Electronic Arts Inc. develops, markets, publishes, and delivers games, content and services that can be experienced on game consoles, PCs, and mobile devices.
The company creates innovative games and experiences that deliver high-quality interactive entertainment and drive engagement across its global network of hundreds of millions of players. The company focuses on building games and experiences that grow the global online communities around its key franchises; deepening engagement through co...
Electronic Arts Inc. develops, markets, publishes, and delivers games, content and services that can be experienced on game consoles, PCs, and mobile devices.
The company creates innovative games and experiences that deliver high-quality interactive entertainment and drive engagement across its global network of hundreds of millions of players. The company focuses on building games and experiences that grow the global online communities around its key franchises; deepening engagement through connecting interactive storytelling to key intellectual property; and harnessing its communities to grow in, around, and beyond its games. The company develops and publishes games and experiences across diverse genres, such as sports, racing, first-person shooter, action, role-playing, and simulation.
Through its live services offerings, the company offers high-quality experiences designed to provide value to players and extend and enhance gameplay. These live services include extra content, subscription offerings, and other revenue generated outside of the sale of its full games. The company's digital live services and other net revenue represented 73 percent of its total net revenue during fiscal year 2025. The company offers live services through its global football and American football franchises, (which include EA SPORTS College Football and EA SPORTS Madden NFL), and based on its iconic IP, such as The Sims, Apex Legends, and Battlefield. The company's most popular live services are the extra content in the Ultimate Team mode associated with its sports franchises. Ultimate Team allows players to collect current and former players in order to build and compete as a personalized team. Live services net revenue generated from extra content purchased within Ultimate Team, a substantial portion of which was derived from FC Ultimate Team, is material to the company's business.
The company's players engage with its products and services on consoles, PCs, and mobile devices. Players can access the company's products and services through traditional single-game purchases or through subscription offerings; and certain of the company's products and services are available through a free-to-play model, whereby players download the game for free and engage with services provided on an ongoing basis. For example, the company develops products and services within the EA SPORTS FC franchise that allow players to engage through multiple business models, distribution channels, and devices, including its annualized console and PC games and associated experiences, which can be purchased through both digital distribution and retail channels and also are available through subscription services; a mobile free-to-play offering; and a PC free-to-play game available in certain countries. Revenue from the company's EA SPORTS FC franchise, as well as revenue from its American football franchise, is material to the company's business and will continue to be so.
Distribution of Products and Services
Console: The company primarily distributes its console products and services through partners, such as Sony and Microsoft. Under the terms of publishing agreements, the company's products and services are developed, marketed, published, and distributed with PlayStation and Xbox consoles. The company's direct sales to Sony and Microsoft represented approximately 39 percent and 17 percent of total net revenue, respectively, in fiscal year 2025. Under these agreements, the company has the non-exclusive right to use, for a fixed term and in a designated territory, technology that is owned or licensed by them to publish its games on their respective consoles. With respect to the company's digitally-delivered products and services, the console manufacturers pay the company either a wholesale price or a royalty percentage on the revenue they derive from their sales of the company's products and services. The company's transactions for packaged goods products are made pursuant to individual purchase orders, which are accepted on a case-by-case basis. The company's packaged goods games are sold directly to mass market retailers, specialty stores, and through distribution arrangements. For packaged goods products, the company pays the console manufacturers a per-unit royalty for each unit manufactured. Many key commercial terms of the company's relationships with Sony and Microsoft, such as manufacturing terms, delivery times, policies, and approval conditions, are determined unilaterally and are subject to change by the console manufacturers.
The publishing agreements also require the company to indemnify the console manufacturers for any loss, liability, and expense resulting from any claim against the console manufacturer regarding its products and services, including any claims for patent, copyright, or trademark infringement brought against the console manufacturers.
PC and Mobile: The company distributes its mobile applications and additional content through distributors such as Apple and Google. The company's applications are downloaded for mobile devices from third-party application storefronts. The distributor collects payment from consumers for content purchased within the application or charges consumers a one-time fee to download the application. The company's distribution agreements establish the amounts that are retained by the distributor and the amounts passed through to the company. These arrangements are typically terminable on short notice. The agreements generally do not obligate the distributors to market or distribute any of the company's applications. Application storefront policies are determined unilaterally by the distributors and are subject to change.
The company's PC products and services can be downloaded directly through the EA app, EA's digital storefront, as well as through third-party online download stores, such as Steam. The company also has agreements with companies, such as Tencent Holdings Limited, Nexon Co., Ltd, and Garena Online Private Limited, or their respective affiliates, that allow these companies to publish the company's mobile and PC free-to-play games in certain countries. The company's players access games from the publishers' online storefronts and are charged for additional content purchased within its game environment. The agreements generally establish the amounts that are retained by the publisher and the amounts passed through to the company.
Seasonality
The company has historically experienced the highest percentage of its net bookings in its third fiscal quarter (year ended March 2025).
History
Electronic Arts Inc. was founded in 1982. The company was incorporated in 1982.