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Electronic Arts Annual Report, Year Ended Mar 31, 2008

Filing Date
Filed May 23, 2008
Period End
March 31, 2008
Security
EA
In the record · 2016–202610-K1210-Q328-K135

EA filed 12 annual reports (10-K), 32 quarterly reports (10-Q) and 135 current reports (8-K) between 2016 and 2026.

  1. FY2017 annual report10-K · May ’17May ’17
  2. Leadership change8-K · Nov ’19Nov ’19
  3. Leadership change8-K · Nov ’21Nov ’21
  4. Material agreement8-K · Sep ’25Sep ’25

Summary

Summary of the 10-K filed May 23, 2008. Cited figures are marked; the original filing is the authoritative source.

Electronic Arts Inc. (EA) in fiscal year 2008 (ending March 30) demonstrated significant revenue growth, increasing by 19% to $3.665 billiona, 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 millionb, 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 billionc, indicating a strategy of aggressive expansion and consolidation within the industry.

Key Highlights

  1. Revenue grew 19% to $3.665 billion, with North America and Europe showing strong performance.
  2. Reported a net loss of $454 million, a significant decrease from the prior year's net income of $76 million.
  3. A new revenue recognition policy for online-enabled games resulted in $355 million of deferred revenue and impacted gross margins.
  4. Acquired VG Holding Corp. (owner of BioWare and Pandemic Studios) for $682 million, strengthening its role-playing and action-adventure game development capabilities.
  5. Incurred $103 million in restructuring charges, primarily related to a business reorganization into four operating labels.
  6. Announced a proposal to acquire Take-Two Interactive Software for approximately $2.1 billion, signaling a major strategic move.
  7. Research and development expenses increased by 10% to $1.145 billion, reflecting investment in new titles and platforms.

Follow one dollar

For each $1.00 of revenue in FY2008, Electronic Arts lost $0.12.

  1. Revenue$3.67B100.0%
  2. Cost of revenue−$1.80B49.2%
  3. Gross profit$1.86B50.8%
  4. Operating costs−$2.35B64.0%
  5. Operating income−$487.0M13.3%
  6. Interest, other & tax$33.0M0.9%
  7. Net income−$454.0M12.4%
Computed from 10-KFY2008filed May 23, 2008Computed from this filing’s revenue, gross profit, operating income and net income · right columngrey figure: share of revenue

Frequently Asked Questions

  1. What was the primary driver for the significant net loss in fiscal year 2008?

    The primary drivers for the substantial net loss of $454 million were a combination of factors including a significant increase in cost of goods sold, $103 million in restructuring charges, $138 million in acquired in-process technology expenses related to the acquisition of VG Holding Corp., $118 million in losses on strategic investments, and a change in revenue recognition for online-enabled games which deferred $355 million of revenue, impacting current period results.

  2. How does the new revenue recognition policy for online-enabled games affect the company?

    The company began recognizing revenue from certain online-enabled packaged goods and digital content over an estimated six-month period, rather than at the time of sale, because it could no longer establish vendor-specific objective evidence of fair value for the associated online service. This policy change resulted in $355 million of deferred revenue in fiscal 2008, reducing reported net revenue and operating income, and also created volatility in gross margin percentages as the costs of goods sold are recognized immediately.

  3. What is the strategic significance of acquiring BioWare and Pandemic Studios?

    The acquisition of VG Holding Corp., which owns BioWare and Pandemic Studios, for $682 million is strategically significant as it bolsters EA's capabilities in the highly sought-after role-playing, action, and adventure game genres, home to popular franchises like 'Mass Effect' and 'Mercenaries'.

  4. What is the company's strategy regarding the transition to new video game consoles?

    EA is actively developing and publishing titles for the new generation of consoles (Xbox 360, PLAYSTATION 3, and Wii), which have expanding installed bases. While this transition involves higher per-title development costs, the company views it as essential for future growth. Concurrently, demand for games on prior-generation consoles like the PlayStation 2 is declining, and EA is scaling back support for older platforms like the original Xbox and Nintendo GameCube.