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Electronic Arts (EA)


Market Price (12/25/2025): $204.79 | Market Cap: $51.2 Bil
Sector: Communication Services | Industry: Interactive Home Entertainment

Electronic Arts (EA)


Market Price (12/25/2025): $204.79
Market Cap: $51.2 Bil
Sector: Communication Services
Industry: Interactive Home Entertainment

Investment Highlights Why It Matters Detailed financial logic regarding cash flow yields vs trend-riding momentum.


0 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 26%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 23%
Trading close to highs
Dist 52W High is 0.0%, Dist 3Y High is 0.0%
Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 39x, P/EPrice/Earnings or Price/(Net Income) is 58x
1 Low stock price volatility
Vol 12M is 32%
Weak multi-year price returns
3Y Excs Rtn is -9.3%
Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -1.6%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is 0.1%, Rev Chg QQuarterly Revenue Change % is -9.2%
2 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, E-commerce & Digital Retail, Experience Economy & Premiumization, and Social Media & Creator Economy. Show more.
  Yield minus risk free rate is negative
ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is -2.2%
3   Key risks
EA key risks include [1] an over-dependence on a few core franchises, Show more.
0 Attractive cash flow generation
CFO/Rev LTMCash Flow from Operations / Revenue (Sales), Last Twelve Months (LTM) is 26%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 23%
1 Low stock price volatility
Vol 12M is 32%
2 Megatrend and thematic drivers
Megatrends include Digital Content & Streaming, E-commerce & Digital Retail, Experience Economy & Premiumization, and Social Media & Creator Economy. Show more.
3 Trading close to highs
Dist 52W High is 0.0%, Dist 3Y High is 0.0%
4 Weak multi-year price returns
3Y Excs Rtn is -9.3%
5 Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 39x, P/EPrice/Earnings or Price/(Net Income) is 58x
6 Weak revenue growth
Rev Chg LTMRevenue Change % Last Twelve Months (LTM) is -1.6%, Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is 0.1%, Rev Chg QQuarterly Revenue Change % is -9.2%
7 Yield minus risk free rate is negative
ERPEquity Risk Premium (ERP) = Total Yield - Risk Free Rate, Reflects the premium above risk free assets offered by the investment. is -2.2%
8 Key risks
EA key risks include [1] an over-dependence on a few core franchises, Show more.

Valuation, Metrics & Events

EA Stock


Why The Stock Moved


Qualitative Assessment

AI Analysis | Feedback

1. Massive Acquisition Offer: Electronic Arts received a significant $55 billion take-private acquisition offer from a consortium that included Saudi Arabia's sovereign wealth fund, Silver Lake, and Affinity Partners, which valued EA shares at $210 and generated substantial investor excitement.

2. Strong Year-to-Date Stock Performance: The company's stock experienced a robust year in 2025, showing considerable year-to-date gains that indicated strong overall positive momentum.

Show more

Stock Movement Drivers

Fundamental Drivers

The 22.5% change in EA stock from 9/24/2025 to 12/24/2025 was primarily driven by a 43.6% change in the company's P/E Multiple.
924202512242025Change
Stock Price ($)167.19204.7822.48%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)7474.007288.00-2.49%
Net Income Margin (%)13.94%12.14%-12.90%
P/E Multiple40.2757.8543.63%
Shares Outstanding (Mil)251.00250.000.40%
Cumulative Contribution22.48%

LTM = Last Twelve Months as of date shown

Market Drivers

9/24/2025 to 12/24/2025
ReturnCorrelation
EA22.5% 
Market (SPY)4.4%10.8%
Sector (XLC)0.6%20.3%

Fundamental Drivers

The 30.0% change in EA stock from 6/25/2025 to 12/24/2025 was primarily driven by a 60.8% change in the company's P/E Multiple.
625202512242025Change
Stock Price ($)157.50204.7830.02%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)7463.007288.00-2.34%
Net Income Margin (%)15.02%12.14%-19.16%
P/E Multiple35.9757.8560.83%
Shares Outstanding (Mil)256.00250.002.34%
Cumulative Contribution29.95%

LTM = Last Twelve Months as of date shown

Market Drivers

6/25/2025 to 12/24/2025
ReturnCorrelation
EA30.0% 
Market (SPY)14.0%5.4%
Sector (XLC)12.6%16.6%

Fundamental Drivers

The 37.9% change in EA stock from 12/24/2024 to 12/24/2025 was primarily driven by a 54.4% change in the company's P/E Multiple.
1224202412242025Change
Stock Price ($)148.47204.7837.93%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)7409.007288.00-1.63%
Net Income Margin (%)14.12%12.14%-13.99%
P/E Multiple37.4757.8554.37%
Shares Outstanding (Mil)264.00250.005.30%
Cumulative Contribution37.54%

LTM = Last Twelve Months as of date shown

Market Drivers

12/24/2024 to 12/24/2025
ReturnCorrelation
EA37.9% 
Market (SPY)15.8%17.2%
Sector (XLC)20.1%22.2%

Fundamental Drivers

The 71.3% change in EA stock from 12/25/2022 to 12/24/2025 was primarily driven by a 56.8% change in the company's P/E Multiple.
1225202212242025Change
Stock Price ($)119.56204.7871.27%
Change Contribution ByLTMLTM
Total Revenues ($ Mil)7285.007288.000.04%
Net Income Margin (%)12.37%12.14%-1.82%
P/E Multiple36.8957.8556.81%
Shares Outstanding (Mil)278.00250.0010.07%
Cumulative Contribution69.54%

LTM = Last Twelve Months as of date shown

Market Drivers

12/25/2023 to 12/24/2025
ReturnCorrelation
EA50.2% 
Market (SPY)48.9%23.0%
Sector (XLC)65.9%27.2%

Return vs. Risk


Price Returns Compared

 202020212022202320242025Total [1]
Returns
EA Return34%-8%-7%13%7%40%95%
Peers Return��-40%38%9%19%�
S&P 500 Return16%27%-19%24%23%18%115%

Monthly Win Rates [3]
EA Win Rate58%58%42%75%67%67% 
Peers Win Rate�54%27%65%55%53% 
S&P 500 Win Rate58%75%42%67%75%73% 

Max Drawdowns [4]
EA Max Drawdown-19%-16%-15%-10%-8%-20% 
Peers Max Drawdown��-46%-8%-17%-20% 
S&P 500 Max Drawdown-31%-1%-25%-1%-2%-15% 


[1] Cumulative total returns since the beginning of 2020
[2] Peers: MSFT, TTWO, PLTK, RBLX, EA. See EA Returns vs. Peers.
[3] Win Rate = % of calendar months in which monthly returns were positive
[4] Max drawdown represents maximum peak-to-trough decline within a year
[5] 2025 data is for the year up to 12/24/2025 (YTD)

How Low Can It Go

Unique KeyEventEAS&P 500
2022 Inflation Shock2022 Inflation Shock  
2022 Inflation Shock% Loss% Loss-26.7%-25.4%
2022 Inflation Shock% Gain to Breakeven% Gain to Breakeven36.4%34.1%
2022 Inflation ShockTime to BreakevenTime to Breakeven508 days464 days
2020 Covid Pandemic2020 Covid Pandemic  
2020 Covid Pandemic% Loss% Loss-23.4%-33.9%
2020 Covid Pandemic% Gain to Breakeven% Gain to Breakeven30.5%51.3%
2020 Covid PandemicTime to BreakevenTime to Breakeven26 days148 days
2018 Correction2018 Correction  
2018 Correction% Loss% Loss-49.8%-19.8%
2018 Correction% Gain to Breakeven% Gain to Breakeven99.3%24.7%
2018 CorrectionTime to BreakevenTime to Breakeven771 days120 days
2008 Global Financial Crisis2008 Global Financial Crisis  
2008 Global Financial Crisis% Loss% Loss-75.8%-56.8%
2008 Global Financial Crisis% Gain to Breakeven% Gain to Breakeven313.2%131.3%
2008 Global Financial CrisisTime to BreakevenTime to Breakeven2,286 days1,480 days

Compare to MSFT, TTWO, PLTK, RBLX, EA

In The Past

Electronic Arts's stock fell -26.7% during the 2022 Inflation Shock from a high on 2/2/2021. A -26.7% loss requires a 36.4% gain to breakeven.

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About Electronic Arts (EA)

Electronic Arts Inc. develops, markets, publishes, and distributes games, content, and services for game consoles, PCs, mobile phones, and tablets worldwide. It develops and publishes games and services across various genres, such as sports, racing, first-person shooter, action, role-playing, and simulation primarily under the Battlefield, The Sims, Apex Legends, Need for Speed, and Plants vs. Zombies brands; and license games from others, including FIFA, Madden NFL, UFC, NHL, Formula 1, and Star Wars brands. The company also provides advertising services; and licenses its games to third parties to distribute and host its games. It markets and sells its games and services through digital distribution and retail channels, as well as directly to mass market retailers, specialty stores, and distribution arrangements. Electronic Arts Inc. was incorporated in 1982 and is headquartered in Redwood City, California.

AI Analysis | Feedback

Here are 1-3 brief analogies to describe Electronic Arts (EA):

  • The Disney of the video game world.
  • ESPN for interactive sports entertainment.

AI Analysis | Feedback

  • EA Sports FC: A globally popular series of association football (soccer) simulation video games.
  • Madden NFL: The premier series of American football simulation video games.
  • Apex Legends: A free-to-play battle royale hero shooter game available across multiple platforms.
  • The Sims: A life simulation game franchise where players create and control virtual characters in a customizable world.
  • Battlefield: A series of first-person shooter games known for large-scale multiplayer battles and vehicular combat.
  • Star Wars Games: Various video games based on the Star Wars universe, encompassing action-adventure, role-playing, and shooter genres.
  • Need for Speed: A long-running franchise of arcade-style racing video games featuring street racing and car customization.
  • F1 Series: Officially licensed simulation racing games based on the Formula 1 World Championship.

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Electronic Arts (EA) - Major Customers

Electronic Arts (EA) primarily sells its products and services directly to individual consumers rather than other businesses. Its revenue is generated through the sale of full games, in-game purchases, subscriptions, and advertising to these end-users.

EA serves a diverse global audience of gamers, which can be broadly categorized as follows:

  • Console Gamers

    This category includes individuals who purchase and play EA's video games on dedicated home console platforms such as PlayStation, Xbox, and Nintendo Switch. This group forms a significant portion of EA's audience, especially for its flagship sports titles (e.g., EA Sports FC, Madden NFL, F1) and major action/adventure releases.

  • PC Gamers

    Individuals who play EA's games on personal computers. These customers typically access games through various digital storefronts (like Steam and Epic Games Store) and EA's proprietary EA App. This category includes players of popular titles such as Apex Legends, The Sims, and a range of other genres.

  • Mobile Gamers

    This category encompasses individuals who engage with EA's games specifically designed for smartphones and tablets, operating on iOS and Android platforms. This segment is characterized by its accessibility and often includes free-to-play titles with in-app purchases, such as EA Sports FC Mobile and Madden NFL Mobile.

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  • Sony Group Corporation (SONY)
  • Microsoft Corporation (MSFT)
  • Nintendo Co., Ltd. (NTDOY)
  • Apple Inc. (AAPL)
  • Alphabet Inc. (GOOGL)
  • Amazon.com, Inc. (AMZN)
  • The Walt Disney Company (DIS)
  • TKO Group Holdings, Inc. (TKO)

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Andrew Wilson, Chief Executive Officer

Andrew Wilson has served as the Chairman and CEO of Electronic Arts since September 2013, having joined the company in May 2000. Throughout his more than two decades at EA, he has held several strategic leadership positions across global locations, including executive vice president of EA SPORTS and Origin, where he oversaw the global EA SPORTS business and EA's digital PC service. Wilson also led EA's Online Organization and its Asia business operations. Before becoming CEO, he was the vice president and executive producer for all EA SPORTS FIFA games, significantly growing the franchise. Prior to his career at Electronic Arts, during the late 1990s dot-com boom, Wilson built Australian websites for international corporations and was involved in raising venture capital and launching IPOs for dot-com start-ups.

Stuart Canfield, Chief Financial Officer

Stuart Canfield is the Chief Financial Officer of Electronic Arts, a position he has held since June 2023. He joined EA in 2003 and has accumulated 20 years of experience across various senior leadership roles in global finance, investor relations, and operations within the company. Before his current role, Canfield served as the Senior Vice President of Enterprise Finance, where he was responsible for financial analysis, planning, strategy, Investor Relations, and Tax. He also played a key role in transforming the company as the CFO of EA's global studio organizations and EA SPORTS. Prior to joining Electronic Arts, Canfield worked as a Management/Financial Accountant at NetIQ.

Laura Miele, President of EA Entertainment & Technology

Laura Miele serves as the President of EA Entertainment & Technology. She previously held the role of Chief Operating Officer. Miele has a long tenure at Electronic Arts, having started in 1996, and has held numerous leadership positions, including Chief Studios Officer, executive vice president of Global Publishing, and senior vice president of Global Marketing. In 2013, she was named General Manager of the Star Wars business, where she spearheaded EA's partnership with Lucasfilm Ltd. and Disney.

Cam Weber, President, EA SPORTS

Cam Weber is the President of EA SPORTS, overseeing a portfolio of global franchises in various sports including football, baseball, basketball, and hockey. He joined EA in early 2009. Before becoming President of EA SPORTS, Weber served as Executive Vice President and Group General Manager of EA SPORTS, and also Senior Vice President and Group GM of BioWare/Tiburon, where he oversaw the development of titles like Madden NFL, Dragon Age, and Mass Effect. Prior to joining Electronic Arts, Weber worked as an Executive Producer at Radical Entertainment for 11 years.

Jake Schatz, Executive Vice President, Global Affairs and Chief Legal Officer

Jake Schatz is the Executive Vice President of Global Affairs and Chief Legal Officer at Electronic Arts Inc., a role in which he leads teams responsible for Legal Affairs, Business Development, Corporate Development, Executive Operations, Government Affairs, Player Safety & Inclusion, and Sustainability & Enterprise ESG. He has nearly 30 years of global experience in law, public policy, technology, sports, and entertainment. Schatz began his career at EA in December 1999 and previously worked as a commercial litigator in Los Angeles and San Francisco, including as an Associate at McCutchen, Doyle, Brown & Enersen and Morgan, Lewis & Bockius LLP.

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The public company Electronic Arts (EA) faces several key business risks, primarily stemming from the highly competitive and evolving video game industry.

1. Intense Competition, Dependence on Key Franchises, and Player Retention: The digital interactive entertainment market is characterized by fierce competition from established companies and new entrants, all vying for consumer engagement, market share, and crucial intellectual property. A substantial portion of EA's revenue is generated from a few core franchises, such as EA Sports FC, Madden NFL, and Apex Legends. This dependence makes the company vulnerable to declines in popularity of these titles or if new game releases and non-sports franchises underperform or fail to retain players. Maintaining player retention in live service models and adapting to rapidly changing consumer preferences and technological advancements are ongoing challenges for EA.

2. Regulatory Scrutiny and Negative Public Perception Regarding In-Game Monetization: Electronic Arts has frequently faced criticism and regulatory challenges concerning its use of microtransactions and "loot box" mechanics in games. Such controversies can harm the company's reputation, erode consumer trust, and potentially lead to more stringent regulations. Increased scrutiny and evolving laws related to data privacy, consumer protection, and virtual currencies could result in higher compliance costs and restrict EA's ability to offer certain products or services.

3. Financial Burden and Strategic Constraints from Leveraged Buyout: A recent $55 billion leveraged buyout, led by Saudi Arabia's Public Investment Fund (PIF) and other investors, has introduced approximately $20 billion in new debt to EA's balance sheet. This significant financial burden may compel the company to prioritize cost-cutting measures, such as studio closures and layoffs, potentially stifling innovation and leading to a greater focus on profit-driven sequels rather than experimental new intellectual properties. The emphasis on restructuring and the influence of new ownership could limit EA's creative and strategic flexibility, potentially impacting its long-term growth potential.

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There are two clear emerging threats to Electronic Arts (EA):

  1. Increased global regulation of in-game monetization, particularly loot boxes and similar 'chance-based' mechanics: A significant portion of EA's revenue, especially from its highly profitable sports franchises like EA Sports FC (formerly FIFA) and Madden NFL, comes from Ultimate Team modes that heavily rely on loot box-style monetization. Governments and regulatory bodies worldwide are increasingly scrutinizing and proposing restrictions or outright bans on these mechanics due to concerns over gambling, consumer protection, and child exploitation. Jurisdictions like Belgium and the Netherlands have already imposed restrictions, and discussions are ongoing in numerous other countries (e.g., UK, various US states, EU-wide). If widespread, these regulations could force EA to fundamentally alter its monetization strategies, potentially impacting its most lucrative revenue streams and the long-term profitability of key franchises.

  2. The accelerating shift in player engagement and time spent towards user-generated content (UGC) platforms and 'metaverse' experiences: Platforms like Roblox, Fortnite Creative, and Minecraft have cultivated massive player bases where users not only play games but also create, share, and even monetize their own content and experiences. This trend represents a fundamental shift in gaming consumption, moving away from purely curated, professionally developed AAA experiences towards open-ended, dynamic, and community-driven virtual worlds. While EA publishes some games with creative elements (e.g., The Sims), the dominance of these UGC platforms could divert significant player time and attention, particularly among younger demographics, from EA's traditional linear game offerings. This shift challenges the traditional AAA development model by redefining what constitutes engaging gameplay and where players choose to spend their digital leisure time.

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Electronic Arts (EA) operates within several significant addressable markets for its diverse portfolio of interactive entertainment products and services. The company develops and publishes games across various platforms, including consoles, PCs, and mobile devices, with key franchises in sports, shooter, simulation, and role-playing game genres.

Overall Gaming Market

  • The global video game market was estimated at approximately $298.98 billion in 2024 and is projected to reach $600.74 billion by 2030, exhibiting a Compound Annual Growth Rate (CAGR) of 12.2% from 2025 to 2030.

Key Product Categories and Addressable Markets

EA's main products and services primarily fall into the following categories, each with substantial addressable markets:

1. Sports Video Games (e.g., EA Sports FC, Madden NFL, NHL, NBA Live)

  • The global sports video gaming market was valued at approximately $21.2 billion in 2023 and is projected to reach $58.69 billion by 2031, growing at a CAGR of 13.1% during the forecast period of 2024-2031.
  • Another estimate places the global sports video gaming market at approximately $15 billion in 2023, with a projection to reach nearly $30 billion by 2032, at a CAGR of 8%. North America holds a significant share, accounting for approximately 35% of the global market revenue in 2023.
  • The online sports games market is projected to reach $11.11 billion in 2025 and could potentially exceed $35 billion by 2033 (estimated CAGR of 15%). Within this, football (soccer) games are estimated to generate $2 billion annually from digital sales and microtransactions, basketball games over $1.5 billion, and racing games around $1 billion.

2. Shooter Games (e.g., Battlefield, Apex Legends)

  • The global shooter games market was valued at $72.68 billion in 2024 and is projected to reach $192.90 billion by 2032, exhibiting a CAGR of 13.0% during the forecast period. Asia Pacific dominated this market with a 46.9% share in 2024, while North America held the second-largest share, around 23%.
  • More specifically, the first-person shooter (FPS) market size was approximately $25.13 billion in 2024 and is expected to grow to $39.29 billion by 2029, with a CAGR of 9.3%. North America was the largest region in the FPS market in 2024.

3. Role-Playing Games (RPGs) (e.g., Dragon Age, Mass Effect)

  • The global video RPG games market is estimated at approximately $30.25 billion in 2025 and is projected to reach nearly $71.34 billion by 2034, growing at a CAGR of 10% from 2025 to 2034. Asia-Pacific accounts for nearly 45% of the Video RPG Games Market, led by China, Japan, and South Korea.
  • Another report values the global role-playing games market at $23.2 billion in 2023, with a projection to reach $53.8 billion by 2032, expanding at a CAGR of 9.8% during 2024–2032. The mobile segment is projected to lead in terms of platform.

4. Simulation Games (e.g., The Sims)

  • A specific market size for "life simulation games" or "The Sims" genre was not explicitly identified in the provided search results. However, The Sims series is noted as an iconic and highly successful franchise within EA's portfolio.

5. Mobile Gaming (across various genres)

  • The global mobile gaming market size is estimated at $135.06 billion in 2025 and is forecast to reach $229.56 billion by 2030, expanding at an 11.19% CAGR. Asia-Pacific is the leading region in mobile gaming, holding a 54% revenue share and expanding at a 12% CAGR. Another source reports the global mobile gaming market size at $139.38 billion in 2024, projected to reach $256.19 billion by 2030, with a CAGR of 10.2% from 2025 to 2030.

6. Esports

  • The global esports market size was estimated at $2.13 billion in 2024 and is projected to reach $7.46 billion by 2030, growing at a CAGR of 23.1% from 2025 to 2030. North America accounted for the largest share of over 30% in 2024. Other estimates vary, with some projecting the global esports market size to be around $8.11 billion in 2025 and forecasted to reach approximately $48.09 billion by 2034.

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Electronic Arts (EA) is poised for future revenue growth over the next 2-3 years, driven by several strategic initiatives across its diverse portfolio. Key drivers include the continued expansion of its major sports franchises, significant investment in its life-simulation title, the introduction of highly anticipated new games, the long-term evolution of a popular battle royale, and the exploration of new business opportunities beyond traditional gaming.

  • Sustained Growth of EA Sports Portfolio: The EA Sports franchises, particularly EA Sports FC and Madden NFL, are expected to be significant revenue drivers. EA Sports FC has demonstrated strong performance, with net bookings growing year-over-year. The 2026 World Cup is also identified as a major player acquisition opportunity for the Global Football franchise, further solidifying its long-term success through deep social connection. Similarly, the American Football ecosystem, encompassing Madden NFL and EA Sports College Football, has surpassed $1 billion in net bookings and continues to show strong engagement. EA aims for sustained growth in its EA Sports titles and aspires to be the most valuable sports business.
  • Expansion and Evolution of The Sims Franchise: EA is making substantial investments in The Sims platform, aiming to transform it into a leading creator platform focused on self-expression, social connection, and user-generated content. The company anticipates more than doubling The Sims' annual net bookings over the next five years through a unified ecosystem across games, marketplaces, and social spaces. Recent quarters have shown double-digit net bookings growth for The Sims, driven by player re-engagement and the release of new expansion packs and creator-made kits. The franchise is also expanding to new game experiences, including cozy game spin-offs, social and collaborative gameplay, mobile narrative games, and continued updates for The Sims 4.
  • Launch of New Blockbuster Titles: The introduction of new games, specifically a next-level Battlefield experience and Skate, is expected to contribute significantly to revenue in the upcoming fiscal years. A new Battlefield title is projected to launch in fiscal year 2026, with a community testing program commencing in early 2025. Additionally, the new Skate game is also anticipated to deliver a massive online community and contribute to future growth.
  • Long-Term Evolution of Apex Legends: While Electronic Arts forecasts a decline in Apex Legends' net bookings for fiscal year 2026, the company is committed to investing in the long-term evolution of the franchise. Plans include significant updates to the game, potentially even a second iteration ("Apex Legends 2.0"), which could align with the next console generation around 2027 or later, bringing renewed attention and player engagement to the battle royale title. EA views this game as having potential for growth over the next 10-30 years.
  • New Business Opportunities and AI Integration: EA is actively exploring and outlining plans to unlock net-new business opportunities beyond traditional gaming. This includes the launch of the EA SPORTS App, a socially-driven application offering sports content, live data, interactivity, and gaming centered on global football. Furthermore, EA emphasizes that Artificial Intelligence (AI) will drive efficiency, expansion, and transformation across its business, accelerating creativity, innovation, and player connection.

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Share Repurchases

  • Electronic Arts spent $2.5 billion on share repurchases in fiscal year 2025, a notable increase from $1.3 billion in fiscal year 2024.
  • In May 2024, EA announced an expanded stock repurchase program totaling $5 billion over three years.
  • A $1 billion accelerated share repurchase was announced in February 2025, intended to contribute to the $2.5 billion in total repurchases within the first year of the $5 billion authorization.

Share Issuance

  • Electronic Arts' shares outstanding have shown a decline, from 0.278 billion in 2023 to 0.272 billion in 2024, and further to 0.264 billion in 2025.

Inbound Investments

  • In September 2025, Electronic Arts agreed to be acquired in an all-cash transaction valued at approximately $55 billion by an investor consortium including Saudi Arabia's Public Investment Fund (PIF), Silver Lake, and Affinity Partners.
  • The acquisition deal involves PIF rolling over its existing 9.9% stake in EA, with the consortium providing an equity investment of approximately $36 billion and $20 billion in debt financing.

Outbound Investments

  • Since 2020, Electronic Arts has invested approximately $5 billion in mergers and acquisitions, including companies such as Codemasters, Glu Mobile, and Playdemic.
  • EA acquired Glu Mobile, Inc. in fiscal year 2022.

Capital Expenditures

  • Capital expenditures for Electronic Arts averaged $187.8 million for fiscal years ending March 2021 to 2025.
  • Reported capital expenditures were $221 million in fiscal year 2025 and $199 million in fiscal year 2024.
  • For fiscal year 2025, expected capital expenditures were approximately $194 million, representing about 2.6% of revenue, generally focused on maintaining and expanding technology and infrastructure.

Better Bets than Electronic Arts (EA)

Trade Ideas

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Unique KeyDateTickerCompanyCategoryTrade Strategy6M Fwd Rtn12M Fwd Rtn12M Max DD
PINS_11302025_Monopoly_xInd_xCD_Getting_Cheaper11302025PINSPinterestMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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TMUS_11212025_Monopoly_xInd_xCD_Getting_Cheaper11212025TMUST-Mobile USMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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IRDM_11072025_Dip_Buyer_High_CFO_Margins_ExInd_DE11072025IRDMIridium CommunicationsDip BuyDB | CFO/Rev | Low D/EDip Buy with High Cash Flow Margins
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5.7%5.7%-5.6%
TTD_10032025_Dip_Buyer_High_CFO_Margins_ExInd_DE10032025TTDTrade DeskDip BuyDB | CFO/Rev | Low D/EDip Buy with High Cash Flow Margins
Buying dips for companies with significant cash flows from operations and reasonable debt / market cap
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EA_12312022_Monopoly_xInd_xCD_Getting_Cheaper12312022EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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EA_6302022_Monopoly_xInd_xCD_Getting_Cheaper06302022EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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EA_12312021_Monopoly_xInd_xCD_Getting_Cheaper12312021EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
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EA_11302018_Dip_Buyer_FCFYield11302018EAElectronic ArtsDip BuyDB | FCFY OPMDip Buy with High FCF Yield and High Margin
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10.7%20.1%-11.1%

Recent Active Movers

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Peer Comparisons for Electronic Arts

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Financials

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Mkt Price204.78488.02251.604.0781.88204.78
Mkt Cap51.23,627.546.41.557.151.2
Rev LTM7,288293,8126,2202,7274,4646,220
Op Inc LTM1,247135,937-404366-1,118366
FCF LTM1,65378,0172033461,1661,166
FCF 3Y Avg1,88471,302-202398591591
CFO LTM1,872147,0393584351,3741,374
CFO 3Y Avg2,094121,384-44488863863

Growth & Margins

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Rev Chg LTM-1.6%15.6%14.0%7.5%32.7%14.0%
Rev Chg 3Y Avg0.1%13.2%13.3%1.3%26.5%13.2%
Rev Chg Q-9.2%18.4%31.1%8.7%48.0%18.4%
QoQ Delta Rev Chg LTM-2.5%4.3%7.3%2.0%11.0%4.3%
Op Mgn LTM17.1%46.3%-6.5%13.4%-25.0%13.4%
Op Mgn 3Y Avg18.8%44.6%-17.0%18.2%-35.3%18.2%
QoQ Delta Op Mgn LTM-2.7%0.6%3.6%-1.3%2.3%0.6%
CFO/Rev LTM25.7%50.0%5.8%15.9%30.8%25.7%
CFO/Rev 3Y Avg28.2%47.2%-1.1%18.8%23.5%23.5%
FCF/Rev LTM22.7%26.6%3.3%12.7%26.1%22.7%
FCF/Rev 3Y Avg25.3%28.0%-3.9%15.3%14.7%15.3%

Valuation

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Mkt Cap51.23,627.546.41.557.151.2
P/S7.012.37.50.512.87.5
P/EBIT38.727.9-11.64.8-61.44.8
P/E57.834.6-11.617.4-58.917.4
P/CFO27.324.7129.83.441.627.3
Total Yield1.9%3.6%-8.6%10.8%-1.7%1.9%
Dividend Yield0.2%0.7%0.0%5.0%0.0%0.2%
FCF Yield 3Y Avg4.9%2.3%-0.9%16.9%1.1%2.3%
D/E0.00.00.11.70.00.0
Net D/E0.0-0.00.01.3-0.00.0

Returns

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
1M Rtn2.0%3.0%5.2%4.6%-9.6%3.0%
3M Rtn22.5%-4.2%3.1%17.4%-38.5%3.1%
6M Rtn30.0%-0.5%4.1%-13.1%-20.4%-0.5%
12M Rtn37.9%11.9%35.7%-35.5%37.5%35.7%
3Y Rtn71.3%109.3%152.0%-43.9%206.1%109.3%
1M Excs Rtn-1.4%-0.4%1.9%1.2%-13.0%-0.4%
3M Excs Rtn16.8%-8.5%-2.3%15.1%-42.9%-2.3%
6M Excs Rtn17.2%-14.4%-7.8%-25.4%-34.9%-14.4%
12M Excs Rtn22.3%-4.3%21.4%-52.9%19.3%19.3%
3Y Excs Rtn-9.3%26.2%73.6%-125.8%119.6%26.2%

Financials

Segment Financials

Revenue by Segment
$ Mil20252024202320222021
Single Segment7,5627,4266,9915,6295,537
Total7,5627,4266,9915,6295,537


Net Income by Segment
$ Mil20252024202320222021
Single Segment1,273    
Total1,273    


Price Behavior

Price Behavior
Market Price$204.78 
Market Cap ($ Bil)51.2 
First Trading Date03/26/1990 
Distance from 52W High0.0% 
   50 Days200 Days
DMA Price$201.80$169.00
DMA Trendupup
Distance from DMA1.5%21.2%
 3M1YR
Volatility30.8%32.2%
Downside Capture-0.4411.16
Upside Capture94.5541.23
Correlation (SPY)12.3%17.4%
EA Betas & Captures as of 11/30/2025

 1M2M3M6M1Y3Y
Beta0.080.060.260.290.310.46
Up Beta0.150.14-0.050.390.260.39
Down Beta0.120.000.06-0.040.340.47
Up Capture14%5%80%77%31%22%
Bmk +ve Days12253873141426
Stock +ve Days10162764124397
Down Capture1%6%8%-6%33%72%
Bmk -ve Days7162452107323
Stock -ve Days9253561123350

[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
 Comparison of EA With Other Asset Classes (Last 1Y)
 EASector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return39.1%22.6%19.2%71.9%8.9%6.0%-10.4%
Annualized Volatility32.1%18.5%19.5%19.3%15.3%17.1%35.0%
Sharpe Ratio1.060.960.782.690.360.18-0.12
Correlation With Other Assets 22.2%17.2%9.1%3.5%20.6%4.0%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 5-Year Data
 Comparison of EA With Other Asset Classes (Last 5Y)
 EASector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return8.2%13.0%14.9%18.7%11.7%4.8%32.6%
Annualized Volatility24.9%20.9%17.1%15.5%18.7%18.9%48.7%
Sharpe Ratio0.310.530.700.970.510.170.59
Correlation With Other Assets 38.7%34.9%11.9%11.5%29.2%12.7%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
 Comparison of EA With Other Asset Classes (Last 10Y)
 EASector ETFEquityGoldCommoditiesReal EstateBitcoin
Annualized Return11.3%13.2%14.7%14.9%6.9%5.2%69.2%
Annualized Volatility28.7%22.6%18.0%14.8%17.6%20.8%55.8%
Sharpe Ratio0.420.540.700.830.310.220.90
Correlation With Other Assets 47.5%41.1%7.5%14.9%27.9%11.5%

ETFs used for asset classes: Sector ETF = XLC, Equity = SPY, Gold = GLD, Commodities = DBC, Real Estate = VNQ, and Bitcoin = BTCUSD
Smart multi-asset allocation framework can stack odds in your favor. Learn How

Short Interest

Short Interest: As Of Date12152025
Short Interest: Shares Quantity6,539,048
Short Interest: % Change Since 1130202573.3%
Average Daily Volume2,182,106
Days-to-Cover Short Interest3
Basic Shares Quantity250,000,000
Short % of Basic Shares2.6%

Earnings Returns History

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 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
10/28/2025-0.0%0.2%0.9%
7/29/20255.7%8.9%16.9%
5/6/20250.6%-3.5%-4.2%
1/22/2025-16.7%-17.7%-8.0%
10/29/20242.4%6.8%12.1%
7/30/20241.2%-2.3%0.3%
5/7/2024-3.8%-2.8%5.6%
1/30/20240.0%-1.7%1.5%
...
SUMMARY STATS   
# Positive12914
# Negative121510
Median Positive2.3%5.6%3.6%
Median Negative-3.7%-2.3%-6.1%
Max Positive8.0%15.1%21.9%
Max Negative-16.7%-17.7%-12.6%

SEC Filings

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Report DateFiling DateFiling
93020251031202510-Q 9/30/2025
6302025801202510-Q 6/30/2025
3312025513202510-K 3/31/2025
12312024205202510-Q 12/31/2024
93020241101202410-Q 9/30/2024
6302024802202410-Q 6/30/2024
3312024522202410-K 3/31/2024
12312023206202410-Q 12/31/2023
93020231107202310-Q 9/30/2023
6302023808202310-Q 6/30/2023
3312023524202310-K 3/31/2023
12312022207202310-Q 12/31/2022
93020221108202210-Q 9/30/2022
6302022809202210-Q 6/30/2022
3312022525202210-K 3/31/2022
12312021208202210-Q 12/31/2021

Insider Activity

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 OwnerTitleFiling DateActionPriceSharesTransacted
Value
Value of
Held Shares
Form
0Huber Jeff 11252025Sell201.1779,38115,968,687 Form
1Canfield StuartEVP & Chief Financial Officer11212025Sell201.651,500302,4751,128,232Form
2Wilson AndrewChairman & CEO11192025Sell201.055,0001,005,2659,823,047Form
3Singh VijayanthimalaChief People Officer11192025Sell201.421,200241,7047,001,359Form
4Miele LauraPresident of EA Entertainment11192025Sell201.062,500502,64311,188,431Form