In What Year Was the Video Game Company Electronic Arts Founded?

Electronic Arts Visitor History Timeline

1982

Tim Hawkins found electronic Arts in the year 1982.

Electronic Arts was founded in 1982 by three former managers of Apple Calculator: William M. (Trip) Hawkins 3, who was a marketing director at Apple and at age 26 became head of the new enterprise; William Bingham (Bing) Gordon, who became the visitor'due south director of marketing; and Tom Mott.

Established in 1982 by William M. ("Trip") Hawkins, Electronic Arts (EA) has a product line that includes the popular franchises The Sims, Control & Conquer, Battlefield, Mass Consequence, and Madden NFL. The company is headquartered in Redwood Urban center, California.

Hawkins had been employed by Apple Inc. just left in 1982 to establish Amazin' Software, which was renamed Electronic Arts later that year.

electronic sports game …in 1982, the American company Electronic Arts, and in detail EA Sports, has been the premier programmer of electronic sports games for personal computers and video game consoles.

Public Company Incorporated: 1982 as Electronic ArtsEmployees: 1,065Sales: $418.29 millionStock Exchanges: NASDAQSICs: 7372 Prepackaged Software

Electronic Arts was founded in 1982 by 3 former managers of Apple Computer: William M. (Trip) Hawkins 3, who was a marketing director at Apple and at age 26 became head of the new enterprise; William Bingham (Bing) Gordon, who became the company's director of marketing; and Tom Mott.

EA has been a leader in its field since the company was founded in 1982.

1983

28 years ago today, On May 20, 1983, EA shipped its very showtime games.

EA's first product, shipped in May of 1983, was a software game for the Atari 800 game role player, but presently thereafter the market shifted to the Commodore system.

EA's first product, shipped in May of 1983, was a software game for the Atari 800 game player, but shortly thereafter the market shifted to the Commodore system.

EA's first product, shipped in May 1983, was a software game for the Atari 800 game player, merely shortly thereafter the market shifted to the Commodore system.

EA readjusted quickly, and in October 1983 it shipped six more than games for the Commodore 64 computer.

Electronic Arts shipped its first titles, Hard Chapeau Mack, Pinball Structure Set, Archon, M.U.Fifty.E., Worms?, and Murder on the Zinderneuf in the leap of 1983.

Released in 1983, the basketball game enjoyed healthy sales, boosted by the interest of sports stars Julius Erving and Larry Bird.

1984

In the fall of 1984, Larry Probst joined the company every bit vice president of sales.

Since 1984 EA has besides acquired marketing rights to software packages adult past smaller outside companies through its Affiliated Labels program.

Since 1984 EA had acquired marketing rights to software packages developed by smaller exterior companies through its Affiliated Labels program.

1986

In 1986 $1.5 million of its $30 meg in revenues were from international sales.

Having adult its software to run on a diverseness of computers, by 1986 EA had become the leading supplier of entertainment software in the United States, but this market was limited.

1987

EA President and CEO Hawkins had begun to spend more fourth dimension exploring strategic growth plans, particularly international expansion, and in 1987 much of the day-to-day administration of the company was turned over to his newly-hired senior vice president, Kenneth Zerbe.

In 1987 EA established a manufacturing facility--which became part of what is known as EA Europe--in Langley, England.

In 1987 EA established a manufacturing facility— which became part of what is known as EA Europe—in Langley, England.

In 1987 EA established a manufacturing facility, which later became part of what was known as EA Europe, in Langley, England.

EA President and CEO Hawkins had begun to spend more time exploring strategic growth plans, peculiarly international expansion, and in 1987 much of the twenty-four hours-to-day administration of the company was turned over to his newly hired senior vice-president, Kenneth Zerbe.

1988

Madden NFL series in 1988

Yet, equally the Nintendo Entertainment System brought some stability back to the business, EA began its first in-house development with Skate or Die, which was published past Konami in 1988.

1989

EA went public in September of 1989 with a market capitalization of about $84 million.

EA went public in September 1989 with a market capitalization of nigh $84 million.

By 1989, Nintendo'southward sales had grown to about $2 billion, and EA could no longer afford to treat consoles equally a sideline.

Influenced by organisation dynamics and architectural theory, he created SimCity in 1989.

In 1989 the video game market was estimated at $iii.4 billion in sales, as compared to $250 million for floppy disk figurer games.

EA did not simply revise, but designed entirely new games for Sega's Genesis automobile, which in 1989 was the starting time sixteen-bit video game player available to the United States market.

EA did not merely revise, but designed entirely new games for Sega's Genesis machine, which in 1989 was the kickoff 16-fleck video game actor available to the U.s.a. market.

1990

All the same, it began developing serious video games by 1990.

As EA aligned itself with the Genesis, a rush of games commenced in 1990 with a port from the Amiga of Peter Molyneux'due south Populous, Budokan: The Martial Spirit, and John Madden Football.

Past 1990 EA was investing an additional 50 percent of each product'due south development costs to retool the software and so that information technology could run on a unlike hardware system.

However, a quarter of EA'due south 1990 sales were from games for Genesis.

It was too in 1990 that EA changed its position and began making games for Nintendo's 8-fleck player for the start time.

By 1990 EA was investing an additional 50 per centum of each production's development costs to retool the software so that it could run on a different hardware system.

Nevertheless, a quarter of EA's 1990 sales were from games for Genesis.

Thus, EA all of a sudden had a broader market for the 16-bit games information technology had developed for Sega. Information technology was too in 1990 that EA changed its position and began making games for Nintendo's 8-bit thespian for the first fourth dimension.

1991

Nintendo did non introduce a 16-fleck auto, the Super Nintendo Entertainment System (Super NES), to the United States until June of 1991.

Nintendo did not introduce a 16-chip auto, the Super Nintendo Entertainment System (Super NES), to the United states of america until June 1991.

Wanting to pursue evolution on the next generation of console hardware, Hawkins appointed Larry Probst as EA'due south new CEO in Fall 1991, and started a new company called the San Mateo Software Grouping, which soon evolved into The 3DO Visitor.

When Frank Gibeau, Electronic Arts' Executive Vice President and Full general Managing director of Northward American Publishing interviewed at the company back in 1991, he was fresh out of graduate school and looking to get in on the ground floor.

When Nintendo brought its Super Nintendo Entertainment Organization to Northward America in the fall of 1991, Sega had already gained a significant portion of the marketplace.

Electronic Arts purchased its beginning outside evolution studio, Distinctive Software, in 1991.

In 1991 EA, originally incorporated in California, was reincorporated in Delaware and became Electronic Arts Inc.

EA capitalized on its leadership in sports games by introducing the EA SPORTS brand name in 1991.

In 1991 EA acquired Vancouver, Canada-based Distinctive Software Inc. and renamed the subsidiary Electronic Arts Canada Inc.

1992

In September of 1992 EA formed a joint venture with Nihon'south Victor Musical Industries Inc.

In September of 1992 EA formed a articulation venture with Japan's Victor Musical Industries Inc.

In September 1992 EA formed a articulation venture with Japan's Victor Musical Industries Inc.

EA later on diversified into educational games software for children, a category besides known as 'edutainment.' In Dec of 1992 the EA*Kids brand and partitioning was launched to provide software for children aged three to 14.

EA subsequently diversified into educational games software for children, a category as well known as "edutainment." In December of 1992 the EA*Kids brand and division was launched to provide software for children aged three to 14.

EA afterward diversified into educational games software for children, a category also known as "edutainment." In December 1992 the EA*Kids brand and sectionalization was launched to provide software for children anile three to 14.

In 1992, Richard Garriott's Origin Systems joined the fold.

In fiscal year 1992, EA'south sales of software for video game cartridges overtook its sales of software on floppy disks for personal computers for the offset time.

EA too established a manufacturing facility in Puerto Rico in 1992.

In 1992 EA acquired Origin Systems Inc., a leading computer games developer based in Austin, Texas, with net revenues of $121 1000000.

Its beginning CD-ROM games were introduced in 1992.

In fiscal year 1992, EA's sales of software for video game cartridges overtook its sales of software on floppy disks for personal computers for the first fourth dimension.

In fiscal 1992, EA's sales of software for video game cartridges overtook its sales of software on floppy disks for personal computers for the first time.

1993

FIFA series in 1993 to appointment

International sales accounted for almost one-tertiary of EA'south revenues in 1993.

Learning games introduced in 1993 included 'Ping and Kooky's Cuckoo Zoo,' 'Hawkeye Center Mysteries,' 'Peter Pan: A Story Painting Risk,' and 'Scooter's Magic Castle.' EA*Kids has besides created versions of its software for schools.

In 1993 EA was 1 of the kickoff companies to introduce games for the 3DO format, which would hopefully become the new standard for video games.

In the autumn of 1993 EA formed its Advanced Entertainment Grouping, which brought together animators, musicians, photographers, writers, and film makers.

In 1993 the company formed a special group to oversee software development for the 32-fleck hardware format, involving both the creation of entirely new games and the extensive redesign of existing games.

International sales accounted for virtually one-3rd of EA's revenues in 1993.

Learning games introduced in 1993 included "Ping and Kooky's Cuckoo Zoo," "Eagle Center Mysteries," "Peter Pan: A Story Painting Adventure," and "Scooter'south Magic Castle." EA*Kids has also created versions of its software for schools.

Learning games introduced in 1993 included "Ping and Kooky's Cuckoo Zoo," "Eagle Eye Mysteries," "Peter Pan: A Story Painting Adventure," and "Scooter'southward Magic Castle." EA*Kids had also created versions of its software for schools.

In 1993 EA was one of the first companies to introduce games for the 3DO format, which information technology hoped would become the new standard for video games.

In the autumn of 1993 EA formed its Avant-garde Entertainment Group, which brought together animators, musicians, photographers, writers, and filmmakers.

1994

Hawkins remained as chairman of the board for Electronic Arts until his resignation in July of 1994.

Need for Speed series in 1994 to date

A 1994 plan to merge with Broderbund Software, which was later cancelled, would have farther expanded EA'south involvement in the edutainment field.

In 1994 the company was investing 14 percentage of its revenues in R&D, upward from effectually 12 percent the previous two years.

A 1994 plan to merge with Broderbund Software, which was later cancelled, would have farther expanded EA's interest in the edutainment field.

A 1994 plan to merge with Broderbund Software, which was afterward canceled, would have further expanded EA'due south involvement in the edutainment field.

In 1994 the company was investing 14 per centum of its revenues in research and evolution, up from effectually 12 per centum the previous ii years.

1995

In 1995, it won a European award for being the best software publisher of the yr.

Command and Conquer series in 1995 to date

EA'due south side by side large acquisition came in 1995 when it purchased designer Peter Molyneux's UK studio, Bullfrog.

Westwood Studios was an early on innovator in the real-time strategy genre with their game Dune II. Out of that game'due south success came the break through hit Command & Conquer in 1995 and many sequels and expansion packs followed.

Although the 3DO failed to catch on at retail, when the Sega Saturn and Sony PlayStation came to marketplace in 1995, the American public was set to make the transition to 32-bit consoles.

1996

Electronic Arts, the top sports titles seller, brought in $532 million in revenue, for the 1996 financial year which ended in March, earning profits of $41 meg.

As 1996 drew to a close, EA, Activision, and Midway Games were the players left nearly strongly positioned to take reward of a market resurgence, co-ordinate to Fortune.

1997

After spending time as a vice president of EA, Molyneux left in 1997 to form the independent Lionhead Studios.

When EA bought Maxis in 1997, Wright set to work on a new project that would become The Sims, one of EA's acknowledged reckoner games.

Electronic Arts entered the online market in 1997 when Origin Systems created Ultima Online, a persistent online fantasy world that could accommodate hundreds of thousands of players from across the globe.

1998

In 1998 Electronic Arts acquired Westwood.

1999

SimCity serial in 1999 to date

Despite its successes, Origin had difficulty integrating with EA and in 1999, afterwards the release of Ultima Nine, Garriott left the company.

Sega kicked off the transition to the sixth generation of consoles by bringing its Dreamcast console to market in 1999, a year before Sony's PlayStation two.

Back in 1999, when EA chose to focus on creating games for PlayStation ii forgoing the hot Dreamcast panel, the company drew its share of barbs.

2000

The success of SimCity launched an enduring franchise that included SimEarth, SimAnt, SimCity 2000, and SimCopter.

The Sims reached the market in 2000, and Electronic Arts has continued to aggrandize the franchise with a sequel, a massively multiplayer online version, and numerous expansion packs.

EA Sports signs Sammy Sosa to be spokesman and coverman for Triple Play 2000.

EA/Maxis' The Sims is top-grossing PC Game of first one-half of 2000 by PC Data.

The company invested 18 months and millions of dollars to develop interactive games for Sony PlayStation 2, which became the hottest toy of the 2000 holiday season.

Moreover, EA had not released a game for mature audiences, a significant market segment, since 2000.

2001

The perspective of many consumers, however, shifted dramatically following the September xi, 2001, terrorist attacks on the U.s.a..

At Lionhead he created Black & White, which was published by EA in 2001.

Visitor signs Mike Piazza of New York Mets to be the spokesman for EA Sports Triple Play 2001.

Electronic Arts acquired Pogo.com in 2001.

2002

Electronic Arts' moneymaker The Sims, launched online in mid-December 2002, failed to produce expected results.

Battlefield serial in 2002 to appointment.

In 2002 Westwood released Earth & Beyond, a complex massively multiplayer online role-playing game.

Nonetheless EA'south fourth quarter acquirement managed to thump annotator forecasts for fiscal 2002, according to Game Programmer.

Madden NFL remained a perennial bestseller and, for the 2002 holiday flavour, EA scored a hat play a joke on with Harry Potter, Lord of the Rings, and James Bond games.

Ironically, Hollywood box-office receipts fell short of United States sales of game hardware, software, and accessories in 2002.

2003

Software sales alone rose 21 per centum, according to Concern Calendar week Online in March 2003, and EA was a casher of the surge, posting potent revenue and earnings gains.

Continuing EA.com shortfalls prompted Electronic Arts to consolidate its results first in Apr 2003.

Westwood was airtight in 2003, and its remaining staff moved from Las Vegas to EA's Los Angeles studio, where Command & Conquer 3: Tiberium Wars is currently being adult.

Yet in 2003, Forbes called the move a smart one. "There are now 42 million PlayStation 2s in homes worldwide; Sega pulled the plug on Dreamcast subsequently selling four.5 million consoles in 17 months.

2004

Afterward, several of Origin'southward high-profile projects were canceled and the company was dissolved in 2004.

His sometime, studio Bullfrog, was somewhen absorbed into EA UK in 2004.

In 2004, EA added Benchmark Software to its U.Yard. studio system.

Fiscal 2004 sales striking $two.95 billion.

At the end of 2004, EA acquired nearly 20 percent of French game publisher Ubisoft, although the motion was unwelcome.

2005

In 2005, EA acquired JAMDAT Mobile, a successful mobile phone game developer and publisher founded by former Activision executives.

Visitor lowers the retail price of their new sports games NHL 2005, NFL 2005, NBA Alive 2005 (all $29.95) and NCAA Football 2005 ($39.95) to compete with the $20 ESPN 2005 sports titles.

2006

In 2006, EA bought Mythic Entertainment, creators of the MMORPG Night Historic period of Camelot.

The company acquires the exclusive rights to develop a game based on the 2006 AFL flavour.

Electronic Arts moved to purchase Jamdat Mobile in early on 2006 for $680 million.

2008

In 2008 EA's Maxis studios produced Spore, a game in which users create and evolve life-forms in a virtual globe.

2010

In October 2010, EA announced the acquisition of England-based iPhone and iPad games publisher Chillingo for United states$twenty one thousand thousand in greenbacks.

2011

In June 2011, EA launched Origin, an online service to sell downloadable games for personal computers directly to consumers.

In July 2011, EA announced that it had acquired PopCap Games, the visitor backside games such as Plants vs.

2013

On March 18, 2013, John Riccitiello announced that he would be stepping down as CEO and a member of the Lath of Directors on March 30, 2013.

In April 2013, EA announced a reorganization which was to include dismissal of 10% of their workforce, consolidation of marketing functions which were distributed amid the five label organizations, and subsumption of Origin operational leadership under the President of Labels.

EA acquired the lucrative exclusive license to develop games within the Star Wars universe from Disney in May 2013, presently after Disney's closure of its internal LucasArts game development in 2013.

Andrew Wilson was named equally the new CEO of EA by September 2013.

2015

In April 2015, EA announced that it would be shutting down diverse free-to-play games in July of that twelvemonth, including Battlefield Heroes, Battlefield Play4Free, Demand for Speed: World, and FIFA Earth.

On December 10, 2015, EA announced a new division called Competitive Gaming Partition, which focuses on creating competitive game feel and organizing ESports events.

During E3 2015, vice-president of the company, Patrick Söderlund, announced that the company will start investing more on smaller titles such every bit Unravel then as to broaden the company's portfolio.

2016

In May 2016, Electronic Arts announced that they had formed a new internal partition called Frostbite Labs.

2017

EA announced the closure of Visceral Games in October 2017.

EA modified some of the costs of these elements in anticipation of the game's full November 2017 launch, merely they were reportedly told by Disney to disable all microtransactions until they could come upwardly with a fairer monetization scheme.

2018

Ultimately, by March 2018, EA had developed a fairer system that eliminated the pay to win elements and drastically reduced costs for unlocking characters.

On August 14, 2018, Patrick Söderlund appear his divergence from EA every bit its vice-president and chief design officer, after serving twelve years with the visitor.

2019

In advance of the cease of its fiscal quarter ending March 31, 2019, Wilson announced they were cut about 350 jobs, or about 4% of its workforce, primarily from their marketing, publishing, and operations divisions.

EA appear in October 2019 that it would be returning to release games on Steam, starting with the November 2019 release of Star Wars: Jedi Fallen Society, as well as bringing the EA Access subscription service to Steam.

Though EA released a new packaged version of Crysis two that including all the downloadable content without the storefront features, EA would not publish whatever boosted games on Steam until 2019, instead selling all personal calculator versions of games through Origin.

2020

Due to COVID-19 lockdowns and growing demand for online games, EA's revenue grew to $1.4bn in the starting time quarter of 2020.

2021

"Electronic Arts Inc. ." International Directory of Visitor Histories. . Encyclopedia.com. (April 16, 2021). https://www.encyclopedia.com/books/politics-and-business-magazines/electronic-arts-inc

"Electronic Arts Inc. ." International Directory of Company Histories. . Retrieved April sixteen, 2021 from Encyclopedia.com: https://world wide web.encyclopedia.com/books/politics-and-business organization-magazines/electronic-arts-inc

Hedden, Heather; Peippo, Kathleen "Electronic Arts Inc. ." International Directory of Company Histories, Volume 85. . Encyclopedia.com. (April sixteen, 2021). https://www.encyclopedia.com/reference/dictionaries-thesauruses-pictures-and-press-releases/electronic-arts-inc

Hedden, Heather; Peippo, Kathleen "Electronic Arts Inc. ." International Directory of Company Histories, Volume 85. . Retrieved April 16, 2021 from Encyclopedia.com: https://www.encyclopedia.com/reference/dictionaries-thesauruses-pictures-and-press-releases/electronic-arts-inc

Company Founded

Headquarters

Redwood Urban center, CA

Company Headquarter

Founders

Timothy Mott, Trip Hawkins

Company Founders

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