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Electronic Arts (EA) Business Model Canvas

Electronic Arts Gaming & Entertainment

Key Partnerships

  • Sports leagues (NFL, FIFA, NHL)
  • Athletes & players unions
  • Platform holders (Sony, Microsoft)
  • Streamers & content creators
  • Esports organizations
  • Retail partners
  • Cloud gaming providers

Key Activities

  • Game development
  • Live service operations
  • Sports licensing negotiations
  • Esports management
  • Mobile game development
  • Engine development (Frostbite)
  • Community management

Key Resources

  • Sports licenses
  • Frostbite engine
  • Development studios
  • Established franchises
  • Player data & analytics
  • EA Play subscribers
  • Brand recognition

Value Propositions

  • Authentic sports experiences
  • Annual franchise updates
  • Live service games (Apex)
  • EA Play subscription
  • Ultimate Team modes
  • Cross-platform play
  • Mobile sports gaming

Customer Relationships

  • EA Play subscription
  • Ultimate Team engagement
  • Community forums
  • Esports events
  • Creator programs
  • Beta access

Channels

  • EA App
  • PlayStation Store
  • Xbox Store
  • Nintendo eShop
  • Mobile app stores
  • Retail partners

Customer Segments

  • Sports fans
  • Competitive gamers
  • Mobile players
  • EA Play subscribers
  • Ultimate Team players
  • Casual gamers
  • Esports viewers

Cost Structure

  • Game development
  • Sports licensing fees
  • Marketing
  • Live operations
  • Employee compensation
  • Engine development
  • Esports investment

Revenue Streams

  • Full game sales
  • Live services (Ultimate Team)
  • EA Play subscriptions
  • Mobile in-app purchases
  • Advertising (mobile)
  • Esports
  • Licensing

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Electronic Arts Business Model Canvas: Complete BMC Analysis

The Electronic Arts (EA) Business Model Canvas reveals how EA became a gaming giant through sports franchises and live service monetization. This BMC framework analysis covers EA's nine building blocks: Key Partners, Key Activities, Key Resources, Value Propositions, Customer Relationships, Channels, Customer Segments, Cost Structure, and Revenue Streams.

Value Propositions: Sports Gaming Dominance

EA's Value Propositions include authentic sports experiences (EA Sports FC, Madden, NHL), live service games (Apex Legends), and annual franchise updates. This sports licensing focus contrasts with the first-party IP approach in the Nintendo Business Model Canvas and Sony Business Model Canvas.

Revenue Streams: Live Services Era

EA's Revenue Streams include full game sales, live services (Ultimate Team, battle passes), subscriptions (EA Play), and mobile gaming. This recurring revenue model mirrors monetization strategies in the Epic Games Business Model Canvas and Riot Games Business Model Canvas.

Customer Segments in the BMC

EA's Customer Segments include sports fans, competitive gamers, mobile players, and EA Play subscribers. This sports fan focus differs from the broad appeal in the Nintendo Business Model Canvas and esports focus of the Riot Games Business Model Canvas.

Key Resources: Sports Licenses

The Key Resources block includes sports league licenses (NFL, FIFA/UEFA, NHL), Frostbite engine, development studios, and established franchises. This licensing strategy parallels content deals in the Spotify Business Model Canvas and Netflix Business Model Canvas.

Key Partners and Key Activities

EA's Key Partners include sports leagues, athletes, platform holders (Sony, Microsoft, Nintendo), and streamers. Key Activities encompass game development, live operations, and esports management. Compare this platform relationship to the Sony Business Model Canvas and Microsoft Business Model Canvas.

Channels and Customer Relationships

EA's Channels include EA App, console stores, mobile app stores, and retail. Customer Relationships leverage EA Play subscriptions, Ultimate Team engagement, and community management. This subscription approach echoes the Microsoft Business Model Canvas Game Pass model.

Comparing Gaming Business Model Canvases

Study related BMC examples: Epic Games BMC for live services, Riot Games BMC for free-to-play, Nintendo BMC for first-party IP, and Sony BMC for platform gaming.

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