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Electronic Arts (EA)


Market Price (3/30/2026): $201.92 | Market Cap: $50.5 Bil
Sector: Communication Services | Industry: Interactive Home Entertainment

Electronic Arts (EA)


Market Price (3/30/2026): $201.92
Market Cap: $50.5 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 35%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 31%, CFO LTM is 2.5 Bil, FCF LTM is 2.3 Bil
Trading close to highs
Dist 52W High is -1.3%, Dist 3Y High is -1.3%
Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 48x, P/EPrice/Earnings or Price/(Net Income) is 74x
1 Low stock price volatility
Vol 12M is 25%
  Weak revenue growth
Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -0.3%
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 -2.5%
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 35%, FCF/Rev LTMFree Cash Flow / Revenue (Sales), Last Twelve Months (LTM) is 31%, CFO LTM is 2.5 Bil, FCF LTM is 2.3 Bil
1 Low stock price volatility
Vol 12M is 25%
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 -1.3%, Dist 3Y High is -1.3%
4 Expensive valuation multiples
P/EBITPrice/EBIT or Price/(Operating Income) ratio is 48x, P/EPrice/Earnings or Price/(Net Income) is 74x
5 Weak revenue growth
Rev Chg 3Y AvgRevenue Change % averaged over trailing 3 years is -0.3%
6 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 -2.5%
7 Key risks
EA key risks include [1] an over-dependence on a few core franchises, Show more.

Valuation, Metrics & Events

Price Chart

Why The Stock Moved

Qualitative Assessment

AI Analysis | Feedback

Electronic Arts (EA) stock has remained largely at the same level since 11/30/2025 because of the following key factors:

1. Pending $55 Billion Acquisition Offer.

Electronic Arts announced on September 29, 2025, a definitive agreement to be acquired by an investor consortium for approximately $55 billion in an all-cash transaction, expected to close in Q1 FY27. This major company-specific event has likely capped the stock's upside, as the acquisition price is largely priced in, reducing the potential for significant appreciation beyond that level.

2. Mixed Q3 FY26 Financial Performance.

While Electronic Arts reported strong Q3 FY26 net bookings of $3.046 billion, an increase of 38% year-over-year, driven by the successful launch of Battlefield 6 and continued growth in EA SPORTS FC and Apex Legends, its net income for the quarter saw a slight decrease to $88 million. This mixed financial picture, with revenue growth but a dip in net income, may have contributed to investor caution and profit-taking.

Show more

Stock Movement Drivers

Fundamental Drivers

The 0.2% change in EA stock from 11/30/2025 to 3/29/2026 was primarily driven by a 30.4% change in the company's P/E Multiple.
(LTM values as of)113020253292026Change
Stock Price ($)201.65202.010.2%
Change Contribution By: 
Total Revenues ($ Mil)7,2887,3060.2%
Net Income Margin (%)12.1%9.3%-23.4%
P/E Multiple57.074.330.4%
Shares Outstanding (Mil)2502500.0%
Cumulative Contribution0.2%

LTM = Last Twelve Months as of date shown

Market Drivers

11/30/2025 to 3/29/2026
ReturnCorrelation
EA0.2% 
Market (SPY)-5.3%44.3%
Sector (XLC)-6.9%34.0%

Fundamental Drivers

The 17.7% change in EA stock from 8/31/2025 to 3/29/2026 was primarily driven by a 79.6% change in the company's P/E Multiple.
(LTM values as of)83120253292026Change
Stock Price ($)171.63202.0117.7%
Change Contribution By: 
Total Revenues ($ Mil)7,4747,306-2.2%
Net Income Margin (%)13.9%9.3%-33.2%
P/E Multiple41.374.379.6%
Shares Outstanding (Mil)2512500.4%
Cumulative Contribution17.7%

LTM = Last Twelve Months as of date shown

Market Drivers

8/31/2025 to 3/29/2026
ReturnCorrelation
EA17.7% 
Market (SPY)0.6%14.4%
Sector (XLC)-3.3%15.6%

Fundamental Drivers

The 57.1% change in EA stock from 2/28/2025 to 3/29/2026 was primarily driven by a 131.3% change in the company's P/E Multiple.
(LTM values as of)22820253292026Change
Stock Price ($)128.57202.0157.1%
Change Contribution By: 
Total Revenues ($ Mil)7,3477,306-0.6%
Net Income Margin (%)14.3%9.3%-34.8%
P/E Multiple32.174.3131.3%
Shares Outstanding (Mil)2622504.8%
Cumulative Contribution57.1%

LTM = Last Twelve Months as of date shown

Market Drivers

2/28/2025 to 3/29/2026
ReturnCorrelation
EA57.1% 
Market (SPY)9.8%24.0%
Sector (XLC)6.2%30.1%

Fundamental Drivers

The 84.9% change in EA stock from 2/28/2023 to 3/29/2026 was primarily driven by a 155.9% change in the company's P/E Multiple.
(LTM values as of)22820233292026Change
Stock Price ($)109.25202.0184.9%
Change Contribution By: 
Total Revenues ($ Mil)7,3777,306-1.0%
Net Income Margin (%)14.1%9.3%-33.9%
P/E Multiple29.074.3155.9%
Shares Outstanding (Mil)27625010.4%
Cumulative Contribution84.9%

LTM = Last Twelve Months as of date shown

Market Drivers

2/28/2023 to 3/29/2026
ReturnCorrelation
EA84.9% 
Market (SPY)69.4%28.9%
Sector (XLC)106.7%31.7%

Return vs. Risk

Price Returns Compared

 202120222023202420252026Total [1]
Returns
EA Return-8%-7%13%7%40%-1%45%
Peers Return7%-40%38%9%20%-22%-10%
S&P 500 Return27%-19%24%23%16%-5%72%

Monthly Win Rates [3]
EA Win Rate58%42%75%67%67%33% 
Peers Win Rate52%27%65%55%53%13% 
S&P 500 Win Rate75%42%67%75%67%33% 

Max Drawdowns [4]
EA Max Drawdown-16%-15%-10%-8%-20%-4% 
Peers Max Drawdown-21%-46%-8%-17%-20%-24% 
S&P 500 Max Drawdown-1%-25%-1%-2%-15%-5% 


[1] Cumulative total returns since the beginning of 2021
[2] Peers: MSFT, TTWO, PLTK, EA, RBLX. 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] 2026 data is for the year up to 3/27/2026 (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, EA, RBLX

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.

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

  • Think of them as a major Hollywood movie studio like Warner Bros. or Universal Pictures, but they create and publish blockbuster video games instead of films.

  • They're like the Disney of interactive entertainment, managing a vast portfolio of popular game franchises, both owned (The Sims, Apex Legends) and licensed (Star Wars, FIFA).

  • Imagine Hasbro or Mattel, but instead of making physical toys based on popular characters and brands, they develop and publish some of the world's most played digital games.

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  • Battlefield Series: A franchise of military-themed first-person shooter video games.
  • The Sims Series: A life simulation video game franchise allowing players to control virtual characters and build homes.
  • Apex Legends: A popular free-to-play battle royale game.
  • Need for Speed Series: A long-running franchise of arcade-style racing video games.
  • Plants vs. Zombies Series: A franchise encompassing tower defense and third-person shooter games with a unique comic theme.
  • FIFA Series: A highly popular soccer (football) simulation video game franchise, developed under license.
  • Madden NFL Series: The premier American football simulation video game franchise, developed under license.
  • UFC Series: A mixed martial arts fighting video game series, developed under license.
  • NHL Series: An ice hockey simulation video game franchise, developed under license.
  • Formula 1 Series: A racing simulation video game series based on the Formula 1 World Championship, developed under license.
  • Star Wars Games: Various video games developed under license, set in the iconic Star Wars universe.
  • Advertising Services: The company provides advertising opportunities within its digital platforms and games.
  • Game Licensing & Distribution: EA licenses its intellectual property to third parties for the purpose of distributing and hosting its games.

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Electronic Arts (EA) primarily sells its games, content, and services directly to individual consumers worldwide, rather than to a few major corporate customers. While it utilizes digital distribution platforms (such as console storefronts, mobile app stores, and its own PC platform) and various retail channels (mass market retailers, specialty stores) as intermediaries, the ultimate customers are the players themselves. Based on the diverse range of genres and prominent brands offered by EA, its individual customers can be broadly categorized as:

  • Sports Enthusiasts: This category comprises individual players who are deeply engaged with EA's world-renowned sports franchises, including FIFA, Madden NFL, UFC, NHL, and Formula 1. These customers often follow real-world sports and seek authentic simulation, competitive gameplay, and continuous content updates within these titles, frequently investing in new annual releases and in-game content.
  • Action & Shooter Fans: These are individual gamers who are drawn to EA's immersive action and first-person shooter titles, prominently featuring major brands like Battlefield and Apex Legends. This customer segment typically seeks competitive multiplayer experiences, strategic combat, and high-fidelity graphics, primarily playing on game consoles or high-end PCs.
  • Simulation & Lifestyle Gamers: This category encompasses individual players who enjoy creative and life simulation experiences, most notably with The Sims series. It also includes a significant portion of mobile gamers who engage with titles like Plants vs. Zombies. These customers often value personalization, storytelling, and accessible gameplay, playing across various platforms from PCs to mobile devices.

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Andrew Wilson, Chief Executive Officer and Chairman of the Board

Andrew Wilson joined Electronic Arts in May 2000 at a small development studio in Australia. He advanced through various strategic roles focused on product development, brand management, and digital platforms, including leading the EA Sports division and the Origin digital service. Wilson was appointed CEO in September 2013 and has also served as Chairman of the Board since 2021. Under his leadership, EA has focused on expanding its digital business and venturing into mobile gaming and esports, initiating a "player-first" corporate strategy. He has also served on the Intel Corporation board and is Chairman of the Board for the World Surf League.

Stuart Canfield, Executive Vice President and Chief Financial Officer

Stuart Canfield was appointed Executive Vice President and Chief Financial Officer of Electronic Arts effective June 20, 2023. He is a 20-year veteran of EA, having held numerous positions within the company's finance organization. His previous roles include Senior Vice President of Enterprise Finance and Investor Relations, and leadership positions in global financial planning & analysis and corporate & global studios finance. Before his extensive career at EA, Canfield worked as a Management/Financial Accountant at NetIQ.

Laura Miele, President, EA Entertainment, Technology and Central Development

Laura Miele joined Westwood Studios (which was later acquired by EA) in 1996 as a project manager, and has held various leadership roles at Electronic Arts for over 20 years. Her experience at EA spans global publishing, studio operations, and technology management. Miele was appointed President of EA Entertainment, Technology and Central Development, effective June 20, 2023, and previously served as the company's Chief Studios Officer and Executive Vice President of Global Publishing.

Mala Singh, Executive Vice President and Chief People Officer

Mala Singh is responsible for overseeing Electronic Arts' human resources strategy, focusing on talent management, organizational development, and fostering an inclusive workplace culture. Her professional background includes leadership roles at companies such as Minted, Bristol-Myers Squibb, and CIGNA.

Jacob J. Schatz, Executive Vice President, Global Affairs, Chief Legal Officer and Corporate Secretary

Jacob J. Schatz serves as the Chief Legal Officer at Electronic Arts, overseeing global affairs for the company.

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Key Risks to Electronic Arts (EA)

  1. Intense Competition, Rapidly Shifting Consumer Preferences, and the Need for Continuous Innovation: Electronic Arts operates in a highly competitive gaming industry, facing challenges from established rivals such as Activision Blizzard, Take-Two Interactive, and Ubisoft, as well as emerging players. The company must continuously innovate its products to adapt to rapidly changing consumer preferences and evolving player expectations in a dynamic market. New technologies like virtual reality, augmented reality, and cloud gaming could disrupt existing business models, necessitating constant adaptation from EA.

  2. Reliance on Key Franchises and Licensing Risks: EA's business heavily relies on its portfolio of popular sports titles, including the EA Sports FC and Madden NFL franchises, which generate substantial revenue. Any negative impact on these key franchises, such as issues with product or service quality or increased competition for licenses, could disproportionately affect the company's financial results. Furthermore, EA's ability to maintain or acquire licenses for intellectual property owned by others, such as FIFA and Star Wars brands, is crucial, and competition for these licenses is intense. The loss of key licenses, like the FIFA license for its soccer franchise, can impact brand recognition and player loyalty.

  3. Legal and Reputational Risks: Electronic Arts faces several legal and reputational challenges. The company is currently navigating securities law investigations stemming from a downward revision of its preliminary Q3 FY25 results, raising concerns about the accuracy and transparency of its financial reporting practices among investors and analysts. Additionally, EA is integrating artificial intelligence (AI) tools and technologies into its development and business processes, which "might present social and ethical issues that, if not managed appropriately, may result in legal and reputational harm, cause consumers to lose confidence in our business and brands and negatively impact our financial and operating results." The company has also encountered adverse perceptions regarding its in-game purchase features, which could damage its reputation.

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One clear emerging threat for Electronic Arts is the increasing adoption and growth of **subscription-based gaming services**. Platforms like Microsoft's Xbox Game Pass, Sony's PlayStation Plus (which includes its own subscription tiers), and potentially others offer extensive libraries of games for a recurring fee, similar to how Netflix disrupted traditional video rentals and purchases. As these services gain traction, they could fundamentally alter consumer habits, potentially reducing the incentive for players to purchase individual, full-priced EA titles. While EA has its own EA Play subscription, the broader trend of console and platform holders integrating vast game libraries into their core offerings represents a shift that could erode EA's traditional sales model for new releases if its games are not strategically positioned within or against these ecosystems.

Another significant emerging threat is the **vulnerability and potential loss of key licensed intellectual properties (IPs)** that form a cornerstone of EA's revenue and brand identity. EA heavily relies on licenses such as Madden NFL, UFC, NHL, Formula 1, and Star Wars. The recent decision to rebrand its highly successful FIFA football game series to EA Sports FC, following the expiration and non-renewal of the FIFA license, serves as a concrete example of this threat materializing. While EA retained most club and league licenses, the loss of the globally recognized "FIFA" brand demonstrates the potential for other major sports leagues or IP holders to similarly reassess their partnerships, seek more favorable terms, or even pursue alternative game development or publishing strategies, directly impacting EA's market dominance and revenue streams in these crucial sports franchises.

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Electronic Arts Inc. (EA) operates within various segments of the global video game market. The addressable markets for their main products and services are substantial and span across several key genres and platforms.

  • Overall Global Video Game Market: The global video game market was estimated at approximately USD 298.98 billion in 2024 and is projected to reach USD 600.74 billion by 2030, growing at a CAGR of 12.2% from 2025 to 2030. Another report estimated the market at USD 274.63 billion in 2024, projected to hit around USD 721.77 billion by 2034, with a CAGR of 10.15% from 2025 to 2034. Newzoo projected the global games market to reach $187.7 billion in 2024, growing to $213.3 billion in 2027 with a CAGR of +3.1% (2022-2027). Mobile gaming accounted for USD 92.6 billion in 2024, console gaming was expected to decline by 1.0% in 2024, and PC revenues were $43.2 billion in 2024.
  • Sports Video Gaming Market: The global sports video gaming market size was valued at approximately USD 15 billion in 2023 and is projected to reach nearly USD 30 billion by 2032, exhibiting a compound annual growth rate (CAGR) of 8%. North America held approximately 35% of the global market revenue in 2023, while Europe contributed around 20%, and Asia Pacific accounted for approximately 25%.
  • First-Person Shooter (FPS) Games Market: The global First-Person Shooter (FPS) game market size was valued at approximately USD 25 billion in 2023 and is projected to reach USD 45 billion by 2032, growing at a CAGR of 6.5%. Another source reported the global shooter games market size as USD 82.02 billion in 2025, projected to grow to USD 185.40 billion by 2034, with a CAGR of 9.07% from 2026 to 2034. Asia Pacific dominated the shooter games market with a 46.9% share in 2024.
  • Role-Playing Games (RPG) Market: The global Role-Playing Games (RPG) market size was valued at approximately USD 26.33 billion in 2025 and is projected to reach USD 50.82 billion by 2034, growing at a CAGR of 7.58% from 2025 to 2034. Another report estimated the global RPG Games Market size at USD 26.97 billion in 2025, expected to reach USD 104.1 billion by 2034, with a CAGR of 16.2% from 2025 to 2034. Asia Pacific was the largest region in the global role-playing games market in 2019.
  • Simulation Games Market: The global simulation game market size was recorded at USD 9.63 billion in 2023, estimated to be USD 10.85 billion in 2024, and projected to reach USD 28.24 billion by 2031, growing at a CAGR of 14.64% from 2024 to 2031. North America held around 34.58% of the global market share in 2023. The online simulation games market size in 2026 is estimated at USD 10.53 billion, with projections showing USD 19.47 billion by 2031, growing at a 13.09% CAGR.
  • Racing Games Market: The global racing games market was valued at USD 1.73 billion in 2025 and is projected to experience robust growth with a CAGR of 10.5% from 2025 to 2033. Another report indicated the racing games market size is valued to increase by USD 22.30 billion, at a CAGR of 13.5% from 2025 to 2030. The global racing games market is also estimated to reach USD 6.9 billion by 2032, registering a CAGR of 10.2% during the forecast period from 2024 to 2032. APAC dominated this market.
  • Action Games Market: The action games market size was valued at USD 17.63 billion in 2024 and is expected to reach USD 30.33 billion by 2032, expanding at a CAGR of 7.03% over the forecast period of 2025-2032. Action-adventure games led with a 38.42% revenue share in 2024. The online action games market size in 2026 is estimated at USD 25.48 billion, with projections showing USD 38.84 billion by 2031, growing at an 8.80% CAGR. Asia-Pacific generated 51.35% of 2025 sales in the online action games market.

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Electronic Arts (EA) is expected to drive future revenue growth over the next 2-3 years through several key strategies and product initiatives: * Continued Growth in Live Services: EA anticipates sustained revenue expansion from its live services across major franchises. This includes ongoing content updates and monetization within titles such as EA SPORTS FC, Madden NFL, The Sims, and Apex Legends, which consistently demonstrate strong player engagement and recurring revenue streams. * Launch of New Blockbuster Titles: Upcoming major game releases are projected to be significant revenue drivers. Specifically, the highly anticipated launches of a new *Battlefield* experience and *Skate* are expected to contribute substantially to net bookings in fiscal years 2026 and 2027. * Strength and Expansion of the EA SPORTS Portfolio: The company's robust EA SPORTS portfolio, including the rebranded EA SPORTS FC, Madden NFL, and the new EA SPORTS College Football 25, is a core driver of future revenue. EA plans to leverage these strong franchises and partnerships to enhance authenticity, deepen emotional connections, and expand the reach of its global sports communities. * Ongoing Growth of The Sims Franchise: The Sims franchise is consistently identified as a key contributor to revenue growth, driven by its active and expanding community and frequent content updates. * Strategic Utilization of AI and Technology: EA intends to leverage artificial intelligence (AI) to enhance development efficiency, expand content creation capabilities, and transform entertainment experiences. This includes accelerating the building of higher-quality content and potentially fostering new user-generated content opportunities, which could lead to increased player engagement and monetization.

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Share Repurchases

  • Electronic Arts repurchased $2.500 billion worth of shares in fiscal year 2025.
  • The company executed $1.3 billion in share repurchases in fiscal year 2024.
  • EA announced a $1 billion accelerated share repurchase program in February 2025, which contributed to bringing total repurchases to $2.5 billion within the first year of a $5 billion authorization.

Share Issuance

  • Electronic Arts' shares outstanding decreased by 2.94% in 2025 from 2024, 2.16% in 2024 from 2023, and 2.8% in 2023 from 2022, indicating a net reduction in shares.
  • Executives and employees acquired shares through the Electronic Arts Employee Stock Purchase Plan, such as an EVP & Chief Financial Officer acquiring 195 shares in February 2026.

Inbound Investments

  • In September 2025, an investor consortium including Saudi Arabia's Public Investment Fund (PIF), Silver Lake, and Affinity Partners agreed to acquire Electronic Arts for approximately $55 billion in an all-cash transaction, taking the company private.
  • This acquisition deal includes an equity investment of approximately $36 billion, with PIF rolling over its existing 9.9% stake in EA.
  • EA shareholders approved this $55 billion deal in December 2025.

Outbound Investments

  • Electronic Arts acquired Tracab, a company developing enterprise software for sports media, in February 2025 for an undisclosed amount.
  • In 2021, EA acquired Playdemic for $1.4 billion in June, Metalhead Software in May (undisclosed), and Glu for $2.4 billion in February.
  • In December 2020, EA completed the acquisition of Codemasters for $1.2 billion.

Capital Expenditures

  • Electronic Arts reported capital expenditures of $221 million in fiscal year 2025, an increase from $199 million in fiscal year 2024.
  • From fiscal years ending March 2021 to 2025, the company's capital expenditures averaged $187.8 million.
  • These investments are primarily focused on acquiring, maintaining, and improving fixed assets such as technology and equipment to support business growth and enhance operational efficiency.

Better Bets vs. Electronic Arts (EA)

Latest Trefis Analyses

Trade Ideas

Select ideas related to EA.

Unique KeyDateTickerCompanyCategoryTrade Strategy6M Fwd Rtn12M Fwd Rtn12M Max DD
MSFT_2202026_Insider_Buying_GTE_1Mil_EBITp+DE_V202202026MSFTMicrosoftInsiderInsider Buys | Low D/EStrong Insider Buying
Companies with strong insider buying in the last 1 month, positive operating income and reasonable debt / market cap
-1.1%-1.1%-3.2%
YELP_2132026_Dip_Buyer_High_CFO_Margins_ExInd_DE02132026YELPYelpDip 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
6.2%6.2%-5.7%
TRIP_2132026_Dip_Buyer_High_FCF_Yield_ExInd_DE_RevG02132026TRIPTripadvisorDip BuyDB | FCF Yield | Low D/EDip Buy with High Free Cash Flow Yield
Buying dips for companies with significant free cash flow yield (FCF / Market Cap) and reasonable debt / market cap
5.2%5.2%0.0%
OMC_2062026_Dip_Buyer_FCFYield02062026OMCOmnicomDip BuyDB | FCFY OPMDip Buy with High FCF Yield and High Margin
Buying dips for companies with high FCF yield and meaningfully high operating margin
22.1%22.1%-3.7%
MGNI_2062026_Dip_Buyer_High_CFO_Margins_ExInd_DE02062026MGNIMagniteDip 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
20.6%20.6%-0.8%
EA_12312022_Monopoly_xInd_xCD_Getting_Cheaper12312022EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
6.5%12.7%-10.5%
EA_6302022_Monopoly_xInd_xCD_Getting_Cheaper06302022EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
0.7%7.3%-9.8%
EA_12312021_Monopoly_xInd_xCD_Getting_Cheaper12312021EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
-6.7%-6.8%-15.3%
EA_5312019_Monopoly_xInd_xCD_Getting_Cheaper05312019EAElectronic ArtsMonopolyMY | Getting CheaperMonopoly-Like with P/S Decline
Large cap with monopoly-like margins or cash flow generation and getting cheaper based on P/S multiple
8.5%32.0%-6.6%
EA_11302018_Dip_Buyer_FCFYield11302018EAElectronic ArtsDip BuyDB | FCFY OPMDip Buy with High FCF Yield and High Margin
Buying dips for companies with high FCF yield and meaningfully high operating margin
10.7%20.1%-11.1%

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Peer Comparisons

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Financials

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Mkt Price202.01356.77189.692.7352.31189.69
Mkt Cap50.52,651.235.11.036.836.8
Rev LTM7,306305,4536,5592,7554,8916,559
Op Inc LTM996142,559-3331-1,2321
FCF LTM2,29977,4124884821,3531,353
FCF 3Y Avg2,11671,629-70438706706
CFO LTM2,522160,5066685681,7961,796
CFO 3Y Avg2,328129,579985241,0261,026

Growth & Margins

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Rev Chg LTM-0.6%16.7%20.3%8.1%35.8%16.7%
Rev Chg 3Y Avg-0.3%14.4%11.0%1.8%30.1%11.0%
Rev Chg Q1.0%16.7%24.9%4.4%43.2%16.7%
QoQ Delta Rev Chg LTM0.2%4.0%5.5%1.0%9.6%4.0%
Op Mgn LTM13.6%46.7%-5.1%0.0%-25.2%0.0%
Op Mgn 3Y Avg18.1%45.3%-16.2%13.2%-33.2%13.2%
QoQ Delta Op Mgn LTM-3.5%0.4%1.4%-13.4%-0.2%-0.2%
CFO/Rev LTM34.5%52.5%10.2%20.6%36.7%34.5%
CFO/Rev 3Y Avg31.3%48.5%1.1%20.0%25.3%25.3%
FCF/Rev LTM31.5%25.3%7.4%17.5%27.7%25.3%
FCF/Rev 3Y Avg28.5%27.2%-1.8%16.7%16.6%16.7%

Valuation

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
Mkt Cap50.52,651.235.11.036.836.8
P/S6.98.75.40.47.56.9
P/EBIT48.117.8-9.2-35.5-35.8-9.2
P/E74.322.2-8.9-5.1-34.6-5.1
P/CFO20.016.552.51.820.520.0
Total Yield1.5%5.5%-11.3%-12.5%-2.9%-2.9%
Dividend Yield0.2%1.0%0.0%7.1%0.0%0.2%
FCF Yield 3Y Avg5.1%2.3%-0.4%20.2%1.5%2.3%
D/E0.00.00.12.40.00.0
Net D/E-0.0-0.00.01.6-0.0-0.0

Returns

EAMSFTTTWOPLTKRBLXMedian
NameElectron.MicrosoftTake-Two.Playtika Roblox  
1M Rtn0.7%-9.2%-10.3%-11.7%-23.8%-10.3%
3M Rtn-1.3%-26.7%-25.9%-31.1%-36.4%-26.7%
6M Rtn4.7%-30.0%-25.9%-22.3%-61.3%-25.9%
12M Rtn40.6%-5.1%-9.9%-43.3%-11.4%-9.9%
3Y Rtn72.2%28.6%62.7%-70.9%21.3%28.6%
1M Excs Rtn8.3%-3.4%-3.2%-11.9%-18.9%-3.4%
3M Excs Rtn6.9%-18.6%-16.5%-23.1%-28.0%-18.6%
6M Excs Rtn23.8%-25.8%-19.0%-13.9%-56.8%-19.0%
12M Excs Rtn28.2%-19.3%-23.6%-55.9%-24.8%-23.6%
3Y Excs Rtn19.5%-27.6%5.3%-131.0%-39.7%-27.6%

Comparison Analyses

null

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$202.01 
Market Cap ($ Bil)50.5 
First Trading Date03/26/1990 
Distance from 52W High-1.3% 
   50 Days200 Days
DMA Price$201.29$186.77
DMA Trendupindeterminate
Distance from DMA0.4%8.2%
 3M1YR
Volatility7.8%24.8%
Downside Capture0.170.13
Upside Capture30.1650.52
Correlation (SPY)45.3%25.8%
EA Betas & Captures as of 2/28/2026

 1M2M3M6M1Y3Y
Beta0.450.290.260.270.300.45
Up Beta0.670.540.410.160.280.41
Down Beta0.220.150.170.100.320.44
Up Capture38%21%22%51%40%24%
Bmk +ve Days9203170142431
Stock +ve Days11203462138402
Down Capture54%38%29%20%15%67%
Bmk -ve Days12213054109320
Stock -ve Days10212661112346

[1] Upside and downside betas calculated using positive and negative benchmark daily returns respectively
Based On 1-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with EA
EA39.9%24.7%1.31-
Sector ETF (XLC)9.1%18.3%0.3331.9%
Equity (SPY)14.5%18.9%0.5925.7%
Gold (GLD)50.2%27.7%1.467.2%
Commodities (DBC)17.8%17.6%0.854.2%
Real Estate (VNQ)0.4%16.4%-0.1525.1%
Bitcoin (BTCUSD)-23.7%44.2%-0.4910.7%

Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 5-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with EA
EA9.6%24.1%0.36-
Sector ETF (XLC)8.1%20.7%0.3138.2%
Equity (SPY)11.8%17.0%0.5434.6%
Gold (GLD)20.7%17.7%0.969.5%
Commodities (DBC)11.6%18.9%0.5011.0%
Real Estate (VNQ)3.0%18.8%0.0729.4%
Bitcoin (BTCUSD)4.0%56.6%0.2914.3%

Smart multi-asset allocation framework can stack odds in your favor. Learn How
Based On 10-Year Data
Annualized
Return
Annualized
Volatility
Sharpe
Ratio
Correlation
with EA
EA12.5%28.2%0.46-
Sector ETF (XLC)8.7%22.4%0.4747.3%
Equity (SPY)14.0%17.9%0.6741.1%
Gold (GLD)13.3%15.8%0.708.7%
Commodities (DBC)8.2%17.6%0.3915.0%
Real Estate (VNQ)4.7%20.7%0.1927.9%
Bitcoin (BTCUSD)66.4%66.8%1.0610.8%

Smart multi-asset allocation framework can stack odds in your favor. Learn How

Short Interest

Short Interest: As Of Date3132026
Short Interest: Shares Quantity10.7 Mil
Short Interest: % Change Since 2282026-12.8%
Average Daily Volume2.6 Mil
Days-to-Cover Short Interest4.2 days
Basic Shares Quantity250.0 Mil
Short % of Basic Shares4.3%

Earnings Returns History

Expand for More
 Forward Returns
Earnings Date1D Returns5D Returns21D Returns
2/3/2026-2.3%0.6%-0.2%
10/28/2025-0.0%0.2%0.8%
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%
...
SUMMARY STATS   
# Positive121014
# Negative121410
Median Positive2.3%4.5%3.6%
Median Negative-3.7%-2.5%-6.1%
Max Positive8.0%15.1%21.9%
Max Negative-16.7%-17.7%-12.6%

SEC Filings

Expand for More
Report DateFiling DateFiling
12/31/202502/03/202610-Q
09/30/202510/31/202510-Q
06/30/202508/01/202510-Q
03/31/202505/13/202510-K
12/31/202402/05/202510-Q
09/30/202411/01/202410-Q
06/30/202408/02/202410-Q
03/31/202405/22/202410-K
12/31/202302/06/202410-Q
09/30/202311/07/202310-Q
06/30/202308/08/202310-Q
03/31/202305/24/202310-K
12/31/202202/07/202310-Q
09/30/202211/08/202210-Q
06/30/202208/09/202210-Q
03/31/202205/25/202210-K

Insider Activity

Expand for More
#OwnerTitleHoldingActionFiling DatePriceSharesTransacted
Value
Value of
Held Shares
Form
1Wilson, AndrewChairman & CEOFamily TrustSell12162025204.115,0001,020,5568,951,909Form
2Singh, VijayanthimalaChief People OfficerFamily TrustSell12162025204.111,200244,9286,849,821Form
3Miele, LauraPresident of EA EntertainmentDirectSell12162025204.112,500510,28410,848,235Form
4Huber, Jeff DirectSell11252025201.1779,381  Form
5Huber, Jeff TrustSell11252025200.7216,7883,369,679397,425Form