How To Make Video Games And Not Get Zapped

Lawrence F. Probst knows it's tough not to be greedy. After all, the highly lucrative home-video-game market is a highly lucrative but volatile $2 billion business. A smash hit can make a company. But a headlong rush into faddish video games can also send a company reeling if a new game fails. As CEO of Electronic Arts Inc., Probst prefers a measured approach--and that has saved his software maker plenty.

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