EA 10-K Annual Reports
ELECTRONIC ARTS INC. - 32 annual reports
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2025
May 13, 2025Electronic Arts (EA) reported total net revenue of $7,463 million for the fiscal year ended March 31, 2025, a slight decrease of 1% year-over-year. This performance was primarily driven by its global football and American football franchises, Apex Legends, and The Sims 4. While overall revenue saw a marginal dip, the company's live services and other net revenue, which constitutes a significant 73% of total revenue, experienced a 2% decline to $5,461 million. Despite this, EA demonstrated improved profitability with a gross margin of 79.3%, up 2 percentage points year-over-year, and maintained operating income at $1,520 million. The company continues to focus on its live services model, particularly through its popular Ultimate Team modes within sports franchises, which remain material to its business. EA also returned substantial capital to shareholders, repurchasing $2.5 billion in stock and paying $199 million in dividends, underscoring a commitment to shareholder returns. The company faces intense competition and evolving market dynamics, with a significant portion of its revenue concentrated in its most popular franchises, highlighting the importance of continued innovation and player engagement.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2024
May 22, 2024Electronic Arts Inc. (EA) reported solid financial results for the fiscal year ended March 30, 2024, with total net revenue reaching $7.56 billion, a 2% increase year-over-year. The company's live services segment continues to be a dominant revenue driver, accounting for 73% of total net revenue. This segment, particularly extra content purchases within modes like Ultimate Team and for franchises such as Apex Legends, demonstrates the success of EA's recurring revenue strategy. Operating income saw a significant 14% increase, reaching $1.52 billion, reflecting improved operational efficiency and a higher gross margin of 77.4%. EA demonstrated a strong commitment to returning value to shareholders through a substantial stock repurchase program, buying back approximately $1.3 billion worth of shares in fiscal year 2024. The company also announced a new, significantly larger stock repurchase authorization of $5.0 billion, signaling confidence in its financial position and future outlook. While the company operates in a highly competitive and rapidly evolving industry, its focus on core franchises, digital delivery, and live services positions it for continued engagement and revenue growth.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2023
May 24, 2023Electronic Arts Inc. (EA) reported solid financial performance for the fiscal year ended March 31, 2023, with total net revenue of $7.43 billion, a 6% increase year-over-year. This growth was primarily driven by a 10% increase in live services and other net revenue, which now constitutes 74% of total revenue, highlighting the company's successful shift towards recurring revenue streams. The company also demonstrated strong profitability with an operating income of $1.33 billion, up 18% year-over-year, and a gross margin of 75.9%. Key strategic initiatives include the upcoming rebranding of its global football franchise to EA SPORTS FC in fiscal year 2024, signaling a continued focus on this material revenue driver. EA also continues to invest in its core franchises like Apex Legends and The Sims, while emphasizing digital delivery and live services to enhance player engagement and recurring revenue. The company returned $1.5 billion to stockholders through share repurchases and dividends, underscoring its commitment to shareholder value. Despite a competitive landscape and evolving market dynamics, EA's diversified portfolio and focus on player engagement position it for continued growth in the digital interactive entertainment space.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2022
May 25, 2022Electronic Arts (EA) reported strong revenue growth in the fiscal year ending March 31, 2022, with total net revenue increasing by 24% year-over-year to $6.991 billion. This growth was primarily driven by its Live Services segment, which includes extra content and subscriptions, accounting for a significant portion (71%) of total net revenue. The company also saw substantial growth in its mobile division, boosted by acquisitions like Glu Mobile and Playdemic, indicating a strategic focus on this expanding market. EA continues to leverage its strong portfolio of owned and licensed intellectual properties, with franchises like FIFA and Apex Legends being key revenue drivers. The company is actively investing in innovation and expanding its reach across various platforms and business models, including free-to-play and subscription services. While the company reported an increase in operating expenses, largely due to strategic investments and acquisitions, it also managed to grow operating income. However, net income and diluted earnings per share saw a slight decrease year-over-year, influenced by increased operating expenses and changes in tax rates. Looking ahead, EA is focused on creating socially-connected ecosystems, investing in creation tools for its community, and expanding its content and distribution channels. The company's robust live services model, combined with strategic acquisitions and a focus on player engagement, positions it to capitalize on evolving trends in the digital interactive entertainment market.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2021
May 26, 2021Electronic Arts Inc. (EA) reported solid performance for the fiscal year ended March 31, 2021, with total net revenue reaching $5.63 billion, a slight increase of 2% year-over-year. This growth was primarily driven by a 10% increase in live services and other net revenue, which now accounts for 71% of total net revenue. The company benefited from increased player engagement, partly due to pandemic-related social restrictions, which accelerated longer-term trends like digital game purchases and live service monetization. EA also made significant strategic acquisitions during the year, including Codemasters for $1.2 billion to bolster its racing game portfolio and Glu Mobile for $2.3 billion to enhance its mobile gaming capabilities. Despite revenue growth, operating income and net income saw a decline compared to the prior year. This was largely due to a one-time net tax benefit recognized in fiscal year 2020, which artificially inflated that year's net income. EA continued its commitment to returning capital to shareholders through share repurchases and initiated a quarterly cash dividend. The company's strategy remains focused on delivering engaging games and content, expanding its live services, and connecting more players across more platforms.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2020
May 20, 2020Electronic Arts Inc. (EA) demonstrated robust growth in its fiscal year ended March 31, 2020, with total net revenue increasing by 12% year-over-year to $5.537 billion. This growth was primarily fueled by strong performance in digital net revenue, which rose 16% to $4.314 billion, highlighting the company's successful shift towards digital distribution and live services. Live services, in particular, saw a significant 27% increase, driven by in-game content purchases, especially within popular modes like FIFA Ultimate Team and Apex Legends. The company's strategic pillars focus on creating engaging games and content, supported by live services, and delivering them to a broad global audience. EA's portfolio includes well-known franchises like FIFA, Madden NFL, Apex Legends, and The Sims, contributing to its market leadership. Despite the increasing importance of live services, the company also faces intense competition and the ongoing challenge of adapting to rapidly evolving industry trends and technologies. Management expressed confidence in the company's liquidity and ability to meet its operating requirements, even as it navigates the uncertainties presented by the COVID-19 pandemic.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2019
May 24, 2019Electronic Arts Inc. (EA) reported a net revenue of $4.95 billion for the fiscal year ended March 31, 2019, a decrease of 4% year-over-year. This decline was primarily attributed to a decrease in revenue from franchises like Battlefield and Mass Effect: Andromeda, partially offset by growth in FIFA and The Sims. The company's strategic shift towards digital revenue continued, with digital net revenue increasing by 8% to $3.71 billion, representing 75% of total net revenue, up from 67% in the prior year. This trend is expected to continue, driven by live services and digital downloads. EA continued its focus on player engagement through new IP launches like Apex Legends and Anthem, and investments in subscription services. The company also actively repurchased shares, spending approximately $1.19 billion under its stock repurchase program. Despite a decrease in operating income and net income compared to the previous year, the company maintained a strong cash position and positive operating cash flow.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2018
May 23, 2018Electronic Arts Inc. (EA) demonstrated robust financial performance in fiscal year 2018, with total net revenue reaching $5.15 billion, a 6% increase year-over-year. A significant driver of this growth was the digital segment, which surged 20% to $3.45 billion, now representing 67% of total net revenue. This shift towards digital, including live services which contributed 40% of total revenue and particularly the Ultimate Team modes, indicates a successful transition in the company's business model. The company also reported strong operating income of $1.43 billion and net income of $1.04 billion, with diluted earnings per share at $3.34, reflecting improved profitability. EA's strategic focus on its "Players First," "Commitment to Digital," and "One EA" pillars appears to be resonating, as evidenced by the growth in digital revenue and engagement through live services. The company also continues to invest in research and development, with expenses increasing 10% to $1.32 billion, supporting the development of its diverse game portfolio. Despite the competitive landscape, EA's strong performance and strategic direction position it well for continued growth in the interactive entertainment market.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2017
May 24, 2017Electronic Arts Inc. (EA) reported a strong fiscal year 2017, with total net revenue reaching $4.845 billion, a 10% increase year-over-year. This growth was primarily driven by a significant 19% rise in digital revenue, which now accounts for 59% of total net revenue, highlighting the company's successful transition to digital distribution and live services. The company's strategic focus on a 'Players First' approach, commitment to digital, and 'One EA' operational model appears to be paying off. Key franchises like FIFA, Battlefield, and Star Wars continue to perform well, with the Ultimate Team mode in FIFA and live services for other franchises demonstrating their ability to extend game lifecycles and drive recurring revenue. EA also continued its focus on returning value to shareholders through a robust stock repurchase program, authorizing an additional $1.2 billion in May 2017. While the company experienced a decrease in net income year-over-year, this was largely attributed to a significant one-time income tax benefit in the prior fiscal year. Overall, EA demonstrated solid revenue growth and a continued strategic shift towards higher-margin digital offerings, positioning it for sustained engagement in the interactive entertainment market.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2016
May 27, 2016Electronic Arts Inc. (EA) for the fiscal year ended March 31, 2016, demonstrates continued strength in its digital transformation, with digital revenue growing 10% year-over-year to $2.41 billion. While total net revenue saw a slight decrease of 3% to $4.40 billion, largely due to a decline in revenue from specific franchises like Titanfall and Battlefield, this was offset by growth in key franchises such as Star Wars and Madden NFL. The company's commitment to player engagement through digital services and in-game content is a core strategy, contributing to a robust gross margin of 69.2%. EA also actively returned capital to shareholders, repurchasing approximately $1.02 billion in stock during the fiscal year. The company's strong operating cash flow of $1.22 billion and significant cash reserves of $2.49 billion provide a solid financial foundation for future growth and investment. A notable financial development was the significant income tax benefit of $453 million in fiscal year 2016, primarily driven by the release of a valuation allowance against U.S. deferred tax assets. This release was supported by two consecutive years of positive U.S. pre-tax income and projected future profitability. Despite the slight dip in overall revenue, EA's strategic focus on digital growth, player engagement, and efficient operations positions it well in the competitive interactive entertainment market. Investors should note the concentration of revenue from top franchises (55%) and key distribution partners, which represent both opportunities and potential risks.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2015
May 21, 2015Electronic Arts Inc. (EA) reported strong financial performance for the fiscal year ending March 31, 2015, with net revenue increasing 26% to $4.515 billion, and net income surging to $875 million from $8 million in the prior year. This significant growth was driven by key franchises like FIFA and Madden NFL, alongside the performance of Battlefield 4. The company continues its strategic shift towards digital revenue, which showed a substantial increase, indicating a successful transition from traditional packaged goods. EA also demonstrated a commitment to shareholder returns through an active stock repurchase program. The company's strategy focuses on putting players first, embracing a digital-first approach, and operating as 'One EA.' EA maintained its position as a top publisher on current-generation consoles (PlayStation 4 and Xbox One) and saw significant engagement with its mobile titles, averaging over 165 million monthly active users. The company is investing in its digital platform to enhance player relationships and is seeing higher margins from digital revenue. Despite a competitive market and industry cyclicality related to console transitions, EA's diversified portfolio and focus on digital transformation position it for continued growth.
ELECTRONIC ARTS INC. Annual Report (Amendment), Year Ended Mar 31, 2014
Oct 3, 2014This 10-K filing for Electronic Arts Inc. (EA), filed on October 3, 2014, covers the fiscal year ending March 30, 2014. While the provided text primarily lists exhibits and incorporated documents, it indicates a company focused on its core operations, including executive compensation, equity plans, and significant licensing agreements with console manufacturers like Sony and Microsoft. Investors should note the inclusion of various employee and executive agreements, demonstrating the company's structure for talent management and retention. The presence of numerous licensing agreements for PlayStation and Xbox platforms underscores EA's reliance on key distribution channels and its ongoing relationships with major hardware providers. The amendment of leases and the filing of credit agreements suggest active management of its operational infrastructure and financial resources.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2014
May 21, 2014Electronic Arts Inc. (EA) reported revenues of $3.575 billion for the fiscal year ended March 31, 2014, a decrease of 6% from the prior year. This decline was primarily attributed to a shift in revenue recognition for online-enabled games and fewer major title releases. Despite the revenue dip, EA saw a significant increase in its digital revenue, which grew by 8% to $1.793 billion (before revenue deferral), highlighting a successful transition towards digital distribution and services. Financially, the company posted a net income of $8 million ($0.03 diluted EPS), a substantial decrease from $98 million ($0.31 diluted EPS) in the previous year, largely due to increased costs related to a litigation settlement and a change in revenue deferral policies. EA is strategically focusing on fewer, higher-quality 'hit' titles across multiple platforms, including new console generation games for PlayStation 4 and Xbox One, and is investing in its digital offerings and direct-to-consumer relationships through platforms like Origin. The company also announced a new $750 million stock repurchase program, indicating a commitment to shareholder returns.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2013
May 22, 2013Electronic Arts Inc. (EA) reported net revenue of $3.8 billion for the fiscal year ended March 31, 2013, a decrease of 8% from the prior year. While packaged goods revenue declined, this was partially offset by a significant increase in digital and service-based revenue, which grew 36% to $1.66 billion, demonstrating the company's ongoing shift towards digital distribution and content. Net income improved to $98 million from $76 million in the prior year, driven by a substantial reduction in operating expenses and a gain on strategic investments, though this was partially offset by lower gross profit. EA is strategically investing in products and services for upcoming next-generation consoles while continuing to leverage its strong portfolio of brands across multiple platforms.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2012
May 25, 2012Electronic Arts Inc. (EA) for the fiscal year ending March 31, 2012, demonstrated a notable increase in net revenue, reaching $4.14 billion, up 15% from the prior year, primarily driven by strong performance in franchises like FIFA, Battlefield, and Madden NFL. This revenue growth was accompanied by a significant swing from a net loss in the previous year to a net income of $76 million, reflecting improved profitability. The company is actively transforming its business model, with a strategic shift towards digital content distribution and services, which saw substantial growth. This digital focus is supported by investments in platforms like Origin and a reduced number of high-quality packaged goods releases, emphasizing online features and services. The acquisition of PopCap Games in August 2011 further bolstered EA's position in the fast-growing casual and social gaming markets. Key financial highlights include a 78% increase in service and other revenue, driven by subscription services and micro-transactions, and a 47% increase in digital revenue before deferrals. While operational expenses, including R&D and marketing, saw increases, the company's profitability improved, partly due to a decrease in restructuring charges. EA's balance sheet reflects continued investment in growth, with increased goodwill and intangible assets resulting from acquisitions. The company's liquidity remains robust, supported by cash flow from operations and a completed stock repurchase program. Investors should note the company's strategic emphasis on digital and mobile growth, alongside the continued importance of its core sports and action franchises.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2011
May 24, 2011Electronic Arts Inc. (EA) reported its annual results for the fiscal year ending March 31, 2011. The company experienced a slight decline in overall net revenue to $3.59 billion, a decrease from $3.65 billion in the previous year. This revenue dip was primarily attributed to a strategic decision to reduce the number of games published, focusing on higher-margin opportunities and established franchises like FIFA, Battlefield, and Madden NFL. Despite the revenue decrease, EA significantly narrowed its net loss to $276 million from $677 million in the prior year, driven by improved gross profit margins and cost reduction initiatives, including a decrease in research and development expenses. Key developments during the fiscal year included the announcement of a $600 million stock repurchase program and continued strategic investments in digital content distribution and mobile platforms, highlighted by the acquisition of Chillingo. The company is also preparing for the launch of highly anticipated titles such as "Star Wars: The Old Republic." EA's international revenue showed growth, now representing 49% of total net revenue, indicating a strong performance outside of North America. Investors should note the ongoing shift towards digital distribution and services as a key growth driver.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2010
May 28, 2010Electronic Arts Inc. (EA) in its fiscal year 2010 10-K filing demonstrates a diverse business focused on developing, marketing, publishing, and distributing video game software across multiple platforms including consoles, PCs, handhelds, and mobile devices. The company leverages a strong portfolio of owned intellectual properties (like Need for Speed, The Sims) and licensed properties (such as Madden NFL Football, FIFA Soccer). A key strategic focus is on creating and releasing iterated product families or "franchises" and expanding its digital content and services offerings. Financially, the fiscal year ended March 31, 2010, saw a decrease in net revenue to $3.65 billion from $4.21 billion in the prior year, accompanied by a net loss of $677 million, an improvement from the $1.09 billion net loss in fiscal year 2009. This improvement was attributed to a significant goodwill impairment charge in the prior year and cost-saving measures, including a workforce reduction of approximately 1,200 employees as part of a restructuring plan. The company also made a strategic acquisition of Playfish Limited, a social games developer, for approximately $308 million.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2009
May 22, 2009Electronic Arts Inc. (EA) reported a challenging fiscal year ending March 31, 2009, marked by a significant net loss of $1,088 million, a substantial increase from the prior year's net loss of $454 million. This downturn was largely attributed to a $368 million goodwill impairment charge related to its EA Mobile reporting unit and a $362 million increase in the valuation allowance for deferred tax assets. Revenue, however, saw an increase of 15% to $4.21 billion, driven by strong performances from titles like Rock Band 2 and Spore. The company also initiated a cost reduction plan in fiscal year 2009, which included workforce reductions and facility closures, aiming to improve efficiency and focus the product portfolio amidst a weakening global economy. Despite the financial setbacks, EA continues to invest in its key franchises and explore growth opportunities in digitally delivered content and services.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2008
May 23, 2008Electronic Arts Inc. (EA) in fiscal year 2008 (ending March 30) demonstrated significant revenue growth, increasing by 19% to $3.665 billion, driven by strong performance in North America and Europe, and the success of titles like 'Rock Band' and 'Madden NFL 08'. However, the company reported a substantial net loss of $454 million, a sharp decline from the previous year's profit, largely due to a significant increase in cost of goods sold, restructuring charges ($103 million), acquisition-related expenses (primarily the acquisition of BioWare and Pandemic Studios), and a change in revenue recognition for online-enabled games, which deferred $355 million of revenue. This shift in revenue recognition, impacting gross margins and operating income, is a key financial development for investors to note. The company is navigating the transition to new-generation consoles, which involves higher development costs but also expanding market potential. EA also announced a significant proposed acquisition of Take-Two Interactive Software for $2.1 billion, indicating a strategy of aggressive expansion and consolidation within the industry.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2007
May 30, 2007Electronic Arts Inc. (EA) reported a 5% increase in net revenue for the fiscal year ended March 31, 2007, reaching $3.091 billion. This growth was primarily driven by strong sales of titles such as Madden NFL 07, Need for Speed Carbon, and FIFA 07. However, net income saw a significant decline to $76 million from $236 million in the prior year. This decrease was largely attributed to the adoption of SFAS No. 123(R) for stock-based compensation, increased annual bonus expenses, higher personnel costs, and increased research and development spending, particularly due to the transition to new generation video game consoles. The company is navigating a critical transition in the video game industry with the launch of new hardware platforms like the Xbox 360, PLAYSTATION 3, and Wii. This transition involves higher development costs and a shift in revenue streams, as older console sales decline and new console adoption begins. EA is making substantial investments in online gaming and mobile platforms, anticipating long-term growth in these areas. The company's financial strategy includes continued acquisitions and strategic investments to bolster its portfolio and market presence.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2006
Jun 12, 2006This 10-K filing for Electronic Arts Inc. (EA) for the fiscal year ended March 31, 2006, highlights significant shifts and challenges within the interactive entertainment industry. The company reported a decrease in net revenue to $2.951 billion from $3.129 billion in the prior year, with net income falling to $236 million from $504 million. This decline is attributed to the industry's transition to next-generation gaming consoles, which is impacting sales of current-generation titles and increasing development costs. EA is actively investing in new platform development and has expanded its presence in the mobile gaming sector through the acquisition of JAMDAT Mobile Inc. Key risks for investors include the company's heavy reliance on third-party platform manufacturers, the cyclical nature of the industry, potential declines in average selling prices of games, and increasing licensing costs. The company is also facing challenges related to intense competition and the need for continuous innovation to produce "hit" titles. Despite these headwinds, EA's substantial cash reserves and ongoing investments in mobile and online gaming suggest a strategic focus on future growth areas.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2005
Jun 7, 2005Electronic Arts Inc. (EA) reported net revenue of $3.129 billion for the fiscal year ended March 31, 2005, a 5.8% increase from the prior year. Despite revenue growth, net income saw a decrease of 12.7% to $504 million, with diluted EPS falling to $1.59 from $1.87. This decline was attributed to increased operating expenses, particularly in research and development, as the company invested in next-generation console technologies. The company is navigating a significant industry transition towards new gaming consoles. While this transition presents opportunities, it also entails higher development costs and the potential for volatile operating results. EA is strategically expanding its studio resources, focusing on both current and next-generation platforms, and strengthening its international presence, especially in Asia. The company also announced a $750 million share repurchase program, demonstrating confidence in its financial position and commitment to shareholder value.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2004
Jun 4, 2004Electronic Arts Inc. (EA) reported robust financial performance for the fiscal year ended March 31, 2004, with net revenue reaching $2,957.1 million, a 19.1% increase year-over-year. This growth was driven by strong sales across multiple platforms, particularly the PlayStation 2, and a significant increase in the number of "platinum titles" (games selling over one million units). Net income saw a substantial rise of 82.1% to $577.3 million, with diluted earnings per share growing 73.1% to $1.87. The company benefited from a favorable foreign exchange environment, particularly the strengthening Euro, which added approximately $156 million to net revenue. EA also demonstrated improved cost management, with cost of goods sold decreasing as a percentage of net revenue due to lower product and royalty costs. The company continues to invest heavily in research and development, with a 27.4% increase to $510.9 million, reflecting its commitment to developing new titles and technologies for current and next-generation consoles. Despite increased R&D spending and marketing efforts, EA's overall financial health appears strong, supported by a significant increase in cash and cash equivalents. The company also announced plans to consolidate studio facilities and expects continued international revenue growth.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2003
Jun 10, 2003Electronic Arts Inc. (EA) reported a strong financial performance for the fiscal year ending March 31, 2003. The company achieved a significant increase in net revenue, up 44% to $2.48 billion, primarily driven by the robust performance of new console platforms such as PlayStation 2, Xbox, and Nintendo GameCube. EA's strategic focus on multi-platform development and successful franchise titles like "Medal of Honor Frontline," "The Lord of the Rings," and "Harry Potter" contributed to this growth. Despite increased operating expenses, including significant investments in research and development and marketing, EA demonstrated improved profitability, with net income rising substantially. The company also highlighted its international expansion, with international revenue increasing by 66%, indicating a growing global footprint. However, EA acknowledged challenges in its online gaming segment (EA.com), with certain product launches, notably "The Sims Online," falling below expectations. This led to a restructuring and asset impairment charge impacting the EA.com segment. The company also noted the cyclical nature of the gaming industry and the intense competition, emphasizing the importance of delivering "hit" products and securing intellectual property licenses. Looking ahead, EA expects continued growth but at a decelerating rate, with a focus on managing pricing pressures and further leveraging its strong position in the next-generation console market.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2002
Jun 28, 2002Electronic Arts Inc. (EA) presents its 2002 10-K filing, highlighting a period of significant activity and growth in the competitive video game industry. The company's business model is heavily reliant on the development and publishing of interactive entertainment software, with a strong emphasis on licensed intellectual property and established franchises. Investors should note EA's strategic focus on expanding its content library, leveraging key platforms, and exploring emerging technologies to maintain its market leadership.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2001
Jun 29, 2001Electronic Arts Inc. (EA) for the fiscal year ended March 31, 2001, reported a net loss of $11.1 million, a significant decrease from the $116.8 million net income in the prior year. This decline was primarily driven by a 6.9% decrease in consolidated net revenues to $1.32 billion, impacted by the ongoing transition to next-generation gaming consoles (PlayStation 2, Xbox, GameCube) which led to a substantial drop in sales for older platforms like PlayStation and N64. Investments in research and development and the emerging EA.com segment also increased operating expenses. Despite the revenue dip, PC sales showed growth, driven by titles like 'The Sims,' and PlayStation 2 revenue showed promise, though hampered by hardware shortages. The company is strategically investing in new platforms and online capabilities, anticipating future growth while navigating the challenges of industry transitions and increased competition.
ELECTRONIC ARTS INC. Annual Report (Amendment), Year Ended Mar 31, 2000
Aug 11, 2000ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 2000
Jun 29, 2000ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 1999
Jun 29, 1999Electronic Arts Inc. (EA) filed its 10-K annual report for the period ending March 30, 1999. This filing covers a pivotal period for the company, likely detailing its performance and strategic positioning in the rapidly evolving video game industry of the late 1990s. Investors would be keenly interested in revenue growth, profitability trends, product pipeline, and competitive landscape as EA navigated the transition to new gaming platforms and expanding market demographics. Key areas of focus would include EA's success with its existing franchises, its ability to innovate and develop new intellectual property, and its strategies for global distribution and marketing. Understanding EA's financial health, including its cash flow generation and any debt levels, is crucial for assessing its long-term viability and growth potential. The report likely sheds light on the company's investments in technology and its approach to intellectual property management, which are critical factors in the digital entertainment sector.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 1998
Jun 26, 1998This 10-K filing from Electronic Arts Inc. (EA) for the period ending March 30, 1998, marks a significant point in the company's history as it navigated the burgeoning interactive entertainment industry. The filing provides a snapshot of EA's financial health and strategic positioning at a time when PC and console gaming were rapidly evolving. Investors can gain insights into the company's revenue streams, product development pipeline, and market expansion efforts, particularly concerning its international operations and diverse software portfolio. Key financial metrics and business segment details within this report would be crucial for understanding EA's growth trajectory and competitive landscape in 1998. The company's ability to adapt to technological shifts and consumer demand for new gaming experiences would have been paramount. This report serves as a foundational document for assessing EA's early-stage growth strategies and its foundational steps toward becoming a dominant player in the video game market.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 1997
Jun 23, 1997This 10-K filing from Electronic Arts Inc. (EA), dated June 23, 1997, covers the fiscal year ending March 30, 1997. As a relatively young company in the burgeoning video game industry, EA's filing provides a snapshot of its early operations and strategic positioning. Investors should note the company's focus on developing and publishing a diverse portfolio of entertainment software for various gaming platforms. The filing likely details revenue streams from software sales, licensing agreements, and potentially international expansion efforts that were critical for growth in this era. Key areas of interest for investors in this period would include EA's ability to secure intellectual property rights for popular titles, its relationships with console manufacturers (such as Nintendo and Sega), and its marketing and distribution strategies. The competitive landscape was intense, with new technologies and game genres constantly emerging. Understanding EA's financial health, its product pipeline, and its success in capturing market share against both established and emerging competitors would be paramount for assessing its investment potential.
ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 1996
Jul 1, 1996This filing represents Electronic Arts Inc.'s (EA) 1996 Annual Report (10-K), detailing the company's financial performance and strategic position as of March 30, 1996. As a key player in the burgeoning video game industry, EA's report likely outlines its revenue streams from game sales, licensing agreements, and potentially its expansion into new platforms. Investors would be keenly interested in the company's growth trajectory, profitability, and any new product pipelines or strategic partnerships that could drive future performance in a rapidly evolving technological landscape. Given the early stage of the gaming industry in 1996, the report may also highlight EA's efforts in establishing its brand, managing intellectual property, and navigating the competitive environment. Understanding the company's financial health, including its cash flow, debt levels, and investment in research and development, is crucial for assessing its long-term viability and potential for shareholder value creation.