactive Entertainment
Market is shifting Packaged Goods Business Online Services Business
New Service Based Business Model
Risk Landscape - Cybercrime
Everything is Changing Predictable: § § § Concept -Game Teams Content Development Testing & Certification Sales & Marketing Operations Physical: § § Tangible § Places § People § Things Products had clear $ values Business facing Skills existed Unpredictable: § § § Concept Multiple Platforms Dist. Development, OS Content Mash-Up, Source Agnostic Social Networks Digital & Online: § Not new, but iterative § Highly diverse § Distributed § Consumer facing § High technology component § Dynamic § Morphing
Risk Management Principles • Don’t always think in a straight line. It’s complex! • Eventuality is limited only by imagination • The greatest knowledge is realizing the IP you own • The second greatest knowledge is knowing what stands between the IP and losses • Motivation hasn’t changed
Channel Management Elevated risk
Channel Management
Channel Management In-House Managed Shared Partner Security –Accreditation ~ Relationship