Table of Contents Executive Summary3 1. Historical Events of electronic easy humanities4 2. Significant Relationships 7 3. SWOT Analysis9 4. Technical Analysis.10 5. investing Risk Analysis11 6. Strategies for the Future13 7. Conclusion14 8. References15 Executive Summary electronic liberal arts (EA) cave ins, markets, let goes and distributes syner removeic softw be games that ar drop deadable by consumers on the following devices: In-home video game consoles, such as the Sony PlayStation 2, Microsoft Xbox and Nintendo GameCube. Personal computers (PCs). Mobile video game players and cellular handsets On soak up Collectively, these are referred to as platforms. electronic humanities ability to stretch out synergetic software games for multiple platforms is the effectuality of the troupe. The products that are designed to play on consoles and mobile platforms are p ublished under pass from the manufacturers of these platforms and Electronic Arts pays a fee to the platform manufacturers for engine room and intellectual property, which modify them to publish products on their platforms.
Electronic Arts invests in the human race of software tools to more efficiently develop games for multiple platforms. The company also invests in facilities and equipment that allow them to pass water and trim video and audio recordings that are used in their games. The interactive software games that they develop and publish are modest conquer into 3 major categories: (1 ) EA studio apartment Products, (2) co-pub! lishing products and (3) distribution products. To date, Electronic Arts has published games for over 45 different platforms. EA studio Products are published under three major brands. 1.EA Sports They publish realistic sports simulation games. Some of the recent products in this flexure include Madden NFL 2005, NCAA Football 2005, Rugby 2005, FIFA...If you want to get a full essay, order it on our website: OrderCustomPaper.com
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