Management Presentation December 1, 2013

Total Page:16

File Type:pdf, Size:1020Kb

Management Presentation December 1, 2013 Management Presentation DECEMBER 1, 2013 PRIVATE AND CONFIDENTIAL (TO BE RE-BRANDED) STUDI 3D technology solutions Data-Informed The video platform for that enable creativity decision making solutions. filmmakers & viewers. Rory Armes Tim Bennison CHIEF EXECUTIVE OFFICER COO/PRODUCT MANAGER Before joining GENER8, Rory was the General Tim Bennison joined GENER8 as Chief Operating Manager of Electronic Arts Canada, responsible for Officer after serving as Executive Producer at EA Canada, EA Black Box, and EA Montreal. He has Radical Entertainment. where he worked as VP of also served as the General Manager of EA’s UK studio. Technology, responsible for directing all technical Prior to EA, Rory was the cofounder and president of development. Prior to joining Radical, Tim worked Canada’s Radical Entertainment. Rory has successfully at Alias Research, where he built advanced surface managed 1500 employees and has overseen some of construction tools using NURBS mathematics, the worlds biggest video game franchises, including implemented 3D renders for custom hardware, and FIFA, Harry Potter and Burnout. designed a digital video 3D animation system. Ken Scott Nilo Rodis PRESIDENT CHIEF CREATIVE OFFICER Ken, a chartered accountant and former Partner Nilo Rodis is a creative visionary in both film and at KPMG LLP, brings almost 30 years experience games. He started his career designing cars for GM. assisting clients grow their businesses across many From there he went on to ILM to work on the Empire industries, including media, entertainment and Strikes Back, Return of the Jedi and Raiders of the technology. In addition to a long tenure at KPMG, Ken Lost Arc. Later, Nilo joined Pixar Animation Studios has been a CFO and senior executive in industry with as an artist on a variety of high profile properties a few private companies that experienced high growth. including Toy Story. He was a Creative Director at Ken has significant M&A and financing experience, Electronic Arts. including completing an IPO on the TSX. has become one of the best 3D conversion companies in the world. Industry Outlook for 3D Film 41,500 $11b Nine world wide 3D cinema screens In 2013 worldwide of the top ten worldwide grossing globally H12012 3D ticket sales films of all time are D3 movies Industry Outlook for 3D Television $5b China $80m in 3D ticket sales in the U.S. #2 movie market extra in revenue from 3D May alone $1.9 billion worldwide 40+ movies released 2013 for Superman – 3D box office. by Hollywood. $196M open weekend More than 20+ in China Industry Outlook for 3D Television 43m 72m 72% 3D TV sets sold world wide Domestic 3D TV Install Base increase in global sales of by end 2012 3D TV’s in 2012 -the fastest- ever adoption rates for new consumer electronics. WHY CHIna? • 2nd Largest Movie market and growing • New creators, new film makers – expanding pool of talent • Gener8 revolutionized the 3D process in Hollywood in less than 2 years • With your help we can do the same in China, but faster • Crowd-sourced The future of and cloud-based prosumer 3D conversion • Scientific use of depth modeling for medical, resource, etc. (TO BE RE-BRANDED) STUDI 3D technology solutions Data-Informed The video platform for that enable creativity decision making solutions. filmmakers & viewers. $48.5 TAMING Big Data Market Forecast BIG DATA: $U.S. Billions $44.2 ATA The data sizes TA $38.4 are too big for TA DA $28.4 A DA conventional $18.4 AT ATA databases or a $11.6 ATA BIG D BIG D BIG BIG BIG D human to process BIG D 2012 2013 2014 2015 2016 2017 directly. Today huge volumes of unstructured data are Industries Spending Big in Big Data generated from business $U.S. Billions process. it’s a billion-piece puzzle $6.4 $2.8 $2.8 $1.2 $800M that, when solved, tells the story of a company. $ Financial Software Government Comms Energy/ Services internet & media utilities ©CUMUL8 What are companies doing with Big Data? Big Data Problem Solving BIG DATA The hard part is finding the right + Big Data in Healthcare: questions, knowing New Insights to Save Lives that the questions monitoring will evolve. 16,000 4.9M equipment pumps hospitals patients out an average of worldwide worldwide Companies that use collect data will use remote 1,000 on patients monitoring readings analytics best are 5x more devices by 2016 per second likely to make decisions “much faster than the competition”. The Appeal of Big Data in And they are 2x more likely Oil and Gas to have top-quartile financial 62% performance. 62% 58% of respondents of companies need predictive currently store at least want expanded analyics while 100 TERABYTES data storage 53% of data need to anayze unstructured data ©CUMUL8 THE PROBLEM Yesterday: Collection of Data The past decade has seen a massive movement towards gathering data in unprecedented volumes. This era of Big Data has seen the worldwide storage capacity of data double every 20 months since 2001, and it’s accelerating. Ninety percent of the world’s data has been collected in the last 3 years. These days, having data is the least of your worries. ©CUMUL8 S T U D I O P R E S I D E N T CASE STUDY Film Industry: Problem CUMUL8 was first developed to manage digital flim assets and report on their status M A R K E T I N G S T U D I O / D I R E C T O R duringE D I Tpost-production. O R I A L V F X M A R K E T I N G S T U D I O / D I R E C T O R E D I T O R I A L V F X M A R K E T I N G S T U D I O / D I R E C T O R E D I T O R I A L V F X P R O D U C E R S U P E R V I S O R Where’sP R O D U C E R my movie at? S U P E R V I S O R P R O D U C E R S U P E R V I S O R Essentially, it proved invaluable as a means of answering one simple question asked of us by coordinators, producers, and executives alike. CASE STUDY Film Industry: S C R I P T P I C T U R E S C A N C A S T I N G W R I T E R S U P E R V I S O R D . O . P . H O U S E C O L O R E D I T O R T I M I N G While the question was simple, the answer was not. M A S T E R I N G C O N C E P T A complex, distributed system, much of it S T E R E O S C O P I C established pre-digital age, 3 D C O N V E R S I O N A R T D I R E C T I O N S T U D I O / V F X M A R K E T I N G D I R E C T O R E D I T O R I A L meant there was no method P R O D U C E R S U P E R V I S O R V F X of consolodating or reporting V E N D O R C the information. C O S T U M E S V F X V E N D O R B S T I L L S C H O R E O - L O C A T I O N P H O T O S O U N D G R A P H Y L O C A T I O N S O U N D C O M P O S E R D E S I G N V F X V E N D O R A THE PROBLEM Tomorrow’s problems revolve around using Big Data Tomorrow: to take better, faster action - the shift from data-driven reporting to Data-Informed decision making. Value of Data Once the data has been collected, managed and reported, knowing what to do with the results - the real reason the data was gathered in the first place - becomes a pressing need. ©CUMUL8 Competitive Landscape FEATURES Big Data Reporting Dashboard • • • • Mobile Device Support • • • • Collaboration Tools – • – • Interactive Data Tools – LIMITED LIMITED • Custom Solutions – – LIMITED • Strategic Collaboration – – – • MAY 2013 JULY 2010 APRIL 2012 Initial Public Offering $31.00 $10.00 $17.0 0 prIvaTE Current Price $62.51 $24.19 $72.47 prIvaTE Market Capitalization $3.77B $2.15B $7.6 8 B prIvaTE ©CUMUL8 Our Approach We believe tomorrow’s STORY HCI/UX big data problems are TELLING best solved when the ART computational power of DATA CREATIVE VISUALIZATION DIRECTION machines are married with human ability. Our multidiciplinary teams apply a business design process to insure we: STRATEGY STATISTICS BUSINESS EXPLORATORY 1. Ask the right questions of MODELLING DATA ANALYSIS the data. BUSINESS SCIENCE 2. Properly interpret what the CHANGE MANAGEMENT SOFTWARE DEVELOPMENT data tells us. PROCESS EVOLUTION 3. Provide a user experience that communicates insight quickly, accurately and intuitively. ©CUMUL8 S T U D I O P R E S I D E N T The Bigger Picture While every data problem is different and specific to industry and company culture, the CUMUL8 approach - integrating customization, compelling M A R K E T I N G S T U D I O / D I R E C T O R UX, andE D I T O Rstrategic I A L processV F- X M A R K E T I N G S T U D I O / D I R E C T O R E D I T O R I A L V F X M A R K E T I N G S T U D I O / D I R E C T O R E D I T O R I A L V F X P R O D U C E R S U P E R V I S O R Where’sP R O D U C E R my movie at? S U P E R V I S O R P R O D U C E R S U P E R V I S O R is applicable in any Big Data context.
Recommended publications
  • Titles Lead Pack of Racing Games 18 September 2009, by DERRIK J
    'Need for Speed' titles lead pack of racing games 18 September 2009, By DERRIK J. LANG , AP Entertainment Writer MotorSport" franchise. The focus is on recreating the sensation of being pulled by G-forces during high-speed cornering inside the game's 72 realer- than-real racing cars. "It's something we euphemistically refer to as first- person driving," said "Shift" producer Jesse Abney. "First-person shooter games have done a great job over the last few years of creating an environment where players are really immersed in the action. What we've done with `Need for Speed Shift' is In this video game image released by electronic Arts, a create that true driver's experience of being in the scene from "Need For Speed," is shown. (AP cockpit." Photo/Electronic Arts) EA will venture down a different path with "Need for Speed Nitro," the arcade-style racing game (AP) -- The video game racing genre is gearing up developed by EA Montreal for the Wii and Nintendo for a traffic jam. DS set for release Nov. 17. Unlike "Shift," this "Need for Speed" edition will feature speedy police Nearly a dozen racing games are expected to drive pursuits and the ability for racers to trick out their onto store shelves before the end of the year, rides and tracks with customizable decals and competing for the attention of gamers at a time colors. when sales have tapped the brakes. "Forza MotorSport 3," "Dirt 2," "Blur," "MotorStorm: Arctic "When I first came to EA, I thought it was a really Edge" and "Gran Turismo" for the PlayStation interesting challenge to make a `Need for Speed' Portable are among the titles plotting a course for game on the Wii that can attract gamers and a release this year.
    [Show full text]
  • Smartphones Games in General
    IT UNIVERSITY OF COPENHAGEN SUBMISSION OF WRITTEN WORK Class code: Name of course: Course manager: Course e-portfolio: Thesis or project title: Supervisor: Full Name: Birthdate (dd/mm-yyyy): E-mail: 1. @itu.dk 2. @itu.dk 3. @itu.dk 4. @itu.dk 5. @itu.dk 6. @itu.dk 7. @itu.dk Andreas Lagerstedt Jasper van’t Veen Lars Lyskjær-Rudbæk Bachelor thesis 2014 IT-University of Copenhagen Supervisor: Miguel Angel Sigart Vila Distributed Game Interfaces Characters: 132758 Project Summary Index The mainstream video game industry has just started implement- ing smart devices into the home gaming environment in the form of “companion apps”. As the question of how this implementation can affect the play experience of videogames is still largely un- answered, this study aims to investigate current companion apps and in turn discuss how to make the inclusion of smart devices in video games meaningful. This has been done by considering the Introduction 2 game and app constellations as parts of one, distributed game in- terface with the aim of creating guidelines for their design. Three games were chosen for the study: Assassin’s Creed 4 Black Flag, Research question 3 Grand Theft Auto 5 and Battlefield 4. Theory 4 The study has been conducted with an offset in theories con- cerning play as an activity in an enacted experience, types of play Methodology 10 and games, player immersion, affordance, goal-directed design, models for comprehension, game interfaces, distributed user Existing Companion Apps 13 interfaces and the importance of context. This has served as a background for analysing the three games and their “Compan- ion Apps” as distributed game interfaces.
    [Show full text]
  • Spec Ops: the Line's Conventional Subversion of the Military Shooter
    This may be the author’s version of a work that was submitted/accepted for publication in the following source: Keogh, Brendan (2013) Spec Ops: The line’s conventional subversion of the military shooter. In Sharp, J, Pearce, C, & Kennedy, H (Eds.) Proceedings of DiGRA 2013: DeFragging Game Studies. Digital Games Research Association DiGRA, United States of America, pp. 1-17. This file was downloaded from: https://eprints.qut.edu.au/115527/ c 2013 Authors & Digital Games Research Association DiGRA This work is covered by copyright. Unless the document is being made available under a Creative Commons Licence, you must assume that re-use is limited to personal use and that permission from the copyright owner must be obtained for all other uses. If the docu- ment is available under a Creative Commons License (or other specified license) then refer to the Licence for details of permitted re-use. It is a condition of access that users recog- nise and abide by the legal requirements associated with these rights. If you believe that this work infringes copyright please provide details by email to [email protected] Notice: Please note that this document may not be the Version of Record (i.e. published version) of the work. Author manuscript versions (as Sub- mitted for peer review or as Accepted for publication after peer review) can be identified by an absence of publisher branding and/or typeset appear- ance. If there is any doubt, please refer to the published source. http:// www.digra.org/ digital-library/ publications/ spec-ops-the-lines-conventional-subversion-of-the-military-shooter/ Spec Ops: The Line’s Conventional Subversion of the Military Shooter Brendan Keogh School of Media and Communication RMIT University Melbourne, Australia [email protected] ABSTRACT The contemporary videogame genre of the military shooter, exemplified by blockbuster franchises like Call of Duty and Medal of Honor, is often criticised for its romantic and jingoistic depictions of the modern, high-tech battlefield.
    [Show full text]
  • AARON DODD Vancouver B.C
    AARON DODD Vancouver B.C. [email protected] 778.908.6870 SENIOR ENVIRONMENT ARTIST www.artstation.com/aarondodd Highlights___________________________________________________________________________ • 11+ years of experience in AAA development • Proactive in learning new skills, software and workflows • Versatile skill set including the execution and integration of art outsourcing • Background in lighting with experience in lighting for cinematics • Active in interviewing, training and mentoring team members • Strong cross-discipline collaborator Professional Experience______________________________________________________________ Senior Environment Artist Feb 2012-Sept 2018 Capcom Vancouver • Dead Rising 4 o Created material sets and texture standards for PBR workflow o Worked with Tech Art to optimize and create best practices o Layout and art production for multiple areas • Dead Rising 3 o World building, set dressing and prop creation o Performance optimizations with Tech Art • Unannounced Project o Responsible for look development, texturing and modelling of key gameplay feature Mentor Apr 2011- Feb 2012 Think Tank Training Center • Coached and trained multiple artists working on their demo reels in their final semester at the Think Tank Training Center Environment Artist Apr 2011- Feb 2012 EA Black Box • Need for Speed: The Run o Responsible for level construction and balancing performance for multiple tracks o Road textures for numerous levels based on specific art direction and style guides Environment Artist/Lighting Artist Apr
    [Show full text]
  • ELECTRONIC ARTS INC. (Exact Name of Registrant As Specified in Its Charter)
    Table of Contents UNITED STATES SECURITIES AND EXCHANGE COMMISSION Washington, D.C. 20549 Form 10-K ANNUAL REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the fiscal year ended March 31, 2009 OR TRANSITION REPORT PURSUANT TO SECTION 13 OR 15(d) OF THE SECURITIES EXCHANGE ACT OF 1934 For the transition period from to Commission File No. 0-17948 ELECTRONIC ARTS INC. (Exact name of registrant as specified in its charter) Delaware 94 -2838567 (State or other jurisdiction of (I.R.S. Employer incorporation or organization) Identification No.) 209 Redwood Shores Parkway 94065 Redwood City, California (Zip Code) (Address of principal executive offices) Registrant’s telephone number, including area code: (650) 628-1500 Securities registered pursuant to Section 12(b) of the Act: Title of Each Class Name of Each Exchange on Which Registered Common Stock, $0.01 par value NASDAQ Global Select Market Securities registered pursuant to Section 12(g) of the Act: None Indicate by check mark if the registrant is a well-known seasoned issuer, as defined in Rule 405 of the Securities Act. Yes No Indicate by check mark if the registrant is not required to file reports pursuant to Section 13 or Section 15(d) of the Act. Yes No Indicate by check mark whether the registrant (1) has filed all reports required to be filed by Section 13 or 15(d) of the Securities Exchange Act of 1934 during the preceding 12 months (or for such shorter period that the registrant was required to file such reports), and (2) has been subject to such filing requirements for the past 90 days.
    [Show full text]
  • EA Announces SKATE for Playstation 3 and Xbox 360; New IP from EA Black Box Delivers the Most Authentic Skateboard Videogame Experience
    EA Announces SKATE for Playstation 3 and Xbox 360; New IP From EA Black Box Delivers the Most Authentic Skateboard Videogame Experience REDWOOD CITY, Calif.--(BUSINESS WIRE)--Sept. 19, 2006--The closest thing to being on a skateboard, Electronic Arts (Nasdaq:ERTS) announced today that SKATE will be released for the PlayStation®3 system and the Xbox 360™ video game and entertainment system in 2007. SKATE will deliver the feel of skating through innovative controls, authentic cameras and a fully reactive skateboarding city. The game features professional skaters such as Danny Way and PJ Ladd, as well as a reactive city and relevant in-game cameras that capture and deliver the most authentic skateboard videogame experience to date. "Our game offers a skate mecca for both skaters and gamers in search of the definitive authentic skating video game experience," said Scott Blackwood, executive producer, EA Black Box. "We're focused on capturing the actual feeling of skating with the innovative control system, the physics driven animations, and the intelligent cameras working together to really deliver the closest thing to being on a board." SKATE's unique control scheme captures the true feel of skating versus the typical button mashing gameplay of past skating games. Featuring physics-driven animations, gamers will have a unique gaming experience every time they pick up the controller since no two tricks will ever be the same. Developed by EA Black Box in Vancouver, British Columbia, SKATE will deliver all the style, fun, creativity and culture of skateboarding without the countless hours of practice, broken bones and hospital visits.
    [Show full text]
  • Electronic Arts Inc. Fiscal Year 2009 Proxy Statement and Annual Report
    Electronic Arts Inc. Fiscal Year 2009 Proxy Statement and Annual Report Proxy Statement Notice of 2009 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 12, 2009 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2009 Annual Meeting of Stockholders on July 29, 2009 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Gary M. Kusin, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson and Linda J. Srere to the Board of Directors to hold office for a one-year term; • Approve our Employee Stock Option Exchange Program; • Approve amendments to our 2000 Equity Incentive Plan and 2000 Employee Stock Purchase Plan; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2010. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. We have also made available a copy of our Annual Report for the fiscal year ended March 31, 2009 with this proxy statement.
    [Show full text]
  • EA Games Frank Gibeau, President
    EA Games Frank Gibeau, President 1 Safe Harbor Statement Some statements set forth in this presentation, including estimates and targets relating to future financial results (e.g., revenue, profitability, margins), operating plans, business strategies, objectives for future operations, and industry growth rates contain forward-looking statements that are subject to change. Statements including words such as "anticipate", "believe", “estimate”, "expect" or “target” and statements in the future tense are forward- looking statements. These forward-looking statements are subject to risks and uncertainties that could cause actual events or actual future results to differ materially from the expectations set forth in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: timely development and release of Electronic Arts’ products; competition in the interactive entertainment industry; the Company’s ability to successfully implement its Label structure and related reorganization plans; the consumer demand for, and the availability of an adequate supply of console hardware units (including the Xbox 360, the PLAYSTATION3, and the Wii); consumer demand for software for legacy consoles, particularly the PlayStation 2; the Company’s ability to predict consumer preferences among competing hardware platforms; the Company’s ability to realize the anticipated benefits of its acquisition of VG Holding Corp. and other acquisitions and strategic transactions
    [Show full text]
  • NPC Skateboarder AI in EA's Skate
    Proceedings of the Fourth Artificial Intelligence and Interactive Digital Entertainment Conference Navigating Detailed Worlds with a Complex, Physically Driven Locomotion: NPC Skateboarder AI in EA’s skate Mark Wesley EA Black Box 19th Floor, 250 Howe Street Vancouver, BC, Canada V6C 3R8 [email protected] The Author • Mark Wesley is a veteran video game programmer with 8 Races years experience developing commercial games across a • Point Scoring (by performing tricks) variety of platforms. He’s worked for major developers such • Follow-Me (skate a pre-determined route whilst as Criterion, Rockstar and EA Black Box, shipping the player follows) numerous titles including Burnout, Battalion Wars, Max • S.K.A.T.E. (setting and copying specific tricks or Payne 2, Manhunt 2 and skate. Although a generalist who trick sequences) has worked in almost every area of game programming from systems to rendering, his current focus is on gameplay and AI. Most recently, he was the skater AI lead on skate Technical Design Considerations and is currently the gameplay lead on skate 2. 1. Complex, exacting, physically-driven locomotion 2. No off-board locomotion (i.e. no ability to walk) Introduction 3. Detailed, high-fidelity collision environment 4. Static world combined with dynamic entities to This talk describes the motivation, design and avoid (pedestrians, vehicles and other skaters) implementation behind the AI for the NPC Skateboarders 5. Short timeframe to implement the entire system in skate. 6. Experiences from the SSX team on their somewhat related solution The complexity of the physically driven locomotion used in skate means that, at any given point, there is an The combination of (1), (2) and (3) add a significant extremely large number of degrees of freedom in potential amount of complexity to even just the basics of motion.
    [Show full text]
  • 10Th IAA FINALISTS ANNOUNCED
    10th Annual Interactive Achievement Awards Finalists GAME TITLE PUBLISHER DEVELOPER CREDITS Outstanding Achievement in Animation ANIMATION DIRECTOR LEAD ANIMATOR Gears of War Microsoft Game Studios Epic Games Aaron Herzog & Jay Hosfelt Jerry O'Flaherty Daxter Sony Computer Entertainment ReadyatDawn Art Director: Ru Weerasuriya Jerome de Menou Lego Star Wars II: The Original Trilogy LucasArts Traveller's Tales Jeremy Pardon Jeremy Pardon Rayman Raving Rabbids Ubisoft Ubisoft Montpellier Patrick Bodard Patrick Bodard Fight Night Round 3 Electronic Arts EA Sports Alan Cruz Andy Konieczny Outstanding Achievement in Art Direction VISUAL ART DIRECTOR TECHNICAL ART DIRECTOR Gears of War Microsoft Game Studios Epic Games Jerry O'Flaherty Chris Perna Final Fantasy XII Square Enix Square Enix Akihiko Yoshida Hideo Minaba Call of Duty 3 Activison Treyarch Treyarch Treyarch Tom Clancy's Rainbow Six: Vegas Ubisoft Ubisoft Montreal Olivier Leonardi Jeffrey Giles Viva Piñata Microsoft Game Studios Rare Outstanding Achievement in Soundtrack MUSIC SUPERVISOR Guitar Hero 2 Activision/Red Octane Harmonix Eric Brosius SingStar Rocks! Sony Computer Entertainment SCE London Studio Alex Hackford & Sergio Pimentel FIFA 07 Electronic Arts Electronic Arts Canada Joe Nickolls Marc Ecko's Getting Up Atari The Collective Marc Ecko, Sean "Diddy" Combs Scarface Sierra Entertainment Radical Entertainment Sound Director: Rob Bridgett Outstanding Achievement in Original Music Composition COMPOSER Call of Duty 3 Activison Treyarch Joel Goldsmith LocoRoco Sony Computer
    [Show full text]
  • John Riccitiello Chief Executive Officer
    John Riccitiello Chief Executive Officer 1 Safe Harbor Statement Some statements contained in this presentation contain forward-looking statements that involve risks and uncertainties. Statements including words such as "anticipate", "believe" or "expect" and statements in the future tense are forward-looking statements. These forward- looking statements are subject to business and economic risks and actual events or actual future results could differ materially from those set forth in the forward-looking statements due to such risks and uncertainties. Some of the factors which could cause our results to differ materially from our expectations include the following: competition in the interactive entertainment industry; the timely release and availability of an adequate supply of hardware units; our ability to predict consumer preferences among competing hardware platforms; consumer spending trends; the seasonal and cyclical nature of the interactive game segment; timely development and release of our products; our ability to manage expenses during fiscal year 2008; our ability to secure licenses to valuable entertainment properties on favorable terms; our ability to attract and retain key personnel; changes in our effective tax rates; adoption of new accounting regulations and standards; potential regulation of our products in key territories; developments in the law regarding protection of our products; fluctuations in foreign exchange rates; and other factors described in our annual report on Form 10-K for the year ended March 31, 2007
    [Show full text]
  • Electronic Arts Inc. Fiscal Year 2010 Proxy Statement and Annual Report
    Electronic Arts Inc. Fiscal Year 2010 Proxy Statement and Annual Report Proxy Statement Notice of 2010 Annual Meeting and Proxy Statement [THIS PAGE INTENTIONALLY LEFT BLANK] June 18, 2010 DEAR FELLOW STOCKHOLDERS: You are cordially invited to join us at our 2010 Annual Meeting of Stockholders on August 5, 2010 at 2:00 p.m. The meeting will be held at the headquarters campus of Electronic Arts in Building 250 (please note that the street address for Building 250 is 250 Shoreline Drive, Redwood City, California). For your convenience, we are also pleased to offer a live webcast of our Annual Meeting on the Investor Relations section of our web site at http://investor.ea.com. At this meeting, we are asking the stockholders to: Proxy Statement • Elect Leonard S. Coleman, Jeffrey T. Huber, Gary M. Kusin, Geraldine B. Laybourne, Gregory B. Maffei, Vivek Paul, Lawrence F. Probst III, John S. Riccitiello, Richard A. Simonson and Linda J. Srere to the Board of Directors to hold office for a one-year term; • Approve amendments to our 2000 Equity Incentive Plan and 2000 Employee Stock Purchase Plan; and • Ratify the appointment of KPMG LLP as our independent registered public accounting firm for fiscal 2011. After the meeting, we will report on our recent performance and answer your questions. Details regarding admission to the meeting and the business to be conducted are described in the Notice of Internet Availability of Proxy Materials you received in the mail and in this proxy statement. We have also made available a copy of our Annual Report for the fiscal year ended March 31, 2010 with this proxy statement.
    [Show full text]