Electronic Arts (EA) Stock Price

Electronic Arts Price

🇺🇸NASDAQ·CLOSED
203.39USD
Market closed
Today +/-
Today %

Electronic Arts (EA) Stock | ISIN US2855121099 | WKN 878372. The current Electronic Arts stock price is 203.39 USD (2026). Revenue is 8.31 B USD. Net income is 2.3 B USD. The P/E ratio is 23.34. Market capitalization is 53.69 B USD. Electronic Arts operates in the Communication sector.

Electronic Arts stock price

Ex-Dividend
Details

Stock Price

How to Read This Chart

This chart tracks the historical stock price of Electronic Arts over time. You can switch between daily, weekly, and monthly views and select custom time ranges — from a single day to the full available history. Use the toggle to view price changes in absolute currency terms or as a percentage change relative to the starting date.

Total Return vs. Price Return

The "Total Return" toggle includes reinvested dividends on top of the pure price movement. This is critical because dividends can account for a significant portion of long-term returns. Historically, roughly 40 % of the S&P 500's total return has come from dividends. Always compare total return when evaluating a stock's real performance against a benchmark.

Intraday Price Data

When viewing a one-day time frame, the chart displays real-time intraday price movements. This is useful for observing how Electronic Arts stock reacts to market openings, earnings releases, or breaking news throughout the trading session.

What to Look For

Look for long-term trends (sustained upward or downward movements over months and years), support and resistance levels (price zones where the stock repeatedly bounces or reverses), and volatility (how much the price fluctuates day to day). Comparing Electronic Arts's price chart to a market index like the S&P 500 can reveal whether the stock is outperforming or underperforming the broader market.

Electronic Arts Stock Price History
DateElectronic Arts Price
Access this data via the Eulerpool API

Electronic Arts Revenue, EBIT, Net Income

  • 3 Years

  • 5 Years

  • 10 Years

  • 25 Years

  • Max

Revenue
EBIT
Net Income
Details
Date
Revenue
EBIT
Net Income
Jan 1, 2006
2.95 B USD
359 M USD
236 M USD
Jan 1, 2007
3.09 B USD
57 M USD
76 M USD
Jan 1, 2008
3.67 B USD
-246 M USD
-454 M USD
Jan 1, 2009
4.21 B USD
-355 M USD
-1.09 B USD
Jan 1, 2010
3.65 B USD
-544 M USD
-677 M USD
Jan 1, 2011
3.59 B USD
-168 M USD
-276 M USD
Jan 1, 2012
4.14 B USD
62 M USD
76 M USD
Jan 1, 2013
3.8 B USD
84 M USD
98 M USD
Jan 1, 2014
3.58 B USD
-3 M USD
8 M USD
Jan 1, 2015
4.52 B USD
945 M USD
875 M USD
Jan 1, 2016
4.4 B USD
898 M USD
1.16 B USD
Jan 1, 2017
4.85 B USD
1.24 B USD
967 M USD
Jan 1, 2018
5.15 B USD
1.43 B USD
1.04 B USD
Jan 1, 2019
4.95 B USD
1.01 B USD
1.02 B USD
Jan 1, 2020
5.54 B USD
1.46 B USD
3.04 B USD

Electronic Arts Income Statement, Balance Sheet, Cash Flow Statement

Last updated Jun 10, 2026, 9:32 PM
 
REVENUE (M USD)
REVENUE GROWTH (%)
GROSS MARGIN (%)
GROSS INCOME (M USD)
NET INCOME (M USD)
NET INCOME GROWTH (%)
DIV. (USD)
DIV. GROWTH (%)
SHARES (M)
DOCUMENTS
Details

Income Statement Key Figures

Revenue and Revenue Growth

Revenue is the starting point of every income statement — it measures the total sales Electronic Arts generates from its core business. Revenue growth (expressed as year-over-year percentage change) is one of the most important indicators of business momentum. Sustained growth above 10 % annually is generally considered strong, while declining revenue is a serious warning sign that demands investigation.

Gross Margin

Gross margin = (Revenue − Cost of Goods Sold) ÷ Revenue. It reveals what percentage of each dollar of revenue Electronic Arts retains after direct production costs. High gross margins (above 50 %) are typical of asset-light businesses like software and brands, while capital-intensive industries like manufacturing often operate below 30 %. Compare Electronic Arts's gross margin to industry peers and track it over time to spot improving or deteriorating pricing power.

EBIT and EBIT Margin

EBIT measures operating profit — what remains after subtracting all operating expenses (including R&D, sales, and administrative costs) from gross profit. The EBIT margin shows this as a percentage of revenue. Because it excludes interest and taxes, EBIT allows fair comparisons between companies with different debt levels and tax jurisdictions. A rising EBIT margin indicates improving operational efficiency.

Net Income and Earnings Per Share (EPS)

Net income is the company's final profit after all expenses, interest, and taxes. Dividing net income by the number of shares outstanding gives you EPS — the single most influential metric in stock valuation. Consistent EPS growth is the primary driver of long-term stock price appreciation. Always check whether EPS growth comes from genuine profit improvement or from share buybacks reducing the share count.

Shares Outstanding

The total number of shares Electronic Arts has issued. A declining share count (through buybacks) boosts EPS and signals management confidence. A rising share count (through stock issuance) dilutes existing shareholders. Always monitor this number alongside EPS to get the full picture of per-share value creation.

Analyst Estimates

The projected figures represent consensus estimates from professional analysts. Compare these forecasts against Electronic Arts's historical growth rates to assess whether expectations are realistic. A company that consistently beats consensus estimates tends to see its stock price rewarded over time, while repeated misses erode investor confidence.

Electronic Arts stock margins

The Electronic Arts margin analysis displays the gross margin, EBIT margin, as well as the profit margin of Electronic Arts. The EBIT margin (EBIT/sales) indicates the percentage of sales that remains as operating profit. The profit margin shows the percentage of sales that remains for Electronic Arts.
  • 3 Years

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  • 10 Years

  • 25 Years

  • Max

Gross margin
EBIT margin
Profit margin
Details
Date
Gross margin
EBIT margin
Profit margin
Jan 1, 2006
59.98 %
12.17 %
8 %
Jan 1, 2007
60.79 %
1.84 %
2.46 %
Jan 1, 2008
50.75 %
-6.71 %
-12.39 %
Jan 1, 2009
49.5 %
-8.43 %
-25.83 %
Jan 1, 2010
48.93 %
-14.89 %
-18.53 %
Jan 1, 2011
58.23 %
-4.68 %
-7.69 %
Jan 1, 2012
61.43 %
1.5 %
1.83 %
Jan 1, 2013
63.44 %
2.21 %
2.58 %
Jan 1, 2014
62.32 %
-0.08 %
0.22 %
Jan 1, 2015
68.35 %
20.93 %
19.38 %
Jan 1, 2016
69.2 %
20.43 %
26.3 %
Jan 1, 2017
73.52 %
25.57 %
19.96 %
Jan 1, 2018
75.2 %
27.84 %
20.25 %
Jan 1, 2019
73.29 %
20.4 %
20.59 %
Jan 1, 2020
75.28 %
26.35 %
54.89 %

Electronic Arts Stock Revenue, EBIT, Earnings per Share

The Electronic Arts earnings per share therefore indicates how much revenue Electronic Arts has generated per share in a given period. The earnings before interest and taxes per share shows how much of the operating profit corresponds to each share. The earnings per share indicates how much of the profit belongs to each share.
  • 3 Years

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  • 10 Years

  • 25 Years

  • Max

Revenue per Share
EBIT per share
Earnings per Share
Details
Date
Revenue per Share
EBIT per share
Earnings per Share
Jan 1, 2006
9.4 USD
1.14 USD
0.75 USD
Jan 1, 2007
9.75 USD
0.18 USD
0.24 USD
Jan 1, 2008
11.67 USD
-0.78 USD
-1.45 USD
Jan 1, 2009
13.16 USD
-1.11 USD
-3.4 USD
Jan 1, 2010
11.24 USD
-1.67 USD
-2.08 USD
Jan 1, 2011
10.88 USD
-0.51 USD
-0.84 USD
Jan 1, 2012
12.33 USD
0.18 USD
0.23 USD
Jan 1, 2013
12.13 USD
0.27 USD
0.31 USD
Jan 1, 2014
11.31 USD
-0.01 USD
0.03 USD
Jan 1, 2015
13.89 USD
2.91 USD
2.69 USD
Jan 1, 2016
13.32 USD
2.72 USD
3.5 USD
Jan 1, 2017
15.43 USD
3.95 USD
3.08 USD
Jan 1, 2018
16.51 USD
4.6 USD
3.34 USD
Jan 1, 2019
16.18 USD
3.3 USD
3.33 USD
Jan 1, 2020
18.77 USD
4.95 USD
10.3 USD

Electronic Arts business model & stock analysis

Electronic Arts Inc. is an American video game company that was founded in 1982 by Trip Hawkins. The company is headquartered in Redwood City, California and employs over 10,000 people worldwide. EA is one of the largest and most well-known video game companies in the world and is known for its popular franchises such as FIFA, The Sims, and Battlefield. The business model of Electronic Arts focuses on the production and distribution of video games for platforms such as PC, consoles, and mobile devices. The company's history began in 1982 when Trip Hawkins founded the company. Initially, EA started developing sports games for the Atari system before expanding to other platforms. In the 1990s, the company experienced strong growth and released many successful titles, such as Road Rash, NBA Live, and FIFA. EA has been successful in developing and releasing some of the most well-known franchises in the video game industry. For example, FIFA is one of the most successful sports games in the world and has a huge global fan base. Another popular franchise is The Sims series, which allows players to create their own virtual characters and live a virtual life. Other popular franchises from EA include Battlefield, Need for Speed, and Mass Effect. Nowadays, there are many different divisions within the company. For example, EA Sports is responsible for the development of sports games such as FIFA, Madden NFL, and NHL, while EA Play is a division that focuses on developing mobile games. Other well-known divisions of EA include BioWare, known for games like Dragon Age and Mass Effect, and Maxis, which developed the iconic The Sims series. In addition to the games the company produces, EA has also developed an online platform called Origin. It was launched in 2011 and serves as a digital distribution channel for the company. Here, players can buy games directly from EA without having to buy them from a store. The platform also offers exclusive content and discounts for registered users. Another area in which EA has expanded is esports. The company has organized various esports leagues and tournaments, including the "EA Sports FIFA Global Series," the largest FIFA esports event in the world. These games and services have made EA one of the leading companies in the video game industry. In the fiscal year 2020, EA had revenue of over $5.5 billion and sold over 230 million games. However, EA has also faced criticism in the past for its business practices, particularly related to microtransactions and loot boxes. Some critics accuse the company of designing its games to encourage players to purchase certain virtual content rather than improving the gaming experience. Overall, Electronic Arts is one of the major forces in the video game industry and has developed some of the most well-known games. The company has a global reputation for its high-quality productions but is also known for its business practices. It remains to be seen where EA will evolve in the future, but it is clear that the company will continue to play a significant role in the industry.

Electronic Arts SWOT Analysis

Strengths

1. Strong portfolio of popular video game franchises, including FIFA, Madden NFL, and The Sims.

2. Diversified revenue streams through multiple platforms and channels, such as consoles, PCs, and mobile devices.

3. Strong brand recognition and reputation in the gaming industry.

4. Extensive network of development studios and partnerships.

Weaknesses

1. Dependence on key franchises, which may leave the company vulnerable to changes in consumer preferences.

2. Controversies surrounding the use of microtransactions and loot boxes in some games, leading to negative publicity and potential regulatory scrutiny.

3. Limited presence in emerging markets compared to some competitors.

4. High marketing and development costs for blockbuster game releases, putting pressure on profitability.

Opportunities

1. Growing global video game market, especially in mobile gaming and emerging markets.

2. Expansion into eSports and competitive gaming, capitalizing on the increasing popularity of professional gaming tournaments.

3. Development of new gaming technologies, such as virtual reality and augmented reality, to enhance player experiences.

4. Potential partnerships with popular franchises, movie studios, or other media companies for cross-promotion and brand extension.

Threats

1. Intense competition from other major video game publishers, both established and emerging.

2. Rapid technological advancements leading to shorter product life cycles and the need for continuous innovation.

3. Potential economic downturn or recession impacting discretionary consumer spending on entertainment products.

4. Increasing regulatory scrutiny on the gaming industry, especially related to gambling-like mechanics in games.

Electronic Arts Segments

Electronic Arts Revenue by Segment (1/4)

  • 3 Years

  • 5 Years

  • Max

Service and other
Product
Details
Date
Service and other
Product
Jan 1, 2011
0 USD
0 USD
Jan 1, 2019
3.36 B USD
1.59 B USD
Jan 1, 2020
0 USD
0 USD
Jan 1, 2021
0 USD
0 USD
Jan 1, 2022
0 USD
0 USD
Jan 1, 2023
0 USD
0 USD
Jan 1, 2024
0 USD
0 USD
Jan 1, 2025
0 USD
0 USD

Electronic Arts Revenue by Segment (2/4)

  • 3 Years

  • 5 Years

  • 10 Years

  • Max

Live services and other
Live services and other, net revenue
Console
Total consoles, net revenue [Domain]
Total Digital, net revenue
International
North America
North America Segment
Live services, net revenue
Full game
Full game, net revenue
PC and other
PC and Browsers, net revenue [Domain]
Total Packaged goods and other, net revenue
Mobile
Mobile, net revenue [Domain]
Full game downloads, net revenue
Packaged goods, net revenue
Mobile, net revenue
Other, net revenue [Domain]
Details
Date
Live services and other
Live services and other, net revenue
Console
Total consoles, net revenue [Domain]
Total Digital, net revenue
International
North America
North America Segment
Live services, net revenue
Full game
Full game, net revenue
PC and other
PC and Browsers, net revenue [Domain]
Total Packaged goods and other, net revenue
Mobile
Mobile, net revenue [Domain]
Xbox 360
PLAYSTATION 3
Full game downloads, net revenue
Packaged goods, net revenue
Mobile, net revenue
Wii
Nintendo D S
P S P
Play Station 2
Other, net revenue [Domain]
Jan 1, 2011
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
230 M USD
0 USD
1.06 B USD
1 B USD
0 USD
0 USD
0 USD
266 M USD
96 M USD
74 M USD
64 M USD
0 USD
Jan 1, 2019
0 USD
0 USD
0 USD
3.33 B USD
3.71 B USD
3.04 B USD
1.91 B USD
0 USD
2.22 B USD
0 USD
0 USD
0 USD
780 M USD
1.24 B USD
0 USD
824 M USD
0 USD
0 USD
680 M USD
0 USD
814 M USD
0 USD
0 USD
0 USD
0 USD
13 M USD
Jan 1, 2020
0 USD
0 USD
0 USD
3.77 B USD
4.31 B USD
3.27 B USD
2.27 B USD
0 USD
2.81 B USD
0 USD
0 USD
0 USD
1.02 B USD
1.22 B USD
0 USD
727 M USD
0 USD
0 USD
809 M USD
0 USD
692 M USD
0 USD
0 USD
0 USD
0 USD
19 M USD
Jan 1, 2021
0 USD
4.02 B USD
0 USD
3.72 B USD
0 USD
3.16 B USD
2.47 B USD
0 USD
0 USD
0 USD
1.61 B USD
0 USD
1.2 B USD
0 USD
0 USD
718 M USD
0 USD
0 USD
918 M USD
695 M USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2022
0 USD
0 USD
0 USD
0 USD
0 USD
3.95 B USD
0 USD
3.04 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2023
0 USD
0 USD
0 USD
0 USD
0 USD
4.28 B USD
3.15 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2024
0 USD
0 USD
4.63 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
1.72 B USD
0 USD
0 USD
1.21 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2025
5.46 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
2 B USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD

Electronic Arts Revenue by Segment (3/4)

  • 3 Years

  • Max

Reportable Segment
Live services and other
Live services and other, net revenue
Full game
Full game, net revenue
Details
Date
Reportable Segment
Live services and other
Live services and other, net revenue
Full game
Full game, net revenue
Jan 1, 2011
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2019
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2020
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2021
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2022
0 USD
0 USD
5 B USD
0 USD
1.99 B USD
Jan 1, 2023
0 USD
5.49 B USD
0 USD
1.94 B USD
0 USD
Jan 1, 2024
0 USD
5.55 B USD
0 USD
2.02 B USD
0 USD
Jan 1, 2025
7.46 B USD
0 USD
0 USD
0 USD
0 USD

Electronic Arts Revenue by Segment (4/4)

  • 3 Years

  • Max

Console
Total consoles, net revenue [Domain]
PC and other
PC and Browsers, net revenue [Domain]
Mobile
Mobile, net revenue [Domain]
Details
Date
Console
Total consoles, net revenue [Domain]
PC and other
PC and Browsers, net revenue [Domain]
Mobile
Mobile, net revenue [Domain]
Jan 1, 2011
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2019
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2020
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2021
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2022
0 USD
4.4 B USD
0 USD
1.53 B USD
0 USD
1.06 B USD
Jan 1, 2023
4.44 B USD
0 USD
1.73 B USD
0 USD
1.25 B USD
0 USD
Jan 1, 2024
0 USD
0 USD
0 USD
0 USD
0 USD
0 USD
Jan 1, 2025
4.78 B USD
0 USD
1.55 B USD
0 USD
1.14 B USD
0 USD

Electronic Arts Revenue by Region

  • Max

International
North America
Details
Date
International
North America
Jan 1, 2024
4.56 B USD
3 B USD
Jan 1, 2025
4.39 B USD
3.08 B USD

Electronic Arts Eulerpool Fair Value

Electronic Arts historical P/E ratio, EBIT multiple, and P/S ratio

Electronic Arts annual returns

Details

Annual Return

What This Chart Shows

This chart breaks down 's total annual return into two components: price return (gains or losses from stock price movement) and dividend return (income received from dividend payments). Together, they represent the total return an investor would have earned in each calendar year.

Price Return

Price return measures the percentage change in 's stock price from January 1st to December 31st of each year. Positive bars indicate the stock appreciated; negative bars show a decline. This is the component most investors focus on, but it tells only part of the story — especially for dividend-paying stocks.

Dividend Return

Dividend return represents the income generated from dividends paid during the year, expressed as a percentage of the starting stock price. While it may seem small in any single year (typically 1–4 % for established companies), dividends compound significantly over decades and have historically contributed roughly 40 % of total stock market returns.

What to Look For

Examine how many years showed positive vs. negative returns to gauge consistency. A stock with mostly positive years and small drawdowns suggests lower risk. Also compare 's annual returns to a benchmark index — consistently outperforming the market is a hallmark of a strong investment. Pay attention to the worst years: understanding downside risk is just as important as chasing upside potential.

Electronic Arts shares outstanding

The number of shares was Electronic Arts in 2025 — This indicates how many shares 264 M is divided into. Since shareholders are the owners of a company, each share represents a small portion of the company's ownership.
  • 3 Years

  • 5 Years

  • 10 Years

  • 25 Years

  • Max

Number of stocks
Details
Date
Number of stocks
Jan 1, 2006
314 M base_Shares
Jan 1, 2007
317 M base_Shares
Jan 1, 2008
314 M base_Shares
Jan 1, 2009
320 M base_Shares
Jan 1, 2010
325 M base_Shares
Jan 1, 2011
330 M base_Shares
Jan 1, 2012
336 M base_Shares
Jan 1, 2013
313 M base_Shares
Jan 1, 2014
316 M base_Shares
Jan 1, 2015
325 M base_Shares
Jan 1, 2016
330 M base_Shares
Jan 1, 2017
314 M base_Shares
Jan 1, 2018
312 M base_Shares
Jan 1, 2019
306 M base_Shares
Jan 1, 2020
295 M base_Shares

Electronic Arts Dividend History

8 years of dividend payments

YearAnnual DividendYoY ChangePayments
20260.19USDYTD
Feb 25, 20260.19USD 0.0%1/1
20250.76USD 0.0%
Feb 26, 20250.19USD 0.0%1/4
May 28, 20250.19USD 0.0%2/4
Aug 27, 20250.19USD 0.0%3/4
Dec 3, 20250.19USD 0.0%4/4
20240.76USD 0.0%
20230.76USD 2.7%
20220.74USD 8.8%
20210.68USD 300.0%
20200.17USD 45.2%
20180.31USD

Electronic Arts dividend history and estimates

In 2025, Electronic Arts paid a dividend amounting to 0.76 USD. Dividend means that Electronic Arts distributes a portion of its profits to its owners.
  • Max

Dividend
Dividend (Estimate)
Details
Date
Dividend
Dividend (Estimate)
Invalid Date
0 USD
0.31 USD
Invalid Date
0 USD
0.17 USD
Invalid Date
0.68 USD
0 USD
Jan 1, 2022
0.74 USD
0 USD
Jan 1, 2023
0.76 USD
0 USD
Jan 1, 2024
0.76 USD
0 USD
Jan 1, 2025
0.76 USD
0 USD
Jan 1, 2026
0.19 USD
0 USD
Invalid Date
0 USD
2.07 USD
Invalid Date
0 USD
2.22 USD

Electronic Arts dividend payout ratio

In 2025, Electronic Arts had a payout ratio of 22.28%. The payout ratio indicates the percentage of the company's profits that Electronic Arts distributes as dividends.
  • 3 Years

  • 5 Years

  • 10 Years

  • 25 Years

  • Max

Payout ratio
Details
Date
Payout ratio
Jan 1, 2006
17.39 %
Jan 1, 2007
17.39 %
Jan 1, 2008
17.39 %
Jan 1, 2009
17.39 %
Jan 1, 2010
17.39 %
Jan 1, 2011
17.39 %
Jan 1, 2012
17.39 %
Jan 1, 2013
17.39 %
Jan 1, 2014
17.39 %
Jan 1, 2015
17.39 %
Jan 1, 2016
17.39 %
Jan 1, 2017
17.39 %
Jan 1, 2018
9.28 %
Jan 1, 2019
17.39 %
Jan 1, 2020
1.65 %
Price targets and forecasts for Electronic Arts are not yet available.

Electronic Arts Earnings Estimates

Electronic Arts Earnings Estimates

DateEPS estimateRevenue EstimateQuarterly report
5/5/20262.48USD2.04 BUSD2026 Q4
5/4/20262.48USD2.04 BUSD2026 Q4
2/3/20264.86USD2.95 BUSD2026 Q3
2/2/20264.86USD2.95 BUSD2026 Q3
5/7/20241.62USD1.88 BUSD2024 Q4
1/30/20243USD2.42 BUSD2024 Q3
1/29/20243.39USD2.73 BUSD2024 Q3
7/31/20230.89USD1.56 BUSD2024 Q1
5/9/20232.29USD2.25 BUSD2023 Q4
1/31/20233.13USD2.5 BUSD2023 Q3
...

EESG©

Eulerpool ESG Scorecard© for the Electronic Arts stock

61/100
47
Environment
71
Social
64
Governance
E

Environment

20
Scope 1 - Direct Emissions3,397
Scope 2 - Indirect emissions from purchased energy19,252
Scope 3 - Indirect emissions within the value chain134,678
Total CO₂ emissions22,649
CO₂ reduction strategy
Coal energy
Nuclear power
Animal experiments
Fur & Leather
Pesticides
Palm Oil
Tobacco
Genetically modified organisms
Climate concept
Sustainable forestry
Recycling regulations
Environmentally friendly packaging
Hazardous substances
Fuel consumption and efficiency
Water consumption and efficiency
S

Social

20
Percentage of female employees27.3
Percentage of women in management
Percentage of Asian employees22.3
Share of Asian management20
Percentage of Hispanic/Latino employees9.3
Hispano/Latino Management share6.4
Percentage of Black employees4
Black Management Share3.4
Percentage of white employees53.1
White Management Share58.9
Adult content
Alcohol
Weapons
Firearms
Gambling
Military contracts
Human rights concept
Privacy concept
Occupational health and safety
Catholic
G

Governance (Corporate Governance)

4
Environmental reporting
Stakeholder Engagement
Call Back Policies
Antitrust law

The Eulerpool ESG Scorecard© is the strictly copyrighted intellectual property of Eulerpool Research Systems. Any unauthorized use, imitation, or infringement will be actively pursued and may lead to significant legal consequences. For licenses, collaborations, or usage rights, please contact us directly via our contact form. Contact Form to us.

Electronic Arts shareholder structure

% Name
10.73281%
The Vanguard Group, Inc.
The Vanguard Group, Inc.
9.39694%
Public Investment Fund
Public Investment Fund
6.46703%
State Street Investment Management (US)
State Street Investment Management (US)
5.70065%
BlackRock Institutional Trust Company, N.A.
BlackRock Institutional Trust Company, N.A.
4.46845%
Capital International Investors
Capital International Investors
2.51673%
Geode Capital Management, L.L.C.
Geode Capital Management, L.L.C.
1.95799%
Invesco Capital Management (QQQ Trust)
Invesco Capital Management (QQQ Trust)
1.609%
Ninety One UK Limited
Ninety One UK Limited
1.4527%
Columbia Threadneedle Investments (US)
Columbia Threadneedle Investments (US)
1.29361%
Independent Franchise Partners LLP
Independent Franchise Partners LLP
...

Electronic Arts Executives and Management Board

AW

Mr. Andrew Wilson

(50)

Chairman of the Board, Chief Executive Officer · since 2011

Compensation30.53 M USD
LM

Ms. Laura Miele

(54)

President - EA Entertainment and Central Development

Compensation12.58 M USD
SC

Mr. Stuart Canfield

(45)

Chief Financial Officer, Executive Vice President

Compensation9.12 M USD
JS

Mr. Jacob Schatz

(55)

Executive Vice President of Global Affairs, Chief Legal Officer and Corporate Secretary

Compensation7.67 M USD
MS

Ms. Mala Singh

(53)

Chief People Officer

Compensation7.66 M USD

Electronic Arts Supply Chain

Frequently asked questions about Electronic Arts

Electronic Arts Inc's business model revolves around producing, marketing, and distributing video games and interactive entertainment globally. As one of the leading game publishers, Electronic Arts offers a diverse portfolio of popular titles across various platforms and genres. By leveraging their expertise in game development, licensing, and digital distribution, the company generates revenue through game sales, subscriptions, in-game purchases, and advertising. With a strong focus on innovation, quality, and engaging gameplay experiences, Electronic Arts continues to thrive in the dynamic gaming industry.

All fundamentals and in-depth analysis of Electronic Arts

Our stock analysis for Electronic Arts Revenue stock includes important financial indicators such as revenue, profit, P/E ratio, P/S ratio, EBIT, as well as information on dividends. We also assess aspects such as stocks, market capitalization, debt, equity, and liabilities of Electronic Arts Revenue. If you are looking for more detailed information on these topics, we offer comprehensive analyses on our subpages.