Electronic Arts embraces BYOD, consumerization of IT and cloud

By Thor Olavsrud, CIO |  Consumerization of IT, BYOD, Electronic Arts

Tonnesen: There are a lot of things. They go from very strategic to very tactical. I spend an ungodly amount of money just managing content on SharePoint infrastructure that I have no way of managing, no control over. It's just a big mess. We have to relook at that. It is more strategic. It is going to be central to how we leverage our contracts and contract processes.

We have legal teams that are external. We have marketing teams that are external. All of our marketing plans and programs and strategies are now going to be sitting on top of Box. It is going to become a fabric that is going to help us touch and connect enterprises that we use today to run our company.

CIO.com: How easy was it to get Box's solution up and running for various user communities and what's the adoption been like?

Tonnesen: Deployment has been very, very simple. That has been basically self-service. What we have spent a little bit of time on is making sure that the security is in place so we can use it as an enterprise solution internally. It comes inherently with the capabilities to share documents. What we are in the midst of right now in deployment is in the ideation phases with marketing with the studios, and that part has been an easy uptick.

We haven't seen yet the overall transformation in the way those processes work yet today, so I'd say that's still coming, but we've got it in wide use across our back office environmentfinance, marketing and all the technology functions. The engineering groups are where the big push is today. I'd say we're early stages, but we've had a lot of positive feedback and positive returns, but not yet the transformation in process we're expecting.

CIO.com: What does it look like for you, given you're trying to do this whole transformative move for EA, not just modernizing systems but basically changing the game? What does success look like a year from now? How do you know you did it right?

Tonnesen: I think the simple answer is we improve both quality and time to market for getting games to the market. I think that is the big thing. I'll give you an example: We'll do FIFA [EA's massively popular soccer video game franchise]. FIFA 13 comes out in a few weeks, and that particular build of software is I think between 75 and 90 gigabytes. It's huge. So what we do is we ship that to 18 or 20 locations around the worldand, by the way, we ship many, many versions because we have 18 to 20 different languages to shipand we do testing and we do thorough testing. And then we do write-ups and then we do modifications to the software. Then we send out a new set of builds, and so on.


Originally published on CIO |  Click here to read the original story.
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