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Electronic Arts Scrabble Download For Mac

Number of employees 9,300 (2018) Website Electronic Arts Inc. ( EA) is an American headquartered in,. Founded and incorporated on May 28, 1982 by, the company was a pioneer of the early games industry and was notable for promoting the designers and programmers responsible for its games. As of March 2018, Electronic Arts is the second-largest in the Americas and Europe by revenue and market capitalization after and ahead of,. Currently, EA develops and publishes games including titles,. Other EA established franchises includes, as well as newer franchises such as, and, produced in partnership with. EA also owns and operates major gaming studios, in, in, in as well as, and in Sweden.

Contents. History The company began developing games in-house and supported consoles by the early 1990s. EA later grew via acquisition of several successful developers.

By the early 2000s, EA had become one of the world's largest third-party publishers. On May 4, 2011, EA reported $3.8 billion in revenues for the fiscal year ending March 2011, and on January 13, 2012, EA announced that it had exceeded $1 billion in digital revenue during the previous calendar year. In a note to employees, EA CEO John Riccitiello called this 'an incredibly important milestone' for the company.

EA began to move toward direct distribution of digital games and services with the acquisition of the popular online gaming site in 2001. In 2009, EA acquired the London-based social gaming startup, and in June 2011, EA launched, an online service to sell downloadable games directly to consumers. There is also a 'On The House' feature in Origin that lets you download full versions of EA games for free, it is updated regularly. In July 2011, EA announced that it had acquired, the company behind hits such as. EA continued its shift toward digital goods in 2012, folding its mobile-focused EA Interactive (EAi) division 'into other organizations throughout the company, specifically those divisions led by EA Labels president Frank Gibeau, COO Peter Moore, and CTO Rajat Taneja, and EVP of digital Kristian Segerstrale.' Founder of EA Trip Hawkins. Trip Hawkins had been an employee of since 1978, at a time when the company had only about fifty employees.

Over the next four years, the market for home personal computers skyrocketed. By 1982, Apple had completed its (IPO) and become a company with over one thousand employees. In February 1982, Trip Hawkins arranged a meeting with of to discuss financing his new venture, Amazin' Software.

Valentine encouraged Hawkins to leave Apple, where Hawkins served as Director of Product Marketing, and allowed Hawkins use of Sequoia Capital's spare office space to start the company. On May 27, 1982, Trip Hawkins incorporated and established the company with a personal investment of an estimated 200,000.

The company was not named Amazin' Software, but instead Electronic Arts. Seven months later in December 1982, Hawkins secured US$2 million of from Sequoia Capital,. Electronic Arts' original corporate logo, 1982–2000. For more than seven months, Hawkins refined his Electronic Arts. With aid from his first employee (with whom he worked in marketing at Apple), Rich Melmon, the original plan was written, mostly by Hawkins, on an in Sequoia Capital's office in August 1982. During that time, Hawkins also employed two of his former staff from Apple, Dave Evans and Pat Marriott, as, and a Stanford MBA classmate, from Atari for international business development. The business plan was again refined in September and reissued on October 8, 1982.

By November, employee headcount rose to 11, including Tim Mott, David Maynard, and Steve Hayes. Having outgrown the office space provided by Sequoia Capital, the company relocated to a office that overlooked the landing path. Headcount rose rapidly in 1983, including, Stewart Bonn, David Gardner, and Nancy Fong. He recruited his original employees from Apple, Atari, Xerox PARC, and VisiCorp, and got to agree to sit on the board of directors. Hawkins was determined to sell directly to buyers. Combined with the fact that Hawkins was pioneering new game brands, this made sales growth more challenging. Retailers wanted to buy known brands from existing distribution partners.

Former CEO arrived as VP of Sales in late 1984 and helped the company sustain growth into US$18 million in its third full year. This policy of dealing directly with retailers gave EA higher margins and better market awareness, key advantages the company would leverage to leapfrog its early competitors. In December 1986, David Gardner and Mark Lewkaspais moved to England to open a European headquarter. Up until that point publishing of Electronic Arts Games, and the conversion of many of their games to versions in Europe was handled. Most of the early employees of the company disliked the Amazin' Software name that Hawkins had originally chosen when he incorporated the company. While at Apple, Hawkins had enjoyed company offsite meetings at and organized such a planning offsite for EA in October 1982.

Hawkins had developed the ideas of treating software as an art form and calling the developers, 'software artists'. Hence, the latest version of the business plan had suggested the name 'SoftArt'. However, Hawkins and Melmon knew the founders of, the creators of, and thought their permission should be obtained. Did not want the name used because it sounded too similar (perhaps ') to Software Arts. However, the name concept was liked by all the attendees.

Hawkins had also recently read a best-selling book about the film studio, and liked the reputation that the company had created. Early advisers Andy Berlin, Jeff Goodby, and Rich Silverstein (who would soon form their own ad agency Goodby, Silverstein & Partners) were also fans of that approach, and the discussion was led by Hawkins and Berlin. Hawkins said everyone had a vote but they would lose it if they went to sleep.

Hawkins liked the word 'electronic', and various employees had considered the phrases 'Electronic Artists' and 'Electronic Arts'. Other candidates included Gordon's suggestion of 'Blue Light', a reference from the film. When Gordon and others pushed for 'Electronic Artists', in tribute to the film company, Steve Hayes opposed, saying, 'We're not the artists, they are.'

Meaning that the developers whose games EA would publish were the artists. This statement from Hayes immediately tilted sentiment towards Electronic Arts and the name was unanimously endorsed. A novel approach to giving credit to its developers was one of EA's trademarks in its early days. This characterization was even further reinforced with EA's packaging of most of their games in the ' pioneered by EA because Hawkins thought that a record album style would both save costs and convey an artistic feeling. EA routinely referred to their developers as 'artists' and gave them photo credits in their games and numerous full-page magazine ads. Their first such ad, accompanied by the slogan 'We see farther,' was the first video game advertisement to feature software designers. EA also shared lavish profits with their developers, which added to their industry appeal.

The square 'album cover' boxes (such as the covers for 1983's and ) were a popular packaging concept by Electronic Arts, which wanted to represent their as 'rock stars'. In the mid-1980s, Electronic Arts aggressively marketed products for the, a premier home computer of the late 1980s and early 1990s in Europe.

Commodore had given EA development tools and prototype machines before Amiga's actual launch. For Amiga EA published some notable non-game titles. A drawing program (1985) and its subsequent versions became perhaps the most famous piece of software available for Amiga platform. Other Amiga programs released by EA included,. Some of them, most notably Deluxe Paint, were ported to other platforms.

For Macintosh EA released a black & white animation tool called Studio/1, and a series of Paint titles called Studio/8 and Studio/32 (1990). In 1988 EA published a flight simulator game exclusively for Amiga, which received attention due to its vector graphics that were notable for 1988 standards. Another significant Amiga release (also initially available for Atari ST, later converted for numerous other platforms) was (1989) developed. It was a pioneering and influential title in the genre that was later called '. In 1990, Electronic Arts began producing for the, after previously licensing its computer games to other console-game publishers.

Eventually, Trip Hawkins left EA to found the now defunct. In 1995 Electronic Arts won the award for best software publisher of the year. As the company was still expanding, they opted to purchase space in in 1995 for construction of a new headquarters, which was completed in 1998. Early in 1997, identified Electronic Arts as the only company to regularly profit from video games over the past five years, and noted it had 'a critical track record second to none'.

Headquarters of EA in October 2007. EA is headquartered in the neighborhood of. Following the retirement and departure of Trip Hawkins in 2000, EA replaced their long-running Shapes logo with one based on the EA Sports logo used at the time, and took over the reins. EA also started to use a brand-specific structure around this time, with the main publishing side of the company re-branding to EA Games.

The brand was retained for major sports titles, the new label would be used for casual sports titles with an arcade twist, and the full Electronic Arts name would be used for co-published and distributed titles. In 2004, EA made a multimillion-dollar donation to fund the development of game production curriculum at. On February 1, 2006, Electronic Arts announced that it would cut worldwide staff by 5 percent. On June 20, 2006 EA purchased, who are finished making. After Sega's successfully grabbed market share away from EA's dominant Madden NFL series during the 2004 holiday season, EA responded by making several large sports licensing deals which include an exclusive agreement with the, and in January 2005, a 15-year deal with.

The ESPN deal gave EA exclusive first rights to all ESPN content for sports simulation games. On April 11, 2005, EA announced a similar, 6-year licensing deal with the (CLC) for exclusive rights to content. Much of EA's success, both in terms of sales and with regards to its stock market valuation, is due to its strategy of platform-agnostic development and the creation of strong multi-year franchises. EA was the first publisher to release yearly updates of its sports franchises— Madden, FIFA, NHL, NBA Live, Tiger Woods, etc.—with updated player rosters and small graphical and gameplay tweaks. Recognizing the risk of franchise fatigue among consumers, EA announced in 2006 that it would concentrate more of its effort on creating new original intellectual property. In September 2006, and EA announced a partnership in which EA becomes an exclusive major supplier of mobile games to Nokia mobile devices through the Nokia Content Discoverer.

In the beginning, Nokia customers were able to download seven EA titles (, and ) on the holiday season in 2006. Rick Simonson is the executive vice president and director of Nokia and starting from 2006 is affiliated with and are partners. 2007–2013 In February 2007, Probst stepped down from the CEO job while remaining on the Board of Directors. His handpicked successor is, who had worked at EA for several years previously, departed for a while, and then returned. Riccitiello previously worked for,. In June 2007, new CEO John Riccitiello announced that EA would reorganize itself into four labels, each with responsibility for its own product development and publishing (the city-state model). The goal of the reorganization was to empower the labels to operate more autonomously, streamline decision-making, increase creativity and quality, and get games into the market faster.

This reorganization came after years of consolidation and acquisition by EA of smaller studios, which some in the industry blamed for a decrease in quality of EA titles. In 2008, at the DICE Summit, Riccitiello called the earlier approach of 'buy and assimilate' a mistake, often stripping smaller studios of its creative talent. Riccitiello said that the city-state model allows independent developers to remain autonomous to a large extent, and cited Maxis and as examples of studios thriving under the new structure. Also, in 2007, EA announced that it would be bringing some of its major titles to the.

EA has released, and for the Mac. All of the new games have been developed for the Macintosh using Cider, a technology developed by TransGaming that enables -based Macs to run Windows games inside a translation layer running on Mac OS X. They are not playable on PowerPC-based Macs. In October 2007, EA purchased Super Computer International, a long-standing industry provider of game server hosting for development studios, who were currently developing the new Playlinc software.

A week later they then purchased VG Holding Corp, the parent company of BioWare. It was revealed in February 2008 that Electronic Arts had made a takeover bid for rival game company.

After its initial offer of US$25 per share, all cash stock transaction offer was rejected by the Take-Two board, EA revised it to US$26 per share, a 64% premium over the previous day's closing price and made the offer known to the public. Rumours had been floating around the Internet prior to the offer about Take-Two possibly being bought over by a bigger company, albeit with as the potential bidder. In May 2008, EA announced that it will purchase the assets of Hands-On Mobile Korea, a South Korean mobile game developer and publisher.

The company will become EA Mobile Korea. In September 2008, EA dropped its buyout offer of Take-Two. No reason was given. In 2008, Electronic Arts retired the EA Sports Big label and replaced it with EA Sports Freestyle, which would focus exclusively on casual sports games, regardless of genre. The label was only used for 3 games until being quietly retired. As of November 6, 2008 it was confirmed that Electronic Arts is closing their Casual Label & merging it with their partnership with Label.

EA also confirmed the departure of Kathy Vrabeck, who was given the position as former president of the EA Casual Division in May 2007. EA made this statement about the merger: 'We've learned a lot about casual entertainment in the past two years, and found that casual gaming defies a single genre and demographic. With the retirement and departure of Kathy Vrabeck, EA is reorganizing to integrate casual games—development and marketing—into other divisions of our business. We are merging our Casual Studios, Hasbro partnership, and Casual marketing organization with The Sims Label to be a new Sims and Casual Label, where there is a deep compatibility in the product design, marketing and demographics. In the days and weeks ahead, we will make further announcements on the reporting structure for the other businesses in the Casual Label including EA Mobile, Pogo, Media Sales and Online Casual Initiatives. Those businesses remain growth priorities for EA and deserve strong support in a group that will compliment their objectives.'

This statement comes a week after EA announced it was laying off 6% about 600 of their staff positions and had a US$310 million net loss for the quarter. Due to the, Electronic Arts had a poorer than expected 2008 holiday season, moving it in February 2009 to cut approximately 1100 jobs, which it said represented about 11% of its workforce. It also closed 12 of their facilities. Riccitiello, in a conference call with reporters, stated that their poor performance in the fourth quarter was not due entirely to the poor economy, but also to the fact that they did not release any blockbuster titles in the quarter. In the quarter ending December 31, 2008, the company lost 641 million. As of early May 2009, the subsidiary studio EA Redwood Shores was known as Visceral Games.

On June 24, 2009, EA announced it will merge two of its development studios, and into one single and development powerhouse. The move will actually place Mythic under control of BioWare as and will be in direct control of the new entity. By fall 2012, both Muzyka and Zeschuk had chosen to depart the merged entity in a joint retirement announcement.

On November 9, 2009, EA announced its acquisition of social casual games developer for 275 million. On the same day, the company announced layoffs of 1500 employees, representing 17% of its workforce, across a number of studios including EA Tiburon,. Also affected were 'projects and support activities' that, according to Chief Financial Officer Eric Brown 'don't make economic sense', resulting in the shutdown of popular communities such as at the (archived January 12, 2006) and the at the (archived February 5, 2009). These layoffs also led to the complete shutdown of. Main article: Some of the most notable and popular games of video game history have been published by EA, and many of these are listed below. Though EA published these titles, they did not always develop them; some were developed by independent game development studios.

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Varney, Allen (October 11, 2005). External links Wikimedia Commons has media related to.

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Use our page or sign up and make your contribution today. What's new in version 1.0.2. BLAST OFF WITH THE NEW GAME UPDATE!. Show off your high scores and enjoy more stable Facebook connectivity. In response to your feedback, improvements, additions, and optimizations include:. Resolution of Facebook Login Issue – Now you’ll stay logged in to Facebook while you play.

High Score Menu Correction – View your name on the High Score Menu after explosive, high-scoring rounds. Enhanced Performance – Behind-the-scenes bug fixes make for smooth and stable SCRABBLE Blast action Download the new update now for the best SCRABBLE Blast experience yet. And don’t forget to download SCRABBLE Free to unlock 2 additional game modes.