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Electronic Arts 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 to do better resource allocation and build a defensible value and supply chain.
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What is a Valuable Resource for Electronic Arts? Defining Valuable in VRIO
A resource or capability is considered valuable for Electronic Arts , if it allows the
Electronic Arts 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 to minimize threats or exploit opportunities, than it doesn't contribute signficantly to building a sustainable competitive advantage for Electronic Arts.
What are Rare Resources for Electronic Arts? Defining Rare in VRIO
In an industry that Electronic Arts operates in, valuable resources are held by number of competitors. So valuable resources themselves don’t provide a sustainable competitive advantage. Electronic Arts require rare resources to compete in the industry. If Electronic Arts don’t have rare resources that are required to succeed in the industry then Electronic Arts won’t be able to compete successfully in the marketplace. Secondly holding rare resources can provide Electronic Arts 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? Defining Inimitable in VRIO
A valuable and rare resource can provide a competitive advantage to Electronic Arts 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 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
What is a Organization for Electronic Arts? Defining Organization in VRIO
Even if the Electronic Arts 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 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 |
---|---|---|---|---|---|
Marketing Expertise within Electronic Arts | Yes, firms are competing based on differentiation in the industry | No, as most of the competitors also have good marketing departments and expertise | Pricing strategies of Electronic Arts are often matched by competitors | Yes, Electronic Arts is leveraging both its inhouse marketing department and external expertise | Temporary Competitive Advantage |
Access to Cheap Capital for Electronic Arts | Yes, as a leading player in the industry and current macro economic conditions, Electronic Arts has access to cheap capital | No | Can be imitated by the competitors of Electronic Arts | Not been totally exploited | Not significant in creating competitive advantage |
Opportunities in the E-Commerce Space for Electronic Arts - using Present IT Capabilities | Yes, the e-commerce space is rapidly growing and Electronic Arts 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 |
Ability to Attract Talent in Various Local & Global Markets | Yes, Electronic Arts strategy is built on successful innovation and localization of products | Yes, as talent is critical to firm's growth | Difficult to imitate for the current competitors of Electronic Arts | To a large extent yes | Providing Strong Competitive Advantage |
Customer Community of Electronic Arts | Yes, as customers are co-creating products | Yes, the Electronic Arts has able to build a special relationship with its customers | It is very difficult for Electronic Arts competitors to imitate the culture and community dedication | Going by the data, there is still a lot of upside in building on Electronic Arts customers community ecosystem | Providing Strong Competitive Advantage |
Track Record of Leadership Team at Electronic Arts | Yes | Yes | Can't be imitated by competitors | Yes | Providing Strong Competitive Advantage |
Brand awareness of Electronic Arts products and services | Yes, the brand awareness of Electronic Arts products are high | Yes, Electronic Arts has one of the leading brand in the industry | No | Electronic Arts has utilized its leading brand position in various segments | Sustainable Competitive Advantage |
Supply Chain Network Flexibility of Electronic Arts | Yes | Yes | Near competitors also have flexible supply chain and share some of the suppliers | Fully utilized by Electronic Arts organizational structure and capabilities | Keeps the business running |
Talent to Manage Regulatory and Legal Obligations | Yes | No | Can be imitated by competitors | Yes | Not critical factor |
Position among Retailers and Wholesalers – Electronic Arts retail strategy | Yes, Electronic Arts has strong relationship with retailers and wholesalers | Yes, Electronic Arts has dedicated channel partners | Difficult to imitate though not impossible | Yes, over the years company has used it successfully | Sustainable 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 operates in | No, none of the competitors so far has able to imitate this expertise | Yes, Electronic Arts is successful at it | Providing Strong Competitive Advantage |
Opportunities in the Adjacent Industries that Electronic Arts 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 |
Opportunities for Brand Extensions for Electronic Arts products | Yes, new niches are emerging in the market | No, as most of the competitors are also targeting those niches | Yes can be imitated by the competitors | Brand extensions will require higher marketing budget | Temporary Competitive Advantage |
Access to Critical Raw Material for Successful Execution | Yes | Yes, as other competitors have to come to terms with Electronic Arts dominant market position | Can be imitated by competitors | Yes | Providing Sustainable Competitive Advantage |
Electronic Arts 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
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