Wa0018.
Wa0018.
SUBMITTING BY:
ARYAN BHASIN
35514788823
BCOM (H) SEM 2 SECTION B
Affiliated to Guru Gobind Singh Indraprastha University, Delhi PSP Area, Plot No. 1,
Sector 22 , Rohini Delhi 110086
1
STUDENT’S DELCLARATION
This is to certify that I have completed this Academic Project titled “Study of media industry:
gaming and e-sports” under the guidance of “Dr. Parul Ahuja” in partial fulfilment of the
requirement of the award of degree of Bachelor of Commerce Honours (BCom Hons.) at
Maharaja Agrasen Institute of Management Studies, Rohini, Delhi. This is an original piece
of work and I have not submitted it earlier elsewhere.
ARYAN BHASIN
35514788823
STUDENT SIGNATURE
2
CERTIFICATE FROM THE GUIDE
This is to certify that the project titled “Study of media industry: gaming and e-sports” is an
academic work done by “ARYAN BHASIN” submitted in the partial fulfilment of the
requirement for the award of the degree of Bachelor of Commerce Honours from Maharaja
Agrasen Institute of Management Studies, Rohini, Delhi. It has been completed under the
guidance of Dr. Parul Ahuja. The authenticity of the of the project work will be examined by
the viva examiner which includes data verification, checking duplicity of information, etc,
and it may be rejected due to nonfulfillment of quality standards set by the institute.
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ACKNOWLEDGEMENT
First of all, I would like to express my thanks to Prof Dr. Rajni Malhotra Dhingra, (Director,
MAIMS) for giving me such a wonderful opportunity to widen the horizons of my
knowledge.
In no small measures, I would also like to gratefully thank to all those who gave me
constructive suggestions for the improvement of all the aspect related to this project.
In particular, I would like to thank Dr. Parul Ahuja, my research guide for his valuable
suggestions and guidance.
I also owe a deep sense of gratitude to other faculty members for their continuous
encouragement.
Despite all efforts, I have no doubt that error and obscurities remain that seen to afflict all
research project and for which I am culpable.
ARYAN BHASIN
35514788823
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TABLE OF CONTENTS
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CHAPTER 1
INTRODUCTION
1
INTRODUCTION
What is media?
Media is defined as a tool or communication outlet that is used to store and deliver
information to people.
The media industry encompasses all businesses that allow information to be shared. The way
that this information is shared varies massively, with some examples of media including
radio, television, newspapers, social media, video games, film and music.
Media can be split into two categories: Traditional and Digital Media
1)Traditional media– It is any form of mass communication that occurred before the
introduction of the internet, example radio, newspapers, television and billboards. Traditional
media is often referred to as old media.
2)Digital media- It is any form of media introduced after the internet that uses an electronic
device for distribution. It is quite a broad term, and encompasses media types such as social
media, podcasts, online games, blogs and YouTube. Digital media is often referred to as new
media.
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History of Media Industry in India
The history of mass media in India can be traced back to the late 18th century when the first
newspaper, The Bengal Gazette, was published in 1780 by James Augustus Hickey. However,
it was only in the 19th century that the mass media gained significant momentum with the
introduction of the printing press and the increasing literacy rates among the people.
During the British colonial period, newspapers played a crucial role in disseminating
information and shaping public opinion. The first Indian language newspaper, Samachar
Darpan, was published in Bengali in 1818. In 1857, during the Indian Rebellion, newspapers
played a critical role in spreading news and views among the masses.
The 20th century saw the emergence of new forms of mass media such as radio, cinema, and
television. Radio broadcasting started in India in 1927 with the establishment of the Indian
Broadcasting Company. The All India Radio (AIR) was established in 1936 and it became the
main source of information and entertainment for the masses. Cinema, too, became a popular
form of mass media, with the first Indian feature film, Raja Harishchandra, being released in
1913. Television broadcasting began in India in 1959 with the launch of Doordarshan.
In the post-independence period, mass media in India underwent significant changes with the
emergence of private media companies and the liberalization of the media industry. The
1990s saw the emergence of satellite television, which brought in a new era of 24-hour news
channels and entertainment channels. The rise of the internet and social media in the 21st
century has further transformed the mass media landscape in India, with online news portals
and social networking sites becoming popular sources of information and communication.
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AUDIO
The audio category presents wide-ranging data on global audio entertainment. It covers all
aspects of the music industry, including key financial figures on leading record labels, the
concert business, music awards, and global music industry revenue.
Deloitte predicts that more consumers worldwide will engage with audio entertainment
overall in 2024—bringing the number of monthly average podcast listeners to over 1.7
billion, monthly average audiobook listeners to 270 million, monthly average streaming
music subscribers to 750 million, and monthly average radio listeners to close to 4 billion—
or roughly half of the world’s population.
Annual revenues for these formats are also modestly on the rise for the most part. Adding up
estimated annual global revenues for each of these formats—including podcasts (US$3.5
billion), audiobooks (US$7 billion), streaming music (US$23 billion), and radio (US$42
billion)—Deloitte predicts the global audio entertainment market will surpass US$75 billion
in revenue in 2024, a total year-over-year increase of around 7% across these four formats.
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BOOK PUBLISHING
Publishing is the activity of making information, literature, music, software, and other content
available to the public for sale or for free.
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Growth of book publishing
The book publishers market is estimated to top nearly US$ 96.1 Billion in 2023 and is
projected to reach US$ 141.7 Billion by 2033 at a CAGR of 3.9% from 2023 to 2033.
Largely, many leading ecommerce giants like Amazon Inc., eBay Inc., and
MyBookStore.Com, are offering platforms to sell books on their online portal. Moreover, big
book publishers are trying to eliminate the threat of local booksellers by making them
partners in the business, which will help the local booksellers get more business. These
factors are creating impressive prospects for the book publisher market growth. Furthermore,
expansion of online business has been increasing the number of potential buyers, because it
reduces the costs and saves energy compared to going to the physical stores.
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NEWS
News is information about current events. This may be provided through many different
media: word of mouth, printing, postal systems, broadcasting, electronic communication, or
through the testimony of observers and witnesses to events. Common topics for news reports
include war, government, politics, education, health, the environment, economy, business,
fashion, entertainment, and sport, as well as quirky or unusual events.
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TV , FILM AND VIDEO
Video streaming is a large part of the film industry’s present and future. In recent years,
several new platforms have been launched, and people can watch content on every device
they want – from mobile devices to large TV screens. This is a development that has been
anticipated for a long time as consumers are turning away from watching their favorite TV
shows and movies on traditional TV, such as cable or satellite TV.
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VIDEO GAME AND E-SPORTS
VIDEO GAMES - It can be used for entertainment and relaxation, but they can also be used
for competitions and for computer learning. Some video games are designed to help improve
fine motor skills and hand-eye co-ordination.
E-sports - Esports are competitions that use video games. These are often organised
tournaments between professional players, with large prize pools. The type of video game
that is used for Esports varies, as there are Esports tournaments for first-person shooter
games, fighting games, card games, real-time strategy games and multiplayer online battle
arena games. Just like real sports, Esports requires a lot of dedication and training in order to
compete at a professional level. Many of the most successful Esports competitors train as a
full-time job, making money through streaming and sponsorships.
• Broad Market Appeal: Gaming has a wide-ranging appeal across demographics, including
children, teenagers, adults, and even seniors, providing a vast target market for developers
and publishers.
• Technological Advancements: Constant innovation in technology, such as improved
graphics, virtual reality (VR), and augmented reality (AR), enhances the gaming
experience and attracts new players.
• Diverse Revenue Streams: The gaming industry benefits from diverse revenue streams,
including game sales, in-game purchases, subscription services, downloadable content
(DLC), and advertising, which contribute to stable revenue streams.
• Rapid Growth: Esports has experienced exponential growth in recent years, with
increasing viewership, sponsorships, and prize pools, driven by a passionate and engaged
fan base.
• Global Audience: Esports tournaments attract millions of viewers worldwide, both online
and in-person, transcending geographical boundaries and cultural differences.
Weaknesses:
• Development Costs: The high cost of developing AAA titles and maintaining game
servers can be prohibitive for small independent developers, leading to barriers to entry
and limited competition.
• Piracy and Copyright Infringement: The digital nature of games makes them susceptible
to piracy and copyright infringement, resulting in revenue losses for developers and
publishers.
• Infrastructure Challenges: The infrastructure required to host esports events, including
venues, broadcasting equipment, and high-speed internet, can be costly and logistically
challenging, particularly in developing regions.
• Player Burnout: The intense training and competition schedule of professional esports
players can lead to physical and mental health issues, including burnout, injuries, and
stress, affecting player well-being and performance.
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• Revenue Sharing: Esports organizations may face challenges in negotiating fair revenue-
sharing agreements with players, sponsors, and other stakeholders, leading to disputes and
conflicts over financial compensation.
Opportunities:
• Emerging Markets: Growing smartphone penetration and internet connectivity in
emerging markets present opportunities for expansion, particularly in regions such as
Asia-Pacific, Latin America, and Africa.
• Cross-Platform Integration: Cross-platform gaming experiences enable players to access
games across multiple devices, fostering greater accessibility and player engagement.
• Subscription Services: The rise of subscription-based gaming services, such as Xbox
Game Pass and PlayStation Now, offers new revenue streams and business models for
game developers and publishers.
• Talent Development: Esports organizations are investing in talent development programs,
training facilities, and coaching staff to nurture and develop the next generation of esports
players, coaches, and analysts.
• Regional Expansion: Esports organizations are expanding into new regions and markets,
including Asia-Pacific, Latin America, and the Middle East, to capitalize on growing
interest and demand for competitive gaming.
Threats:
• Competition from Other Entertainment Forms: Gaming faces competition from other
forms of entertainment, such as streaming services, social media, and traditional media,
for consumers' leisure time and disposable income.
• Talent Retention: The shortage of skilled talent, particularly in areas such as game
development, programming, and cybersecurity, poses challenges for gaming companies in
recruiting and retaining top talent.
• Match-Fixing and Cheating: The integrity of esports competitions is threatened by match-
fixing, cheating, and other forms of misconduct, undermining the credibility and
legitimacy of the industry.
• Technological Disruptions: Technological disruptions, such as server outages, network
issues.
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OBJECTIVE
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Chapter-2
Review of literature
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Medhant Agrawal, Ashwani Kumar Upadhyay explores the impact of the COVID-19
pandemic on the esports industry, particularly in the Indian context. The study involves a
detailed literature review of academic papers, articles, and industry reports to understand the
current trends and predict future possibilities. The findings suggest that while the esports
industry has faced challenges due to COVID-19, the pandemic may have ultimately
accelerated its progress, particularly among the young generation. The paper also delves into
the history of esports, its classification as a form of sports, the global esports industry, and the
impact of COVID-19 on online gaming and esports events. Additionally, the study discusses
the methodology used for the research, the limitations, and future scope for further
investigation. The authors emphasize the need for researchers to stay updated on the rapidly
growing field of esports and highlight the ethical considerations in research involving people
and animals.
In essence, the paper provides a comprehensive overview of the esports industry, highlighting
the unique challenges and opportunities brought about by the COVID-19 pandemic. It sheds
light on the evolving dynamics of esports, its potential for growth, and its impact on the
younger demographic, particularly in the Indian market. The study also underscores the need
for continued research to understand the psychology of esports players and viewers, the
development of esports-friendly video games, and the potential integration of esports into
traditional sports disciplines. Additionally, it emphasizes the importance of overcoming
language barriers and access limitations to enhance the scope and depth of future research in
the field of esports.
Yulia Chikish, Miquel Carreras and Jaume Garcí says that in recent years, eSports has
experienced explosive growth in terms of market value and participation numbers, leading to
increased interest in its economic and sports-related aspects. The roles of stakeholders in the
eSports industry are found to be less defined and stable compared to traditional sports, and
governance institutions and financial structures are needed to adapt to industry changes for
stable growth. The complementarity between eSports and traditional sports is supported, with
evidence suggesting that eSports provide vast research opportunities in the field of sports
economics and general economics.
It also delves into the economic and business aspects of eSports, emphasizing the
sportification of eSports and the potential for synergies with traditional sports in creating and
delivering eSports products. The paper further examines the characteristics and future
expectations of the eSports industry, revealing significant revenue and audience growth, with
a focus on marketing support, media rights, and publishers' fees as major revenue sources.
Furthermore, the document discusses existing research in sports economics related to eSports,
such as the impact of country-level factors on eSports success, the effect of team diversity on
performance, and the transition from promotion and relegation to closed franchise models in
eSports leagues. It also identifies future research directions, including the study of the
organization of competitions in relation to promotion and relegation systems, the expansion
of eSports betting markets, and the impact of team diversity on performance in eSports.
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Ayur Dubey says the online gaming industry in India has seen significant growth due to
factors like affordable smartphones, free internet access, and popular freemium games like
"Clash of Clans" and "PUBG". This growth has led to a diverse player base, with many
gamers transitioning to professional streaming and e-sports. The industry faces challenges
like high costs of importing gaming components and scalpers, making it difficult for
everyone to build their dream gaming PC. Additionally, the availability of cheap internet data
plans, particularly through Jio, has made the internet a basic necessity for many in India. The
future of the industry looks promising with the potential for more female participation in e-
sports tournaments and the rise of augmented reality-based games. Overall, gaming serves as
a form of escapism, stress relief, and social interaction for many Indian gamers.
Jash Hima Gharat says Game development technologies have significantly impacted the
gaming industry, enhancing entertainment and connectivity. The use of gaming engines like
Unreal Engine has transformed the industry, leading to the creation of more games and
streaming platforms. Artificial intelligence plays a crucial role in game development,
particularly in creating non-playable characters and optimizing graphics. Additionally,
graphic design software and encoding/streaming codecs are essential for video platforms and
game development.
Khushi Kumar says the gaming industry in India has experienced significant growth and
transformation in recent years. The industry has seen a shift in perception, with games no
longer being viewed as just a hobby, but as a potential career path. The rise of Gen Z has led
to a desire for a better lifestyle, with gaming becoming an attractive career opportunity. The
industry has also seen improved parity in terms of age and gender, with games being
developed for all ages and women constituting a significant portion of the user base.
The COVID-19 pandemic has further accelerated the growth of the gaming industry, with the
World Health Organization encouraging people to stay at home and play video games. This
has led to increased engagement with popular games such as PUBG, Free Fire, Fortnite, and
Among Us.
The industry has also benefited from increased smartphone and internet penetration in India,
making mobile games the dominant force in the market. Additionally, the integration of new
technologies such as cloud gaming, augmented and virtual reality has enhanced the gaming
experience and opened up new opportunities for career advancement in game development.
Despite the growth, the industry has faced challenges such as lack of support for domestic
companies and a societal mindset that has not fully embraced the gaming industry. However,
the positive outlook of the government, recent investments in the gaming sector, and the
recognition of the industry's potential by global tech giants and the government are paving
the way for further growth and development.
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Emka Farah Mumtaz et al focuses on investigating the influence of E-sport curriculum on
game addiction behavior among adolescents in Indonesia. The research methodology
employed a mixed-method approach, with quantitative analysis conducted on 307 students
through online questionnaires and qualitative data gathered from expert interviews using
triangulation. The findings suggest that the E-sport curriculum can significantly impact game
addiction behavior among adolescents, highlighting the importance of integrating such
policies to address challenges like potential revenue loss and negative parental feedback.
However, it is essential to note that the data collection was limited to online platforms due to
COVID-19 restrictions in Jakarta, indicating a potential limitation in terms of broader cultural
and sample variations. The study emphasizes the significance of considering the cultural
context and diverse samples to ensure the effectiveness and applicability of the findings
beyond the current online setting. Overall, the research underscores the potential of E-sport
curriculum policies in not only measuring online game addiction but also in fostering
adolescents' achievements in gaming, potentially leading to pro players or influencers in the
e-sport industry.
Matthew Smith et al explores that study was conducted to investigate the relationship
between stressors, sleep quality, burnout, and social phobia anxiety in esports athletes and
their impact on mental health outcomes. The results revealed that stressors significantly
predicted sleep, burnout, and social phobia anxiety, which in turn were key predictors of
mental ill health. Specific factors such as daytime dysfunction, reduced sense of
accomplishment, exhaustion, fear, and avoidance played crucial roles in determining mental
health status among esports athletes. The findings underscore the importance of addressing
these factors to enhance the overall mental well-being of individuals involved in esports.
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CHAPTER – 3
RESEARCH
METHODOLOGY
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Comparative Analysis:
ELECTRONIC ARTS AND
ACTIVISION
1)Financial performance
1. Revenue:
• EA reported a revenue of $5.6 billion for the fiscal year 2023, while Activision
Blizzard boasted a higher revenue of $8.5 billion during the same period.
• Activision Blizzard's revenue surpasses EA's by approximately $2.9 billion, indicating
a significant disparity in top-line revenue between the two companies.
2. Profitability:
• Activision Blizzard holds a slight edge in profitability, reporting a net profit margin of
25%.
• EA's net profit margin of 21% for the same fiscal year.
2) GAME PORTFOLIO
1.Popular Franchises:
• EA boasts a diverse range of popular franchises, including FIFA, Madden NFL, The
Sims, Battlefield, and Need for Speed.
• Activision Blizzard's flagship franchises include highly successful titles such as Call
of Duty, Overwatch, World of Warcraft, Diablo, and StarCraft.
2.Sports Titles:
• EA is renowned for its sports simulation games, dominating with franchises like
FIFA, Madden NFL, NHL, and NBA Live.
• Activision Blizzard does not have a significant presence in the sports simulation
genre, with its focus primarily on action-packed and multiplayer games.
3.Action and Shooter Games:
• Activision Blizzard excels in the action and shooter genres, with blockbuster
franchises like Call of Duty, Overwatch, and Destiny under its belt.
• While EA also produces action games such as Battlefield and Star Wars Battlefront, it
does not have as extensive a portfolio in this genre compared to Activision Blizzard.
4.Simulation and Strategy Games:
• EA's portfolio includes simulation games like The Sims series, which has been highly
successful with multiple expansions and spin-offs.
• Activision Blizzard's focus on simulation and strategy games is limited, although it
does have the real-time strategy franchise StarCraft in its lineup.
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3)SWOT ANALYSIS
SWOT OF ELECTRONIC ARTS
Strengths:
1-Global Presence: EA has a global reach with a presence in multiple markets worldwide,
allowing it to capitalize on diverse audiences.
2-Strong Brand Recognition: EA's brand is well-established and recognized globally,
fostering consumer trust and loyalty.
3-Diversified Revenue Streams: EA generates revenue not only from game sales but also
from in-game purchases, subscriptions (e.g., EA Play), and esports events, reducing
dependency on any single revenue source.
Weaknesses:
1-Dependency on Franchise Success: EA's revenue heavily relies on the success of its
flagship franchises, which can create vulnerability to market fluctuations and consumer
preferences.
2-High Development Costs: Developing high-quality games involves significant investment
in development, marketing, and licensing, leading to high operational costs.
3-Negative Public Perception: EA has faced criticism for issues such as microtransactions,
loot boxes, and customer service, which can damage its reputation and affect consumer trust.
Opportunities:
1-Growth of Digital Distribution: The increasing popularity of digital distribution platforms
like Origin and EA Play can provide new revenue streams and reduce distribution costs.
2-Expanding into Emerging Markets: EA can explore opportunities in emerging markets like
China, India, and Brazil, which have growing gaming populations.
3-Expansion into Mobile Gaming: The mobile gaming market is rapidly expanding,
presenting opportunities for EA to develop and monetize mobile games based on its popular
franchises.
Threats:
1-Rapid Technological Changes: Rapid advancements in technology can lead to short product
life cycles and require continuous investment in research and development to stay
competitive.
2-Emergence of New Competitors: New entrants into the gaming industry, including indie
developers and tech giants, pose a threat to EA's market share and customer base.
3-Cybersecurity Risks: The increasing prevalence of cyber threats, such as hacking and data
breaches, can compromise user data, leading to reputational damage and financial losses.
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SWOT OF ACTIVISION
Strengths:
1-Strong Franchise Portfolio: Activision owns some of the most successful and iconic gaming
franchises, including Call of Duty, World of Warcraft, Overwatch, and Diablo, providing a
significant competitive advantage.
2-Diversified Revenue Streams: The company generates revenue not only from game sales
but also from in-game purchases, subscription services (e.g., World of Warcraft
subscriptions), and esports events, reducing dependency on any single revenue source.
3-Global Presence: Activision has a strong global presence with a wide reach across various
regions, allowing it to capitalize on diverse audiences.
Weaknesses:
1-Dependency on Franchise Success: Activision's revenue heavily relies on the success of its
flagship franchises, which can create vulnerability to market fluctuations and changes in
consumer preferences.
2-High Development Costs: Developing high-quality games involves significant investment
in development, marketing, and licensing, leading to high operational costs.
3-Negative Public Perception: Activision has faced criticism for issues such as
microtransactions, loot boxes, and handling of intellectual property, which can damage its
reputation and affect consumer trust.
Opportunities:
1-Expansion into Emerging Markets: Activision can explore opportunities in emerging
markets like China, India, and Brazil, which have growing gaming populations.
2-Growth of Digital Distribution: The increasing popularity of digital distribution platforms
like Battle.net can provide new revenue streams and reduce distribution costs.
3-Expanding into Mobile Gaming: The mobile gaming market is rapidly expanding,
presenting opportunities for Activision to develop and monetize mobile games based on its
popular franchises.
Threats:
1-Rapid Technological Changes: Rapid advancements in technology can lead to short product
life cycles and require continuous investment in research and development to stay
competitive.
2-Regulatory Challenges: Regulatory scrutiny regarding issues like loot boxes, gambling, and
data privacy can lead to increased compliance costs and restrictions on business practices.
3-Emergence of New Competitors: New entrants into the gaming industry, including indie
developers and tech giants, pose a threat to Activision's market share and customer base.
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4) EMPLOYEE WORKING SATISFACTION
ELECTRONIC ARTS
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21
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Activision
23
CHAPTER – 4
CONCLUSION
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CONCLUSION
The media industry can be categorized into various sectors, including audio, books and
publishing, news, TV, film, and video, as well as video games and esports. Each sector
experiences growth and evolution, with trends such as the rise of audiobooks and streaming
music in the audio category, the expansion of online book publishing platforms, the
importance of diverse revenue streams in gaming, and the opportunities presented by
emerging markets and cross-platform integration in esports.
However, there are also challenges and threats facing the media industry, such as competition
from other entertainment forms, infrastructure challenges, piracy, player burnout in esports,
and technological disruptions. Despite these challenges, the media industry continues to adapt
and innovate to meet the evolving needs and preferences of audiences worldwide.
Impact of COVID-19 on Esports Industry:
Agrawal and Upadhyay conducted a study on the impact of COVID-19 on the esports
industry, particularly in India. They found that despite challenges, the pandemic may have
accelerated the industry's progress, especially among the youth. The study highlights the need
for continued research to understand the psychology of esports players and viewers and
emphasizes ethical considerations in research involving people and animals.
Economic and Sports-related Aspects of Esports:
Chikish, Carreras, and Garcí's research focuses on the economic and business aspects of
esports. They discuss the rapid growth of the industry and the need for defined governance
and financial structures. The paper also explores research opportunities in sports economics
related to esports and identifies future research directions.
Growth of Online Gaming Industry in India:
Dubey highlights the significant growth of the online gaming industry in India, driven by
factors like affordable smartphones and popular games. Challenges such as high costs of
importing gaming components and scalpers are discussed, alongside the promising future of
the industry with potential for more female participation and the rise of augmented reality-
based games.
Impact of Game Development Technologies:
Gharat discusses the impact of game development technologies on the gaming industry,
emphasizing the role of gaming engines like Unreal Engine and artificial intelligence in
enhancing entertainment and connectivity.
25
Growth and Transformation of Gaming Industry in India:
Kumar explores the growth and transformation of the gaming industry in India, noting a shift
in perception and increased engagement due to the COVID-19 pandemic. The paper
highlights challenges such as lack of support for domestic companies and societal mindset
issues, alongside opportunities for growth through government support and investments.
Influence of E-sport Curriculum on Adolescents' Game Addiction:
Mumtaz et al. investigate the influence of e-sport curriculum on game addiction behavior
among adolescents in Indonesia. Their research suggests significant impacts and emphasizes
the importance of considering cultural context and diverse samples in such studies.
Relationship between Stressors and Mental Health in Esports Athletes:
Smith et al. examine the relationship between stressors, sleep quality, burnout, and social
phobia anxiety in esports athletes. Their findings underscore the importance of addressing
these factors to enhance mental well-being among esports athletes.
Financial Performance:
Electronic Arts (EA) reported a revenue of $5.6 billion for fiscal year 2023, while Activision
Blizzard boasted a higher revenue of $8.5 billion during the same period, indicating a
significant revenue disparity.
Activision Blizzard holds a slight edge in profitability with a net profit margin of 25%,
compared to EA's 21% for the same fiscal year.
Game Portfolio:
EA boasts popular franchises like FIFA, Madden NFL, The Sims, Battlefield, and Need for
Speed, particularly dominant in sports simulation games.
Activision Blizzard's flagship franchises include Call of Duty, Overwatch, World of Warcraft,
Diablo, and StarCraft, with a focus on action-packed and multiplayer games.
SWOT Analysis - Electronic Arts:
Strengths: Global presence, strong brand recognition, diversified revenue streams.
Weaknesses: Dependency on franchise success, high development costs, negative public
perception.
Opportunities: Growth of digital distribution, expanding into emerging markets, expansion
into mobile gaming.
Threats: Rapid technological changes, emergence of new competitors, cybersecurity risks.
26
SWOT Analysis - Activision:
Strengths: Strong franchise portfolio, diversified revenue streams, global presence.
Weaknesses: Dependency on franchise success, high development costs, negative public
perception.
Opportunities: Expansion into emerging markets, growth of digital distribution, expanding
into mobile gaming.
Threats: Rapid technological changes, regulatory challenges, emergence of new competitors.
Employees of both the companies are satisfied to work with their respective companies.
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4) https://www.futurelearn.com
5) https://www.ea.org
6) https://www.activision.com
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