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EA (ELECTRONIC ARTS)
Electronic Arts
Human Resource Function
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Table of Contents
Introduction.....................................................................................................2
SWOT Analysis.................................................................................................3
Human Resource Function...............................................................................5
Recruitment Function of Electronic Arts........................................................7
Introduction
Electronic Arts or popularly known as EA Games, is a video game developer, publisher
and distributor. Electronic Arts in 1982 was founded by Trip Hawkins. Electronic Arts has its
headquarter in Redwood City, California. In its last financial year ending March 31, 2016, EA
posted GAAP (Generally Accepted Accounting Principles) revenue of US $4.4 Billion, and has a
total of 8,500 employees worldwide (Yahoo Finance, 2016).
EA began as a game developer, and found success in the early 1980s, and published many
legendary titles. When Hawkins left to found another company in 1991, EA went on an
acquisition spree to acquire other game companies and their Intellectual Properties. From 1991 to
2006, there was an average of 1.2 acquisitions a year (EA, 2016).
Since then, EA has concentrated on growth through creativity and currently provides
content and games for a wide variety of devices and consoles, and is well known for titles like
the Mass Effect, Dragon Age and Battlefield series. EA targets a wide range of audiences, from
SIMS, a simulation game, for younger audiences, to critically acclaimed role playing games such
as Mass Effect for more mature audiences.
SWOT Analysis
Strengths
EA is a well-established brand, and its titles are generally favorably reviewed. Consumers
tend to equate EA with quality.
Over the years, it has gained many reputable developers under its wing.
Possesses valuable intellectual properties like the Mass Effect Series that have done
extremely well in sales.
Weaknesses
In recent years, EA has been known for shortening its yearly refreshes of games. This is
an industry practice where new games are made for existing intellectual properties. These
games could be sequels, prequels reboots or spin-offs from the main series. A yearly
release is based on a developmental period of a few years, but made possible with
staggered yearly releases from different developers. The shortening of the cycle leads to
shorter development time for games, which means content is cut and releases could be
filled with problems. An example would be the SimCity 2013 reboot, where many
reviewers criticized the unreliability of the game to operate as it should have on its first
day of release (Metacritic, 2013).
The company has also been rated The Worst Company in America for 2012 and 2013,
by The Consumerist, a magazine that focuses on consumers interaction with companies
(Morran, 2012).
Opportunities
EA is well positioned to transition into the next phase of the gaming industry, VR (virtual
reality). EA possesses the resources and developers to create next generation games on
the new platform (Gupta, 2016).
Threats
EAs major competitor, game publisher Activision Blizzard, has been doing very well in
the creation of new intellectual properties. While EA has been following yearly refreshes
of successful IPs, Activision Blizzard has been creating new ones, Destiny and
Overwatch to name a few. Continually rehashing old IPs could lead to declining sales as
consumer tires of the genre (Waugh, 2006).
The process of human resource management starts with the recruitment function. It is a key
function of human resource management and if done right minimizes a lot of issues in the future.
However the opposite is also true. If the recruitment function is not carried out properly, the
implications can be long term. A detailed analysis of this function of Human Resources has been
carried out below.
Recruitment: The process of identification of an existing or potential organizational gap and
undertaking efforts to fill it by the means of attracting potential employees and evaluating,
selecting and hiring them thereafter is known as Recruitment (Armstrong, 2014). Recruitment
can be done internally or can be outsourced to a recruitment agency.
The process of recruitment has the following four steps (Boundless, 2016). The following section
analyses these steps while also drawing a comparison with the recruitment practices of EA:
a. Job analysis: once a requirement has been identified, there arises a need to
analyze what exactly is required from the candidate. This involves an analysis of
job responsibility, description and the required qualification for the job. Job
description defines the work to be carried out in the job and job profile or
specification describes the conditions that a candidate needs to fulfill in order to
bag the job. For instance, lower level developers in EA are often hired on
assignment or hourly basis (Hyman, 2008).
b. Sourcing: the process of sourcing involves employing diverse techniques to attract
and identify suitable candidates for the offered position. This process can be
internal and/ or external. It is basically advertising the fact that a position is open
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Matching people with jobs: the recruiters now try to match the job portfolio
with the qualification of the employees to the maximum possible extent. This
is in order to avoid mass firing as in 2007, which was largely attributed to the
programmers not being up to the mark on the development of certain
products. Off course it is not always possible to find a perfect match. But the
best available option is selected by following the under mentioned three
strategies:
Right person as per the job
Improvising the job descriptions to match the individuals qualification.
Providing necessary training and engaging in developmental activities to
ii)
iii)
approach.
The best practice: under this technique, the recruiters or selectors apply the
best possible technique to find a person whose qualifications are apt as per the
job description. The person who is the right fit is selected. This practice
however only concentrates on the current practices and needs of the
organization, whereas the future requirements are generally not considered.
Conclusion
An analysis of the Strengths, Weaknesses, Opportunities and Threats of the organization show
that the company needs to buckle up a bit in order to sustain in the market for long term. The
company being voted the worst company two years in a row, along with the former inhospitable
working environment could cause an irreversible damage to the companys reputation. The
company needs to employ its strengths like availability of vast Intellectual property to combat
the potential threat of being outdated in terms of product development. It also needs to overcome
its weaknesses by investing in the available opportunity along with employing its strength of
being a global brand.
The HR practices of Electronic Arts have improved and developed significantly in the past few
years, but there is still some room for development. In terms of strategic planning,
implementation is as important as the plan itself. Without implementation a plan is worthless. As
discussed in the above essay, the company has taken significant actions in direction of improving
the work environment for its employees, but after a few years it is believed to be returning upon
the same track. It is important that the company in order to get optimum benefits from its Human
resources maintain a positive environment for the employees. Steps like hourly wage system are
a proven hit in this regard. More such actions from the managements endwould further enhance
the attractiveness of the organization as a potential employer.
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References
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Gupta, A. a. (2016). Electronic Arts: gambling on the future of video games.
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