Skip to main content

Codemasters

CompanyUnited Kingdom

Documents about Codemasters

Cover of Electronic Arts FY25 Earnings Report
Article

Electronic Arts FY25 Earnings Report

Electronic Arts’ fiscal year 2025 earnings report highlights a period of mixed performance across its gaming portfolio, characterized by strong growth in sports franchises and anticipated headwinds for its battle royale titles.

  • Electronic Arts reported total net bookings of $7.37 billion for fiscal year 2025, slightly exceeding company expectations.
  • EA projects a slight decline in net bookings for fiscal year 2026, driven by anticipated headwinds in the Apex Legends franchise and catalog titles.
  • Apex Legends is expected to face an estimated 5-point decline in net bookings for fiscal year 2026 due to increased competition in the battle royale market.
The Esports AdvocateMay 2025
Cover of Bomb Disposal
Article

Bomb Disposal

The gaming industry experienced a significant decline in media diversity and stability in early May 2025, marked by the acquisition of Polygon by Valnet and substantial layoffs at Giant Bomb.

  • Vox Media has sold the gaming outlet Polygon to Valnet, a company known for managing a network of websites focused on search-optimized content.
  • Giant Bomb is undergoing significant layoffs and a strategic shift toward game guides, moving away from its established focus on personality-driven livestreams and podcasts due to new brand safety guidelines.
  • Rockstar Games has delayed the release of Grand Theft Auto VI to May 26, 2026, a move expected to negatively impact traffic and stability across the broader games media industry.
Hit PointsMay 2025
Cover of Electronic Arts (EA) Layoffs: 1,900 Jobs Lost
Article

Electronic Arts (EA) Layoffs: 1,900 Jobs Lost

Between 2023 and 2026, Electronic Arts underwent a significant period of corporate restructuring, resulting in the loss of approximately 1,900 jobs across its global operations.

  • Electronic Arts (EA) reduced its workforce by approximately 1,900 employees between 2023 and 2026 as part of a broad corporate restructuring and cost-cutting initiative.
  • A major layoff event occurred on March 29, 2023, when the company cut 6% of its total workforce, amounting to roughly 775 employees.
  • EA shifted its corporate structure by splitting into two distinct verticals, EA Sports and EA Entertainment, to streamline operations and prioritize owned intellectual property over high-risk licensed projects.
UdonisMar 2025
Cover of Embracing the Future
Article

Embracing the Future

The acquisition of Square Enix’s Western studio network by Embracer Group represents a significant strategic realignment for both entities.

  • Embracer Group acquired Square Enix’s Western studio network—including Crystal Dynamics, Eidos Montreal, and Square Enix Montreal—along with IPs like Tomb Raider and Deus Ex for $300 million.
  • The acquisition adds over 1,000 development staff to Embracer Group, bringing its total headcount to more than 14,000 employees across 124 studios in over 40 countries.
  • Square Enix offloaded these studios to reduce costs, viewing the Western division as a high-expenditure operation that consistently underperformed relative to expectations.
Hit PointsMay 2022
Cover of Xbox Game Pass Subscription Market Insights
Article

Xbox Game Pass Subscription Market Insights

Market analysis from August 2021 highlights the continued dominance of Xbox Game Pass within the subscription gaming sector.

  • The Stellar Blade demo reached a peak of 690,000 daily active users (DAU) upon its March 29, 2024 release, nearly doubling the 380,000 peak DAU recorded by the Final Fantasy VII Rebirth demo.
  • Shift Up, the developer of Stellar Blade, reported 2023 revenue of $125 million, a 154.5% year-over-year increase, and an operating profit of $82.4 million, up 516%.
  • As of August 2021, Xbox Game Pass maintained its position as the most active game subscription service, with 27% of its library consisting of new additions and 30% of titles being removed during that month.
Game World ObserverSep 2021
Cover of Predictions, New Rev Models, and the 2021 Video Game Flywheel
Article

Predictions, New Rev Models, and the 2021 Video Game Flywheel

This analysis explores the strategic evolution of the video game industry as it transitions from a product-based model to a media-centric "flywheel" ecosystem.

  • The global video game market is projected to reach $202 billion in 2021, representing a 21% year-over-year growth driven by mobile ($96 billion), PC ($41 billion), and console software ($25.6 billion).
  • Industry growth is increasingly driven by a media-centric 'flywheel' model that prioritizes long-term engagement and cross-platform intellectual property usage over traditional unit-based sales.
  • Market consolidation is accelerating through high-premium acquisitions, exemplified by Microsoft’s $7.5 billion purchase of ZeniMax and EA’s $1.2 billion acquisition of Codemasters.
SuperJoostJan 2021
Cover of Is Cyberpunk 2077 the Future We Want?
Article

Is Cyberpunk 2077 the Future We Want?

This analysis explores the volatile state of the video game industry in late 2020, centered on the controversial launch of Cyberpunk 2077.

  • The launch of Cyberpunk 2077 triggered a 33% decline in CD Projekt Red’s market value, highlighting the risks of prioritizing hype-driven releases over technical stability and ethical labor practices.
  • Despite internal failures and technical issues, the immediate profitability of Cyberpunk 2077 raises concerns that the industry is shifting toward a model where consumer trust is secondary to capital gains.
  • Hardware spending surged 58% year-over-year to $1.4 billion in November 2020, with the Nintendo Switch leading sales at 1.3 million units, followed by the PS5 at 1.1 million and Xbox Series X/S at 796,000 units.
SuperJoostDec 2020
Article

Esports Versus COVID-19: What Inoculated Competitive Gaming Against the Pandemic

This analysis examines the resilience of the esports industry during the COVID-19 pandemic, arguing that the sector’s digital-first nature provided a natural inoculation against global lockdowns.

  • The esports industry's digital-first business model allowed it to thrive during the pandemic, capturing market share while traditional sports were shuttered.
  • Major industry acquisitions signaled strong market confidence, including Electronic Arts’ $1.7 billion purchase of Codemasters and Sony’s acquisition of the Evolution Championship Series (EVO).
  • Esports organization Astralis demonstrated significant financial resilience, reporting an 82% year-over-year revenue increase to $8.5 million in 2020.
SuperJoostJul 2020
Article

Zuck's Achilles Heel: Disney's Renewed Interest in Games and EA's Spending Spree

The gaming industry is currently defined by aggressive intellectual property (IP) licensing, rapid consolidation, and a contentious push for new monetization models.

  • Electronic Arts spent $4.7 billion over a twelve-month period to acquire studios including Playdemic, Codemasters, and Glu Mobile to expand its mobile gaming footprint and gain leverage against platform holders like Apple.
  • Disney has pivoted its interactive strategy to a licensing-heavy model, offloading the operational risks of game development by granting third-party developers like Ubisoft and Square Enix access to its franchise portfolio.
  • Facebook’s attempt to integrate advertisements into its Oculus VR platform failed due to community backlash, forcing developers to withdraw from ad-testing programs and highlighting the incompatibility of current ad models with immersive environments.
SuperJoostFeb 2020