EA And BP Collaborate To Include Climate Education In SimCity Societies

REDWOOD CITY-Oct. 10, 2007-Electronic Arts (NASDAQ: ERTS) and BP have collaborated to include climate change education within SimCity Societies, the next iteration in the genre-defining city-building franchise that has sold more than 18 million games to date. The collaboration brings together world-class game building skills and industry expertise on energy, electricity production and greenhouse gas emissions to highlight the impact of electricity generation on the emissions of carbon dioxide that are linked to climate change. The low-carbon electricity choices and monitoring of SimCity’s carbon emissions provide an entertaining, fully-integrated and accurate look at some of the causes and some of the major solutions available to combat rising levels of carbon and to help address the threat of global warming. SimCity Societies will be available at retailers across North America and Europe November 15.

"Since their inception in 1989, SimCity games have served as excellent creative and educational tools to convey complex subjects. With SimCity Societies, we have the opportunity not only to demonstrate some of the causes and effects of global warming, but also to educate players how seemingly small choices can have a big global impact," said Steve Seabolt, Vice President of Global Brand Development for The Sims Label at EA. "BP was one of the first major energy companies to publicly acknowledge the need to reduce carbon emissions and begin taking precautionary measures. As such, they are the perfect partner to help educate people on this important social issue in SimCity Societies."

The game does not force players to power their cities any specific way, but allows them to make choices, each of which come with advantages and disadvantages. Similar to real-life, the least expensive and most readily-available buildings in SimCity Societies are also the biggest producers of carbon dioxide, an invisible gas that contributes to global warming. Should players choose to build cities dependent on these types of sources for power to conserve their in-game money, their carbon ratings will rise and, at reaching critical levels, the game will issue alerts about the threat of the various natural disasters like droughts, heat waves and others that may strike their cities.

Alternatively, players can strive to create a greener environment and avoid hazards caused by excessive carbon emissions by choosing from a variety of BP Alternative Energy low-carbon power options. Using hydrogen and natural gas plants to wind farms and solar power, SimCity Societies encourages people to learn about some of the causes and consequences of global warming in an engaging, educational and meaningful way. While these power sources maintain nearby property values and keep the cities’ citizens safer from disaster, they also mimic real-life in that they cost players more of their funds, and do not produce as much power as less green options that take up similar space. Informative real-world snippets about power production and conservation will also be available in-game, informing players of global warming issues both virtually and in reality.

"The time was right for this partnership. EA was developing the next iteration of the SimCity series at the same time that we were looking for opportunities to raise awareness about low-carbon power choices," said Carol Battershell, Vice President, BP Alternative Energy. "EA has a powerful reach to the next generation and BP has a suite of low-carbon power alternatives. In our collaboration through this innovative game, we can provide education on the issues surrounding climate change, its association with carbon emissions and the ability to take early positive action through low-carbon power choices."

The SimCity franchise is oneof the most popular PC gaming franchises in history, having sold more than 18 million games worldwide to date since the SimCity launch in 1989. Subsequent base game releases include SimCity 2000tm (1993), SimCity 3000tm (1999) and SimCity 4 (2003). SimCity Societies is being published by Electronic Arts and developed by Tilted Mill Entertainment.

###

About Electronic Arts

Electronic Arts Inc. (EA), headquartered in Redwood City, California, is the world's leading interactive entertainment software company. Founded in 1982, the company develops, publishes, and distributes interactive software worldwide for video game systems, personal computers, cellular handsets and the Internet. Electronic Arts markets its products under four brand names: EA SPORTS, EA, EA SPORTS BIG and POGO. In fiscal 2007, EA posted revenue of $3.09 billion and had 24 titles that sold more than one million copies. EA's homepage and online game site is www.ea.com. More information about EA's products and full text of press releases can be found on the Internet at http://info.ea.com.

About BP Alternative Energy

BP is one of the world’s largest energy companies, with interests in more than 100 countries and over 96,000 employees. BP Alternative Energy, formed in 2005, brings together BP’s interests in zero and low-carbon power generation: BP Solar, the company’s photovoltaic business; wind power generation; hydrogen power -- which combines fossil fuel power generation with carbon capture and storage to provide extremely low carbon power; and BP’s natural gas-fired power interests. BP Alternative Energy has an active wind development portfolio in Europe, North America and Asia; the company’s hydrogen business includes a project in Los Angeles; BP Solar is a leading global solar company; and BP participates in more than 13,000 MW of gas-fired generation around the world. For further information, please visit http://www.bpalternativenergy.com.

Electronic Arts, EA, EA SPORTS, EA SPORTS BIG, POGO, SIMCITY, SIMCITY 2000 and SimCity 3000 are trademarks or registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All other trademarks are the property of their respective owners.


Games PressGames Press is the leading online resource for games journalists. Used daily by magazines, newspapers, TV, radio, online media and retailers worldwide, it offers a vast, constantly updated archive of press releases and assets, and is the simplest and most cost-effective way for PR professionals to reach the widest possible audience. Registration for the site and the Games Press email digest is available, to the trade only, at www.gamespress.com.