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Strategic Analysis Presented By: . KnightLine, Inc. Preview. Parag Shah: Corporate Information Chellene Alferez: External Analysis Carla Coleman: Internal Resources Wessam Kaddoura: Financial Analysis Jabez Park: Major Rivals and Key Success Factors Jennifer Hartzler: Strategic Direction.
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Strategic Analysis Presented By: KnightLine, Inc.
Preview • Parag Shah:Corporate Information • Chellene Alferez:External Analysis • Carla Coleman:Internal Resources • Wessam Kaddoura:Financial Analysis • Jabez Park:Major Rivals and Key Success Factors • Jennifer Hartzler:Strategic Direction
Activision, Inc. • Mission to be one of the largest most profitable and well respected interactive entertainment software companies in the world • 70% of sales from games it publishes or distributes for play on console systems • The Tony Hawk franchise has brought nearly a billion dollars over the years for Activision
Key Goals and Objectives • Primary Objective:Invest in and obtain Intellectual Property Rights and Licenses • Secondary Objectives: • International Market Penetration • Emerging Opportunities: • Wireless Gaming • In-Game Advertising • Online Gaming
Highlights • Timeline: 1979 - Activision is formed 1981 - Activision releases games for Atari 1998 - Alliance with LucasArts and Disney 2001 - Gets rights to Spiderman 2003 - Teams up with Dreamworks • Competitors: • Electronic Arts • Take-Two Interactive (Rockstar)
Portfolio Snapshot • Games • Tony Hawk • Doom • Call of Duty • Licenses • Dreamworks Animation: Shrek • LucasArts: Star Wars • Marvel: Spiderman • Disney
Industry • Interactive entertainment software • Publishing business • Design and development • Marketing • Sales and distribution • Product categories and segments • Action, adventure, sports, racing, fantasy, role-playing, simulation and strategy • Console, online, mobile and serious gaming
Broad Environment • Next-generation systems and games • Xbox 360, PlayStation 3 • Advanced graphics and new concepts • Stable brand recognition • Growth through acquisitions and alliances • Vicarious Visions Inc. in January 2005 • Toys For Bob Inc. in April 2005 • Beenox, Inc. in May 2005
Porter’s Five Forces Model Threat of Buyers Threat of Substitutes Threat of Suppliers Competition in Industry High Threat of Rivalry Threat of New Entrants Medium Low
STRENGTHS Company's diverse product selection outsells it’s category Exclusive rights to popular brands and titles Development of premium mobile games WEAKNESSES Seasonal sales peaks Portfolio of products underperforming market Increased spending on consumer and trade activity Internal Resources
Value Chain Analysis Primary Functional Area Secondary Functional Areas Marketing Developers Publishers Production Consumer Distribution
VRIO Framework Valuable Rare Costly to Imitate Organization Temporary Advantage
Financial Analysis Financials: Net Revenue 2005 1.4 B Cost/Expenses Product 660 M Other 563 M Total Cost/Expenses ‘05 1.2 B Operating Income 185 M Investment Income +13 M EBT 198 M
Financial Analysis Net Sales-Platform (publishing): █ =Console █= PC █= Handheld
Financial Analysis • Z-score: 2.79 |-------BAD-------l--------OK--------|------GOOD-------| 1.81 2.675 Operating Margins: • Publishing High (Development / Production Costs) • Distribution Low • Hardware Sales Low • Software Sales Higher
Major Rivals – Electronic Arts • Revenues: $3.1 billion for fiscal 2005 • 31 titles sold over 1 million units • Employees: 6,500 worldwide • EA Brands:Four Brand Logos • EA SPORTS™ • EA SPORTS BIG™ • EA™ (Brands and Movie Licenses) • POGO™
Major Rivals –Take 2 • Revenues: $1.128 billion in 2004 • Labels: Rockstar Games, Global Star Software, 2K Games, 2K Sports, Joytech • Jack of All Games: Distribution subsidiary • Licenses: Mafia, Conflict: Desert Storm, Stronghold, Hidden & Dangerous • Focus on brand franchises: Grand Theft Auto, Max Payne, Midnight Club
Major Rivals –Take 2 • Mature Audience • Primary Market: Men aged 18-34 • Genres: Action, Racing, RPG, Simulation, Shooter, Strategy, Sports
Key Success Factors • Innovative Packaging • Maintain Brands and Licenses • Create New Franchises • Capitalize on Environment
Primary Generic Strategy • Product Differentiation: Specialized products that serve various markets; brand recognition is key • FOUR Key Initiatives: • Increasing Operating Income • Obtaining Intellectual Properties • Greater International Market Penetration • Emerging New Opportunities • Wireless gaming, in-game ads, online gaming
Strategy Evaluation • Strong and Appropriate Strategy • We suggest . . . • Capitalizing on “lag time” in console market • To further enhance brand: • Aggressively engage in-game ads • Enjoy first-mover advantages in online gaming • Expand internationally, i.e. China • Be frontrunner in license race