Electronic Arts, Inc. (
EA) ( ) is
an international
developer,
marketer,
publisher and
distributor of
video games. Founded and
incorporated on May 28, 1982 by
Trip
Hawkins, the company was a pioneer of the early
home computer games industry and was notable
for promoting the designers and programmers responsible for its
games. Originally, EA was a home computing game publisher. In the
late 1980s, the company began developing games in-house and
supported consoles by the early 1990s. EA later grew via
acquisition of several successful developers. By the early 2000s,
EA had become one of the world's largest third-party publishers. In
May 2008, the company reported net annual revenue of
US$4.02 billion in fiscal year 2008.
Currently, EA's most successful products are sports games published
under its
EA Sports label, games based on
popular movie licenses such as
Harry
Potter and games from long-running franchises like
Need for Speed,
Medal of Honor,
The Sims,
Battlefield and the later games in
the
Burnout and
Command & Conquer
series. They are also the distributors of the
Rock Band series. EA reported a
$1.08 billion loss for the financial year ending March 2009.
Revenue for the same period was up to $4.2 billion, a 15 percent
rise from the previous year’s $3.6 billion.
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History
1982–1991
In February 1982, Trip Hawkins arranged a meeting with
Don Valentine of
Sequoia Capital to discuss financing his new
venture,
Amazin' Software.
Valentine encouraged Hawkins to leave
Apple
Inc.
, in which Hawkins served as Director of Product
Marketing, and allowed Hawkins use of Sequoia Capital's spare office space to
start the company. On 28 May 1982, Trip Hawkins incorporated
and established the company with a personal investment of an
estimated
US$200,000. Seven
months later in December 1982, Hawkins secured US$2 million of
venture capital from
Sequoia Capital,
Kleiner Perkins Caufield
& Byers, and
Sevin Rosen
Funds.

Electronic Arts' original corporate
logo, 1982–1999.
For more than seven months, Hawkins had refined his Electronic Arts
business plan. With aid from his first
employee (with whom he worked in marketing at Apple),
Rich Melmon, the original plan was written,
mostly by Hawkins, on an
Apple II in
Sequoia Capital's office in August 1982. During that time, Hawkins
also employed two of his former staff from Apple,
Dave Evans and
Pat
Marriott, as
producer. The
business plan was again refined in September and reissued on 8
October 1982. Between September and November, employee headcount
rose to 11, including Tim Mott,
Bing
Gordon,
David Maynard, and Steve
Hayes.
Having outgrown the office space provided by
Sequoia Capital, the company relocated to a San
Mateo
office that overlooked the San Francisco
Airport
landing path. Headcount rose rapidly in
1983, including
Don Daglow,
Richard Hilleman, Stewart Bonn, David
Gardner, and Nancy Fong.
Hawkins was determined to sell directly to buyers. Combined with
the fact that Hawkins was pioneering new game brands, this made
sales growth more challenging. Retailers wanted to buy known brands
from existing distribution partners. Despite this, revenue was $5
million in the first year and $11 million the next. Former CEO
Larry Probst arrived as VP of Sales in
late 1984 and helped the company sustain growth into $18 million in
its third full year. Teaming with the existing sales staff that
included
Nancy Smith, David Klein, and
David Gardner, Probst built the largest sales force of any American
game publisher. This policy of dealing directly with retailers gave
EA higher margins and better market awareness, key advantages the
company would leverage to leapfrog its early competitors. In
December 1986 David Gardner and Mark Lewis moved to the UK to open
a European headquarters. Up until that point publishing of
Electronic Arts Games, and the conversion of many of their games to
compact cassette versions in Europe
was handled by
Ariolasoft.
A small company in
Wales
was already called Electronic Arts, and until 1997
Electronic Arts in the UK was known legally as EOA, a name derived
from its square/circle/triangle logo. The Welsh company
ceased trading in 1997 and Electronic Arts acquired the rights to
the name.
Most of the early employees of the company disliked the Amazin'
Software name that Hawkins had originally chosen when he
incorporated the company.
While at Apple, Hawkins had enjoyed company
offsite meetings at Pajaro Dunes
and organized such a planning offsite for EA in
October 1982. Following a long business day at the offsite,
the dozen employees and advisers who were present agreed that they
would stay up that night and see if they could agree unanimously on
a new name for the company.
Hawkins had developed the ideas of treating software as an art form
and calling the developers, "software artists." Hence, the latest
version of the business plan had suggested the name "SoftArt".
However, Hawkins and Melmon knew the founders of
Software Arts, the creators of
VisiCalc, and thought their permission should be
obtained. But
Dan Bricklin did not want
the name used because it sounded too similar (perhaps "
confusingly similar") to
Software
Arts. However, the name concept was liked by all the
attendees. Hawkins had also recently read a best-selling book about
the film studio,
United Artists, and
liked the reputation that company had created. Early advisers Andy
Berlin, Jeff Goodby, and Rich Silverstein (who would soon form
their own ad agency Goodby, Silverstein & Partners) were also
fans of that approach, and the discussion was led by Hawkins and
Berlin. Hawkins said everyone had a vote but they would lose it if
they went to sleep.
Hawkins liked the word "electronic", and various employees had
considered the phrases "Electronic Artists" and "Electronic Arts".
Other candidates included Gordon's suggestion of "Blue Light", a
reference from the movie "Tron". When Gordon and others pushed for
"Electronic Artists", in tribute to the
film company United
Artists, Steve Hayes opposed, saying, "We're not the artists,
they are..." meaning that the developers whose games EA would
publish were the artists. This statement from Hayes immediately
tilted sentiment towards Electronic Arts and the name was
unanimously endorsed.
A novel approach to giving credit to its developers was one of EA's
trademarks in its early days. This characterization was even
further reinforced with EA's packaging of most of their games in
the "album cover" pioneered by EA because Hawkins thought that a
record album style would both save costs and convey an artistic
feeling. EA routinely referred to their developers as "artists" and
gave them photo credits in their games and numerous full-page
magazine ads. EA also shared lavish profits
with their developers, which added to their industry appeal.
Because of this novel treatment, EA was able to easily attract the
best developers. The square "album cover" boxes (such as the covers
for 1983's
M.U.L.E. and
Pinball Construction
Set) were a popular packaging concept by Electronic Arts,
which wanted to represent their
developers as "
rock stars". After a very successful run on home
computers, Electronic Arts later branched out and produced console
games as well. Eventually Trip Hawkins left EA to found the now
defunct
3DO company.
1991–2007

Welcome sign at EA headquarters in
Redwood Shores
EA is
currently headquartered in the Redwood
Shores
neighborhood of Redwood City
, California
. Following the departure of Trip Hawkins,
Larry Probst took over the reins and
led the company to its current size and stature. Probst considered
himself a man of principle and has refused to follow the M-rated
example set by
Take-Two
Interactive, whose violent
Grand Theft Auto franchise
became the dominant brand in many key demographics from 2000
through 2003. As a result, Probst was heavily criticized by Wall
Street analysts, who believe that because of this policy, EA's
stock price is lower than it should be. In late March 2005,
Electronic Arts issued its first ever mid-quarter profit warning
blaming hardware shortages and lower than expected fourth quarter
sales.
Not that M-rated games are new to EA: in 1999 EA approved its first
M-rated game,
System Shock
II for the PC. Probst later changed his overall stance on
M-rated games, and now EA has several titles that compete in the
M-rated, adult game arena.
In 2004, EA made a multimillion dollar
donation to fund the development of game production curriculum at
the
University of Southern California's Interactive Media
Division
. In addition to the funds, EA staff members
have been actively teaching and lecturing at the school. On 1
February 2006, Electronic Arts announced that it would cut
worldwide staff by 5 percent. On 20 June 2006 EA purchased
Mythic Entertainment, who are finished
making
Warhammer
Online.
After Sega's
ESPN NFL 2K5
successfully grabbed market share away from EA's dominant Madden
NFL series during the 2004 holiday season, EA responded by making
several large sports licensing deals which include an exclusive
agreement with the
NFL, and
in January 2005, a 15-year deal with
ESPN. The
ESPN deal gave EA exclusive first rights to all ESPN content for
sports simulation games. On 11 April 2005, EA announced a similar,
6-year licensing deal with the
Collegiate Licensing Company
(CLC) for exclusive rights to
college
football content.
Much of EA's success, both in terms of sales and with regards to
its stock market valuation, is due to its strategy of
platform-agnostic development and the creation of strong multi-year
franchises. EA was the first publisher to release yearly updates of
its sports franchises—
Madden,
FIFA,
NHL,
NBA Live,
Tiger Woods, etc.—with updated player
rosters and small graphical and gameplay tweaks. Recognizing the
risk of franchise fatigue among consumers, EA announced in 2006
that it would concentrate more of its effort on creating new
original
intellectual
property.
2007
In February 2007, Probst stepped down from the CEO job while
remaining on the Board of Directors. His handpicked successor is
John Riccitiello, who had worked at
EA for several years previously, departed for a while, and then
returned. Riccitiello previously worked for
Elevation Partners,
Sara Lee and
Pepsico. In June 2007, new CEO John Riccitiello
announced that EA would reorganize itself into four labels, each
with responsibility for its own product development and publishing
(the city-state model). The goal of the reorganization was to
empower the labels to operate more autonomously, streamline
decision-making, increase creativity and quality, and get games
into the market faster. This reorganization came after years of
consolidation and acquisition by EA of smaller studios, which some
in the industry blamed for a decrease in quality of EA titles. In
2008, at the DICE Summit, Riccitiello called the earlier approach
of "buy and assimilate" a mistake, often stripping smaller studios
of its creative talent. Riccitiello said that the city-state model
allows independent developers to remain autonomous to a large
extent, and cited Maxis and
BioWare as
examples of studios thriving under the new structure.
Also, in 2007, EA announced that it would be bringing some of its
major titles to the
Macintosh. EA has
released
Battlefield 2142,
Command &
Conquer: Tiberium Wars,
Harry Potter and the
Order of the Phoenix,
Madden
NFL 08,
Need for
Speed: Carbon and
Spore for the Mac.
All of the new games
have been developed for the Macintosh using Cider, a technology
developed by TransGaming that enables Intel
-based Macs
to run Windows games inside a translation layer running on Mac OS
X. They are not playable on PowerPC-based Macs.
In October 2007, EA purchased
Super Computer International, a
long standing industry provider of game server hosting for
development studios, who were currently developing the new
PlayLinc software. A week later they then purchased
VG Holding Corp, the parent company of BioWare and
Pandemic Studios.
2008–present
It was revealed in February 2008 that Electronic Arts had made a
takeover bid for rival game company
Take-Two Interactive. After its initial
offer of $25 per share, all cash stock transaction offer was
rejected by the Take-Two board, EA revised it to $26 per share, a
64% premium over the previous day's closing price and made the
offer known to the public. Rumours had been floating around the
internet prior to the offer about Take-Two possibly being bought
over by a bigger company, albeit with
Viacom
as the potential bidder. In May 2008, EA announced that it will
purchase the assets of Hands-On Mobile Korea, a South Korean mobile
game developer and publisher. The company will become EA Mobile
Korea. In September 2008, EA dropped its buyout offer of Take-Two.
No reason was given.
As of Nov 6, 2008 it was confirmed that Electronic Arts is closing
their Casual Label & merging it with their
Hasbro partnership with
The
Sims Label. EA also confirmed the departure of Kathy Vrabeck,
who was given the position as former president of the EA Casual
Division in May 2007. EA made this statement about the merger:
"We’ve learned a lot about casual entertainment in the past two
years, and found that casual gaming defies a single genre and
demographic. With the departure of Kathy Vrabeck, EA is
reorganizing to integrate casual games — development and marketing
— into other divisions of our business. We are merging our Casual
Studios, Hasbro partnership, and Casual marketing organization with
The Sims Label to be a new Sims and Casual Label, where there is a
deep compatibility in the product design, marketing and
demographics. [...] In the days and weeks ahead, we will make
further announcements on the reporting structure for the other
businesses in the Casual Label including EA Mobile, Pogo, Media
Sales and Online Casual Initiatives. Those businesses remain growth
priorities for EA and deserve strong support in a group that will
compliment their objectives." This statement comes a week after EA
announced it was laying off 6% about 600 of their staff positions
& had a $310 million net loss for the quarter.
Due to the
2008 Economic
Crisis, Electronic Arts had a poorer than expected 2008 holiday
season, moving it in February 2009 to cut approximately 1100 jobs,
which it said represented about 11% of its workforce. It will also
close 12 facilities, yet to be identified. Riccitiello, in a
conference call with reporters, stated that their poor performance
in the fourth quarter wasn't due entirely to the poor economy, but
also to the fact that they didn't release any blockbuster titles in
the quarter. In the quarter ending December 31, 2008, the company
lost
USD$641 million. As of
early May 2009, the subsidiary studio EA Redwood Shores was known
as Visceral Games.On 24 June, 2009, EA announced it will merge two
of its development studios,
BioWare and
Mythic into one single
RPG and
MMO development
powerhouse. The move will actually place Mythic under control of
BioWare as
Ray Muzyka and
Greg Zeschuk will be in direct control of the
new entity. The actual impact of this merger remains to be
seen.
On 9 November, 2009, EA announced it will acquire
casual social game
developer
Playfish for
USD$275 million. On the same day, the
company announced layoffs of 1500 employees, representing 17% of
its workforce, across a number of studios including EA Tiburon,
Visceral Games,
Mythic and
EA
Black Box.
These layoffs also lead to the complete shutdown of Pandemic Studios.
Company structure
The following are the Electronic Arts labels, with the studios that
fall under each label
- EA Games—Home to the largest number of studio and development
teams, this label is responsible for action-adventure, role
playing, racing and combat games, marketed under the EA brand. In
addition to traditional packaged-goods games, EA Games also
develops massively-multiplayer online role-playing games. Led by
Frank Gibeau.
- EA Sports—Publishes all the realistic,
casual, and freestyle sports-based titles from EA, including FIFA
Soccer, Madden NFL, Fight Night, NBA
Live, NCAA Football, NCAA March
Madness, Tiger Woods PGA Tour, NHL Hockey, NASCAR and Rugby.
Led by Peter Moore.
- EA Tiburon (Florida)
- EA Canada (Vancouver)
- EA Sports Big (San Francisco)
- EA-NC (North Carolina)
- EA Play—Creates and publishes casual games for gamers and
non-traditional gamers. Includes EA's Pogo online service Pogo.com (online games site, with numerous EA brand
tie-ins), EA Hasbro, and EA Mobile (mobile
phone and iPod games, previously JAMDAT). Led
by Kathy Vrabeck. EA Play also includes The Sims series developing and marketing
life-simulation games and online communities, including those with
"Sims" titles. Led by Rod Humble.
Criticism
Studio acquisition and management practices
During its period of fastest growth, EA was often criticized for
buying smaller development studios primarily for their intellectual
property assets, and then producing drastically changed games of
their franchises. For example,
Origin-produced
Ultima VIII: Pagan and
Ultima IX: Ascension were developed quickly
under EA's ownership, over the protests of Ultima creator
Richard Garriott, and these two are widely
considered as not up to the standard of the rest of the
series.
In early 2008, current CEO John Riccitiello stated that this
practice by EA was wrong and that the company now gives acquired
studios greater autonomy without "meddling" in their corporate
culture.
In 2008,
John D. Carmack of
id
Software said that EA is no longer The Evil Empire. id decided
to go with EA Partners, despite having a poor opinion of the
publisher's past record.
"I'll admit that, if you asked me
years ago, I still had thoughts that EA was the Evil Empire, the
company that crushes the small studios...I'd have been surprised,
if you told me a year ago that we'd end up with EA as a
publisher.", he said.
"When we went out and talked to
people, especially EA Partners people like Valve, we got almost uniformly positive
responses from them." Like other EA Partners, such as
Harmonix/MTV Games, Carmack stressed that EA Partners deal "isn't
really a publishing arrangement. Instead, they really offer a menu
of services—Valve takes one set of things,
Crytek takes a different set, and we're probably
taking a third set".
EA was criticized for shutting down some of its acquired studios
after they released poorly performing games (for instance, Origin).
Though, in some of the cases, the shutdown was merely a reformation
of teams working at different small studios into a single studio.
The historical pattern of poor sales and ratings of the first game
shipped after acquisition suggests EA's control and direction as
being primarily responsible for the game's failure rather than the
studio. In the past,
Magic Carpet
2 was rushed to completion over the objections of designer
Peter Molyneux and it shipped during
the holiday season with several major bugs. Studios such as Origin
and
Bullfrog Productions had
previously produced games attracting significant fanbases. Many
fans also became annoyed that their favorite developers were closed
down, but some developers, for example the EALA studio, have stated
that they try to carry on the legacy of the old studio (
Westwood Studios). Once EA received
criticism from labor groups for its dismissals of large groups of
employees during the closure of a studio. However, later, it was
confirmed that layoffs were not heavily confined to one team or
another, countering early rumors that the teams were specifically
targeted—countering the implication that the under performance of
certain games might have been the catalyst.
EA was once criticized for the acquisition of 19.9 percent of
shares of its competitor
Ubisoft, a move
that many felt would lead to a hostile takeover but has not yet
materialized. However, Ubisoft
CEO Yves Guillemot later indicated
that a merger with EA was a possibility.
"The first option for
us is to manage our own company and grow it. The second
option is to work with the movie industry, and the third is to
merge," he said.
EA was criticized in the media for its attempted
hostile takeover of
Take Two Interactive.
Employment policy
In 2004, Electronic Arts was criticized for employees working
extraordinarily long hours—up to 100 hours per week— and not just
at "crunch" times leading up to the scheduled releases of products.
The publication of the
EA Spouse blog,
with criticisms such as "The current mandatory hours are 9 a.m. to
10 p.m.—seven days a week—with the occasional Saturday evening off
for good behavior (at 6:30 p.m.)". The company has since settled a
class action lawsuit brought by
game artists to compensate for unpaid
overtime. The class was awarded $15.6 million. As a result, many of
the lower-level developers (artists, programmers, producers, and
designers) are now working at an hourly rate. A similar suit
brought by
programmers was settled
for $14.9 million.
Since these criticisms first aired, it's been reported that EA has
taken steps to positively address work-life balance concerns by
focusing on long-term project planning, compensation, and
communication with employees. These efforts accelerated with the
arrival of John Riccitiello as CEO in February 2007. In December
2007, an internal EA employee survey showed a 13% increase in
employee morale and a 21% jump in management recognition over a
three year period.
In May 2008, 'EA_Spouse' blog author Erin Hoffman, speaking to
videogame industry news site
Gamasutra, stated that EA had made
significant progress, but may now be falling into old patterns
again. Hoffman said that
"I think EA is tremendously reformed,
having made some real strong efforts to get the right people into
their human resources department," and
"I've been hearing
from people who have gotten overtime pay there and I think that
makes a great deal of difference. In fact, I've actually
recommended to a few people I know to apply for jobs there.",
but also claims that she's begun to hear "horror stories" once
again.
Game quality
For 2006, the games review aggregation site
Metacritic gives the average of EA games as 72.0
(out of 100); 2.5 points behind
Nintendo
(74.5) but ahead of the other first-party publishers Microsoft
(71.6) and Sony (71.2). The closest third-party publisher is
Take-Two Interactive
(publishing as 2K Games and Rockstar Games) at 70.3. The remaining
top 10 publishers (
Sega,
Konami,
THQ,
Ubisoft,
Activision) all
rate in the mid 60s. Since 2005 EA has published three games,
Battlefield 2,
Crysis, and
Rock
Band, that received Universal Acclaim (Metacritic score 90
or greater).
EA's aggregate review performance had shown a downward trend in
quality over recent years and was expected to affect market shares
during competitive seasons. Pacific Crest Securities analyst Evan
Wilson had said,
"Poor reviews and quality are beginning to
tarnish the EA brand. According to our ongoing survey of
GameRankings.com aggregated review data, Electronic Arts' overall
game quality continues to fall...Although market share has not
declined dramatically to date, in years such as 2007, which
promises to have tremendous competition, it seems likely if quality
does not improve."
EA had also received criticism for developing games that lack
innovation vis-à-vis the number of gaming titles produced under the
EA brand that show a history of yearly updates, particularly in
their sporting franchises. These typically retail as new games at
full market price and feature only updated team rosters in addition
to incremental changes to game mechanics, the user interface, and
graphics. One critique compared EA to companies like Ubisoft and
concluded that EA's innovation in new and old IPs, "Crawls along at
a snail's pace.", while even the company's own CEO, John
Riccitiello, acknowledged the lack of innovation seen in the
industry generally, saying,
"We're boring people to death and
making games that are harder and harder to play. For the
most part, the industry has been rinse-and-repeat. There's
been lots of product that looked like last year's product, that
looked a lot like the year before." EA has announced that it
is turning its attention to creating new game IPs in order to stem
this trend, with recently acquired and critically acclaimed studios
Bioware and Pandemic would be contributing to this process..
Editing of Wikipedia
On August 15, 2007 it was revealed that someone with an
IP address linked to EA had made changes to its
Wikipedia entry. The changes made included
erasing
Trip Hawkins as founder of the
company, adding a paragraph emphasizing the work of former CEO
Larry Probst, and attempting to remove
criticisms including details of the "
EA
Spouse" blog post.
An EA spokesperson told GamesIndustry.biz that
"EA sometimes
updates websites with info about the company, games and
employees. For example, EA has sent a correction to Yahoo
Finance when they had misspelled the name of an EA executive."
While not specifically addressing the changes, EA's spokesperson
explained that
"Many companies routinely post updates on
websites like Wikipedia to ensure accuracy of their own corporate
information."
Anti-trust lawsuit
On June 5,
2008, a lawsuit was filed in Oakland
, California
alleging Electronic Arts is breaking United States
anti-trust laws by signing exclusive contracts with the NFL Players
Association, the NCAA and Arena Football League, to use players'
names, likenesses and team logos. This keeps other companies
from being able to sign the same agreements. The suit further
accuses EA of raising the price of games associated with these
licenses as a result of this action. However, in an interview with
GameTap, Peter Moore claims it was the NFL that sought the deal.
"To be clear, the NFL was the entity that wanted the exclusive
relationship. EA bid, as did a number of other companies,
for the exclusive relationship," Moore explained.
"It
wasn't on our behest that this went exclusive... We bid
and we were very fortunate and lucky and delighted to be the
winning licensee." More recently, EA has been sued by former
NCAA players for allegedly using their images without
compensation.
EULA Agreements and DRM
In the September 2008 release of EA's game
Spore it was revealed that the
DRM scheme included a
program called
SecuROM and a lifetime
machine-activation limit of three (3) instances. A huge public
outcry over this DRM scheme broke out over the internet and swarmed
Amazon.com with one-star ratings and critical reviews of the game
in order to get EA to "pay attention to their consumers". This DRM
scheme, which was intended to hinder the efforts of pirates to
illegally use and distribute EA software, instead mainly affected
paying customers, as the game itself was pirated well before
release. On September 13, 2008, it was announced that
Spore was the most pirated game ever with over half a
million illegal downloads within the first week of release. In
response to customer reaction, EA officially announced its release
of upcoming
Command & Conquer: Red
Alert 3 would increase the installation limit to 5 rather
than 3. Many customers were still unsatisfied, claiming they were
still renting the game at full price.
On September 22, 2008, a global class action law suit was filed
against EA regarding the DRM in
Spore, complaining about
EA not disclosing the existence of SecuROM from the game manual,
and addresses how SecuROM runs with the nature of a
rootkit, including how it remains on the
hard drive even after
Spore is
uninstalled. On October 14, 2008, a similar class action lawsuit
was filed against EA for the inclusion of DRM software in the free
demo version of the Creature Creator.
On March 31, 2009, EA released a "De-Authorization Management Tool"
that allows customers who have installed games containing the
SecuROM activation scheme to "de-authorize" a computer, freeing up
one of the five machine "slots" to be used on another
machine.
On June 24, 2009, EA announced and formalised a change in its
approach to preventing piracy of PC games. The company plans to
drop all DRM from its game, replacing it with a traditional CD-key
check. However, games will include content that is not present on
the disc, requiring a download during the activation of the game.
The intent is to create an incentive to buy a legitimate copy of
the game. A general policy has been laid out with plans envisioning
games more as services with a lot of content to freely download or
buy linked to the game, some goodies and regular updates as a way
to coax players to use the supposedly far more attractive genuine
copies of EA games.
Notable games published
Some of the most notable and popular games of video game history
have been published by EA, and many of these are listed below.
Though EA published these titles, they did not always develop them;
some were developed by independent game development studios. EA
developed their first game in 1987.
Electronic Arts also published a number of non-game titles. The
most popular of these was closely related to the video game
industry and was actually used by several of their developers.
Deluxe Paint premiered on the
Amiga in 1985 and was later ported to other systems.
The last version in the line, Deluxe Paint V, was released in 1994.
Other non-game titles include
Music Construction Set (and
Deluxe Music Construction
Set),
Deluxe Paint
Animation and
Instant
Music.EA also published a black and white animation tool called
Studio/1, and a series of Paint titles on the Macintosh: Studio/8
and Studio/32 (1990).
Logos
The Electronic Arts logo has undergone few changes in the company's
history. EA's classic Square/Circle/Triangle corporate logo,
adopted shortly after its founding and phased out in 1999, was
devised by
Barry Deutsch of
Steinhilber Deutsch and Gard
design firm. The three shapes were meant to stand for the "basic
alphabet of graphic design." The shapes were rasterized to connote
technology. Many customers mistook the square/circle/triangle logo
for a stylized "EOA." Though they thought the "E" stood for
"Electronic" and "A" for "Arts," they had no idea what the "O"
could stand for, except perhaps the
o in "Electronic." An
early
newsletter of EA,
Farther,
even jokingly discussed the topic in one issue, claiming that the
square and triangle indeed stood for "E" and "A", but that the
circle was merely "a
Nerf ball that got stuck
in a floppy drive and has been popping up on our splash screens
ever since." Other customers saw the logo as a stylized
"ECA".
Nancy Fong and Bing Gordon came up with the idea to hide the three
shapes on the cover of every game, borrowing the idea from the
urban legends concerning the placement
of the bunny symbols on the covers of
Playboy magazine. Finding the logo's hidden
placement on early EA titles was a ritual for employees whenever a
new cover was displayed outside Fong's cubicle. In December 1986
David Gardner and Mark Lewis moved to the UK to open a European
headquarters. Up until that point publishing of Electronic Arts
Games, and the conversion of many of their games to
compact cassette versions in Europe was
handled by
Ariolasoft.
The current EA logo was derived from the logo used by sub-brand
EA Sports. It was first used, in a
different form, in 1984, when Electronic Arts introduced the "EASN"
brand (later changed to "EA Sports" due to legal difficulties with
ESPN ). The logo was modified and adopted
company-wide around 1999.
The in-game logo introduction has changed several times since the
inception of Electronic Arts. In late-1990s to 2001, Originally an
explosion sound effect accompanying the letters for "Electronic
Arts" flying into formation, followed by an electronic voice. The
sound effects have changed in certain games (sounds of the letters
whipping past, for example). In 1999 to 2003, An outlined circle
flips and forms the modern EA Games logo. Accompanied by a
synthesized ping sound. In 2002 to 2004, EA Games logo appearing on
screen, accompanied by a very loud voice saying "EA Games" followed
by a whisper saying "challenge everything". In 2005, Silver EA logo
appearing then fading away. *2006 to present: The logo is different
with every game, taking on certain visual aspects of the game it is
presented with. However the EA letters always remain the same and
the logo always remains a circle.
The company's slogan has changed several times since the company's
inception. Initially, it was "
We see farther." – Founding
tag line, then "
EA Games, challenge everything.", then
"
EA Sports, get in the game." – a shortened version of
their original slogan "
If it's in the game, it's in the
game.". "EA Sports, it's in the game" is spoken by Andrew
Anthony, a journalist for
The
Guardian and
The
Observer.
Image:Electronic Arts historical logo.svg|The classic Electronic
Arts logo, 1982–1999.Image:Ealogo.svg|Current Electronic Arts logo
used since 1999.Image:EASports-old.png|The original EASN and EA
Sports logos.File:Easports logo.jpg|Current EA Sports logo.
Studios and subsidiaries

EA headquarters
Current
- Criterion
Games in Guildford
, England, founded as Criterion Software in 1993,
acquired in August 2004.
- EA
Digital Illusions CE in Stockholm
, Sweden
- EA Canada in
Burnaby,
British Columbia
, started in January 1983.
- EA China in Shanghai, China
- EA Los Angeles
in Los
Angeles
, California, founded as DreamWorks Interactive LLC
in 1995, acquired in 2000.
- EA Montreal in
Montreal,
Quebec
, started in 2004.
- EA Casual Entertainment
- EA North Carolina in Morrisville, North Carolina
- EA
Korea in Seoul
, South
Korea
- EA
Byrnest in Mount
Sinai
, New
York
- Visceral Games
in Redwood
City
, California
, founded as EA Redwood Shores.
- EA
Freestyle in San Francisco
, California
, founded as EA Sports Big.
- EA Singapore [35169]
- EA
France in Lyon
,
France
- EA UK [35170] in Guildford, Surrey
- EA India, Noida
- Maxis in Emeryville
, California
Currently a label only.
- EA Phenomic in
Ingelheim,
Germany
, founded as Phenomic Game Development in 1997,
acquired August 2006.
- EA Tiburon in
Maitland
, Florida
, founded as Tiburon Entertainment in 1994, acquired
in 1998.
- EA Salt Lake in
Bountiful
, Utah
, founded as
Headgate Studios, founded in 1992,
acquired December 2006.
- EIS in Madrid
,
Spain
- EA Mobile in
Bucharest
, Romania, founded as JAMDAT Mobile, founded in
March 2000, acquired December 2005.
- EA
Mobile in Hyderabad
, India
- EA Studio in Bucharest, Romania, from
2008
- EA
Atlanta in Atlanta
, Georgia
.
- BioWare in Edmonton
, Alberta, Canada and Austin
, Texas
, founded in
February 1995, acquired October 2007 from Elevation Partners.
- Mythic
Entertainment in Fairfax
, Virginia
, founded as Interworld Productions in 1995,
acquired in June 2006.
Defunct
- Original HQ in San
Mateo
, California
, moved to Redwood City in 1998.
- Origin Systems
in Austin
, Texas
founded in
1983, acquired in 1992, closed in 2004.
- Bullfrog
Productions in Surrey
, England,
founded in 1987, acquired in 1995, merged with EA UK and
effectively closed in 2001.
- Black Box Games
in Vancouver
, British Columbia, founded in January 1983,
acquired June 2002 merged with EA Canada.
- EA
Baltimore in Baltimore
, Maryland
, established in 1996 as part of Origin, closed in
2000
- EA
Seattle in Seattle,
Washington
, founded in 1982 as Manley & Associates,
acquired January 29, 1996, closed in 2002
- Maxis in Walnut
Creek
, California
, founded in 1987, acquired in June 1997, folded
into Redwood Shores in 2004
- Westwood
Studios in Las
Vegas
, Nevada
, founded in
1987, acquired from Virgin Interactive
Entertainment in August 1998, merged into EA Los Angeles in
2003.
- EA
Pacific (known for a time as Westwood Pacific) in Irvine
, California
, formerly part of Virgin Interactive, acquired with
Westwood in 1998, closed in 2003
- Kesmai (known also as GameStorm), founded
in 1981, acquired in 1999, closed in 2001.
- DICE
Canada in London,
Ontario
, started in 1998, acquired DICE fully 2 October
2006; closed DICE Canada studio hours later.
- EA
Japan in Tokyo,
Japan
, closed due to consolidation; moved under EA
Partners model
- EA UK in Chertsey, United Kingdom
, moved to EA UK in Guildford
- EA
Chicago in Hoffman Estates, Illinois
, founded in 1990 as NuFX,
acquired in 2004, closed November 6 2007.
- Pandemic
Studios in Los
Angeles
, California and Brisbane
, Queensland, Australia, founded in 1998, acquired
October 2007 from Elevation
Partners, closed November 17, 2009.
See also
References
- EA Reports Fourth Quarter And Fiscal Year 2008
Results (PDF) from Thomson Reuters
- A Company Looks to Its Creative Side to Regain What
It Had Lost
- EA - Action, Fantasy, Sports, and Strategy
Videogames
- Electronic Arts to acquire Korean mobile
developer, Associated Press, 22 May 2008
- The original ea_spouse blog entry at LiveJournal
- "'Big corporation' does a turnaround"
- Top 10
publishers according to Game Develop magazine
-
http://www.gamesindustry.biz/articles/ea-completes-bioware-pandemic-deal
Bioware/Pandemic deal goes through.
- Anti-trust lawsuit over exclusive license
contracts
- So what's the deal with copy protection in Red
Alert 3?
- A copy of the Spore complaint filed
(PDF) from CourtHouseNews.com
- In 2008, Pinball Construction Set was awarded at the
59th Annual Technology &
Engineering Emmy Awards for "User Generated Content/Game
Modification": 2008 Tech Emmy Winners
Further reading
External links