Electronic Arts (EA) VRIO / VRIN Analysis | Assignment Help

What is VRIO / VRIN Analysis ?

VRIO stands for – Value of the resource, Rareness of the resource, Imitation Risk, and Organizational Competence.

VRIO is a resource focused strategic analysis tool. To build a sustainable competitive advantage the resources that –casename— needs to be valuable, rare, and difficult to imitate. Secondly the –casename— needs to possess capabilities, organizational structure, and culture to optimize the available resources usage. VRIO analysis can help organizations such as Electronic Arts (EA) to do better resource allocation and build a defensible value and supply chain.

Order a Electronic Arts (EA) VRIO / VRIN Analysis now

VRIO / VRIN Analysis

What is a Valuable Resource for Electronic Arts (EA)? Defining Valuable in VRIO


A resource or capability is considered valuable for Electronic Arts (EA) , if it allows the Electronic Arts (EA) to exploit opportunities or negate threats emerging out of both the micro business environment and the macro environment. If a resource does not allow Electronic Arts (EA) to minimize threats or exploit opportunities, than it doesn't contribute signficantly to building a sustainable competitive advantage for Electronic Arts (EA).

What are Rare Resources for Electronic Arts (EA)? Defining Rare in VRIO


In an industry that Electronic Arts (EA) operates in, valuable resources are held by number of competitors. So valuable resources themselves don’t provide a sustainable competitive advantage. Electronic Arts (EA) require rare resources to compete in the industry. If Electronic Arts (EA) don’t have rare resources that are required to succeed in the industry then Electronic Arts (EA) won’t be able to compete successfully in the marketplace. Secondly holding rare resources can provide Electronic Arts (EA) competitive advantage against players that don’t have those rare resources. HBR Case Study Solution

What is a Inimitable (Difficult to Immitate) Resource for Electronic Arts (EA)? Defining Inimitable in VRIO


A valuable and rare resource can provide a competitive advantage to Electronic Arts (EA) for certain period of time as all the competitors are going to try to imitate or replicate that resource. A sustained competitive advantage emerges, if the resource is difficult to imitate by the competitors. Electronic Arts (EA) can create inmitability by innovating on the product side, reducing pain points on service delivery, and having an effective post sales servicing strategy. Check out the SWOT analysis of Electronic Arts (EA)

What is a Organization for Electronic Arts (EA)? Defining Organization in VRIO


Even if the Electronic Arts (EA) has all the valuable resources that are both rare and difficult to imitate, it won’t automatically result into a sustainable competitive advantage. The key to build the sustainable competitive advantage is to have organizational capabilities, expertise, and structure to exploit the resources. If Electronic Arts (EA) is not organized based on its strengths then it won’t able to exploit all the resources that it possesses.

Resources Value Rare Imitation Organization Competitive Advantage
Track Record of Project Execution Yes, especially in an industry where there are frequent cost overun Yes, especially in the segment that Electronic Arts (EA) operates in No, none of the competitors so far has able to imitate this expertise Yes, Electronic Arts (EA) is successful at it Providing Strong Competitive Advantage
Electronic Arts (EA) Customer Network and Loyalty Yes, 23% of the customers contribute to more than 84% of the sales revenue Yes, firm has invested to build a strong customer loyalty Has been tried by competitors but none of them are as successful as Electronic Arts (EA) Electronic Arts (EA) is leveraging the customer loyalty to good effect Provide Electronic Arts (EA) medium term competitive advantage
Alignment of Activities with Electronic Arts (EA) Corporate Strategy Yes No Each of the firm has its own strategy Yes, company has organizational skills to extract the maximum out of it. Still lots of potential to build on it
Opportunities in the Adjacent Industries that Electronic Arts (EA) can exploit & New Resources Required to Enter those Industries Can be valuable as they will create new revenue streams No Can be imitated by competitors All the capabilities of the organization are not fully utilized yet Has potential
Customer Community of Electronic Arts (EA) Yes, as customers are co-creating products Yes, the Electronic Arts (EA) has able to build a special relationship with its customers It is very difficult for Electronic Arts (EA) competitors to imitate the culture and community dedication Going by the data, there is still a lot of upside in building on Electronic Arts (EA) customers community ecosystem Providing Strong Competitive Advantage
Financial Resources of Electronic Arts (EA) Yes No Financial instruments and market liquidity are available to all the nearest competitors Electronic Arts (EA) has reasonably sound financial position Electronic Arts (EA) has relatively sustainable Competitive Advantage
Opportunities in the E-Commerce Space for Electronic Arts (EA) - using Present IT Capabilities Yes, the e-commerce space is rapidly growing and Electronic Arts (EA) can exploit the emerging opportunities No, most of the competitors are investing in IT to enter the space The AI and inhouse analytics can be difficult to imitate It is just the start for the organization In the long run it can provide sustainable competitive advantage
Position among Retailers and Wholesalers – Electronic Arts (EA) retail strategy Yes, Electronic Arts (EA) has strong relationship with retailers and wholesalers Yes, Electronic Arts (EA) has dedicated channel partners Difficult to imitate though not impossible Yes, over the years company has used it successfully Sustainable Competitive Advantage
Access to Critical Raw Material for Successful Execution Yes Yes, as other competitors have to come to terms with Electronic Arts (EA) dominant market position Can be imitated by competitors Yes Providing Sustainable Competitive Advantage
Successful Implementation of Digital Strategy at Electronic Arts (EA) Yes, without a comprehensive digital strategy it is extremely difficult to compete No, as most of the firms are investing into digitalizing operations Can be imitated by competitors One of the leading player in the industry Digital strategy has become critical in the industry but it can't provide sustainable competitive advantage to
Global and Local Presence of Electronic Arts (EA) Yes, as it diversify the revenue streams and isolate company's balance sheet from economic cycles Yes Can be imitated by competitors of Electronic Arts (EA) but at a relatively high cost Yes, it is one of the most diversified companies in its industry Providing Strong Competitive Advantage
Talent to Manage Regulatory and Legal Obligations Yes No Can be imitated by competitors Yes Not critical factor
Intellectual Property Rights, Copyrights, and Trademarks Yes, they are extremely valuable for Electronic Arts (EA) to thwart competition Yes, IPR and other rights are rare and competition of Electronic Arts (EA) will find it extremely difficult to copy Risk of imitation is low but given the margins in the industry disruption chances are high So far the firm has not utilized the full extent of its IPR & other properties Providing Strong Competitive Advantage
Sales Force and Channel Management of Electronic Arts (EA) Yes No Can be imitated by competitors Still there is lot of potential to utilize the excellent sales force Can provide Electronic Arts (EA) sustainable competitive advantage. Potential is certainly there.


Electronic Arts (EA) SWOT Analysis, SWOT Matrix, Weighted SWOT Case Study Solution & Analysis





Books and References


Ahir Gopaldas and Anton Siebert (2022 July August) "What You’re Getting Wrong About Customer Journeys", Harvard Business Review , 92
Linda A. Hill, Emily Tedards, and Taran Swan (2021) "Drive Innovation with Better Decision-Making", Harvard Business Review 86
Dyer, J. H., & Hatch, N. (2004). Using Supplier Networks to Learn Faster. Sloan Management Review, 45(3), 57–63
Barney, J. B. (1991). Firm resources and sustained competitive advantage. Journal of Management, 17, 99–120
Dyer, J. H., Kale, P., & Singh, H. (2004, July–August). When to ally and when to acquire. Harvard Business Review, 109–115

MBA Admission help, MBA Assignment Help, MBA Case Study Help, Online Analytics Live Classes