1. What needs to change in EA to resolve this conflict? Using Kurt Lewin's 3-step model of planned change (unfreezing, change and refreezing)

Understanding Business
12th Edition
ISBN:9781259929434
Author:William Nickels
Publisher:William Nickels
Chapter1: Taking Risks And Making Profits Within The Dynamic Business Environment
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The biggest video game publisher in the world is Electronic Arts (EA).
The business owns a number of well-known video game studios, which
are smaller businesses directly involved in the design and development of
video games for personal computers and gaming consoles such as
PlayStation, Xbox, and Nintendo. While studios are tasked with the actual
production, implementation, and ongoing development of these games, EA
is responsible for handling marketing, advertising, monetization, and
general design decisions. EA is constantly at odds with its development
companies because it frequently places the following demands on them:
A. The implementation of unethical practices like microtransactions-
where players pay for cosmetic or gameplay enhancements in video
games and gambling-like mechanics are common in EA games
because they are mandated by the publisher-must maximize all
opportunities for aggressive monetization. These are mechanics that
were added after the game's original architecture and spirit, which
might occasionally damage the game's design. The functions of these
systems and the commercial goals behind their inclusion are clear to
gaming audiences.
B. Even though feminist and LGBT+ ideologies are unrelated to the
design of the game, studios occasionally feel compelled to add woke
(progressive) themes and messages into the plot or design of their
games. One illustration of this is including sufficient LGBT, minority,
disabled, etc. characters in a game's narrative to meet arbitrary
representation quotas.
C. It is forbidden to drastically deviate from game design concepts that
have a track record of generating profits. EA forces its creators to
"steal" or extensively replicate" designs from other well-known
games that have shown to have a marketable audience. As a result,
the developers frequently find themselves "trend-chasing" or making
their own versions of already-popular games.
Many of EA's studios disagree with this structure since they are unable to
exercise genuine self-determination over the games they create. It can be
difficult to tell whether a product's failure is the result of EA's demands or
the inadequacies in the game design when it fails financially (and EA sets
their own arbitrary financial targets based on their desired level of
revenue).
1. What needs to change in EA to resolve this conflict? Using Kurt
Lewin's 3-step model of planned change (unfreezing, change and
refreezing)
Transcribed Image Text:The biggest video game publisher in the world is Electronic Arts (EA). The business owns a number of well-known video game studios, which are smaller businesses directly involved in the design and development of video games for personal computers and gaming consoles such as PlayStation, Xbox, and Nintendo. While studios are tasked with the actual production, implementation, and ongoing development of these games, EA is responsible for handling marketing, advertising, monetization, and general design decisions. EA is constantly at odds with its development companies because it frequently places the following demands on them: A. The implementation of unethical practices like microtransactions- where players pay for cosmetic or gameplay enhancements in video games and gambling-like mechanics are common in EA games because they are mandated by the publisher-must maximize all opportunities for aggressive monetization. These are mechanics that were added after the game's original architecture and spirit, which might occasionally damage the game's design. The functions of these systems and the commercial goals behind their inclusion are clear to gaming audiences. B. Even though feminist and LGBT+ ideologies are unrelated to the design of the game, studios occasionally feel compelled to add woke (progressive) themes and messages into the plot or design of their games. One illustration of this is including sufficient LGBT, minority, disabled, etc. characters in a game's narrative to meet arbitrary representation quotas. C. It is forbidden to drastically deviate from game design concepts that have a track record of generating profits. EA forces its creators to "steal" or extensively replicate" designs from other well-known games that have shown to have a marketable audience. As a result, the developers frequently find themselves "trend-chasing" or making their own versions of already-popular games. Many of EA's studios disagree with this structure since they are unable to exercise genuine self-determination over the games they create. It can be difficult to tell whether a product's failure is the result of EA's demands or the inadequacies in the game design when it fails financially (and EA sets their own arbitrary financial targets based on their desired level of revenue). 1. What needs to change in EA to resolve this conflict? Using Kurt Lewin's 3-step model of planned change (unfreezing, change and refreezing)
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