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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VRIO / VRIN Analysis

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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