10-KPeriod: FY1997

ELECTRONIC ARTS INC. Annual Report, Year Ended Mar 31, 1997

Filed June 23, 1997For Securities:EA

Summary

This 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.

Key Highlights

  • 1Electronic Arts Inc. (EA) filed its 10-K for the fiscal year ending March 30, 1997.
  • 2The company is a significant player in the development and publishing of entertainment software.
  • 3EA's business model relies on a diverse portfolio of games across multiple gaming platforms.
  • 4The filing reflects EA's operational and financial status during a critical growth phase for the video game industry.
  • 5Key investor considerations likely include intellectual property, platform relationships, and market competition.
  • 6The company was focused on revenue generation through software sales and licensing agreements.

Frequently Asked Questions

As of the fiscal year ending March 30, 1997, Electronic Arts Inc. (EA) is primarily engaged in the development and publishing of entertainment software for a variety of video game consoles and personal computers.

EA's revenue was primarily driven by the sale of its video game software titles. Licensing agreements for its intellectual property and potential international distribution were also likely significant contributors.

Key challenges likely included intense competition from other game developers and publishers, the rapid pace of technological change in the gaming industry, securing rights to popular intellectual property, and managing relationships with console manufacturers.

In 1997, EA was likely developing and publishing games for major consoles of that era, such as the Super Nintendo Entertainment System (SNES), Sega Genesis, and potentially early versions of the Sony PlayStation and Nintendo 64, alongside PC platforms.