Financial Reports·Updated Mar 17, 2026 by Electronic Arts
Financial · May 1, 2024
Published by Electronic Arts
The presentation delivers Electronic Arts’ fiscal‑2024 financial performance and outlines expectations for fiscal‑2025, serving as a comprehensive update for investors and analysts. It emphasizes that FY24 net bookings reached $7.43 billion, a modest 1 percent increase year‑over‑year, with live‑services contributing 73 percent of total bookings. The sports franchise generated $5.4 billion, while Apex Legends added $3.4 billion, underscoring the continued strength of core IPs. GAAP operating margin stood at 20.1 percent and non‑GAAP margin at 31.5 percent, supported by operating cash flow of $2.315 billion and a GAAP earnings‑per‑share of $4.68. A $5 billion stock‑repurchase program, $2.3 billion of which is allocated for FY24, reflects confidence in cash generation. Guidance for FY25 projects net revenue between $7.1 billion and $7.5 billion, GAAP EPS of $0.73‑$0.90, and operating margins of 18.0‑20.6 percent (GAAP) and 29.6‑31.7 percent (non‑GAAP). Net bookings are expected to range from $7.3 billion to $7.7 billion, with Q1 FY25 revenue anticipated at $1.575‑$1.675 billion. The outlook incorporates a constant‑currency adjustment and a foreign‑exchange hedging program that modestly reduces reported bookings and expenses. The financial data are presented on both GAAP and non‑GAAP bases, with reconciliations that exclude acquisition‑related costs, stock‑based compensation, restructuring charges, and capital expenditures. Constant‑currency figures are derived using weighted‑average exchange rates and reflect the impact of hedging. Platform‑level breakdowns show console bookings of $4.614 billion, PC and other platforms at $1.629 billion, and mobile at $1
Safe Harbor Statement Select FY24 Highlights Table of Net Bookings Results Contents Core Business and FY25 Title Slate FY24 Actuals & Guidance GAAP to Non-GAAP Reconciliation Appendix
Safe Harbor Statement Please review our risk factors on Form 10- Q filed with the SEC Some statements set forth in this document, including the information relating to EA’s fiscal 2025 guidance information and title slate contain forward-looking statements that are subject to change. Statements including words such as “anticipate,” “believe,” “expect,” “intend,” “estimate,” “plan,” “predict,” “seek,” “goal,” “will,” “may,” “likely,” “should,” “could” (and the negative of any of these terms), “future” and similar expressions also identify forward-looking statements. These forward-looking statements are not guarantees of future performance and reflect management’s current expectations. Our actual results could differ materially from those discussed in the forward-looking statements. Some of the factors which could cause the Company’s results to differ materially from its expectations include the following: sales of the Company’s products and services; the Company’s ability to develop and support digital products and services, including managing online security and privacy; outages of our products, services and technological infrastructure; the Company’s ability to manage expenses; the competition in the interactive entertainment industry; governmental regulations; the effectiveness of the Company’s sales and marketing programs; timely development and release of the Company’s products and services; the Company’s ability to realize the anticipated benefits of, and integrate, ac
the competition in the interactive entertainment industry; governmental regulations; the effectiveness of the Company’s sales and marketing programs; timely development and release of the Company’s products and services; the Company’s ability to realize the anticipated benefits of, and integrate, acquisitions; the consumer demand for, and the availability of an adequate supply of console hardware units; the Company’s ability to predict consumer preferences and trends; the Company’s ability to develop and implement new technology; foreign currency exchange rate fluctuations; economic and geopolitical conditions; changes in our tax rates or tax laws; and other factors described in Part II, Item 1A of Electronic Arts’ latest Quarterly Report on Form 10- Q under the heading “Risk Factors”, as well as in other documents we have filed with the Securities and Exchange Commission, including our Annual Report on Form 10- K for the fiscal year ended March 31, 2023. These forward-looking statements are current as of May 7, 2024. Electronic Arts assumes no obligation to revise or update any forward-looking statement for any reason, except as required by law. In addition, the preliminary financial results set forth herein are estimates based on information currently available to Electronic Arts.
e current as of May 7, 2024. Electronic Arts assumes no obligation to revise or update any forward-looking statement for any reason, except as required by law. In addition, the preliminary financial results set forth herein are estimates based on information currently available to Electronic Arts. While Electronic Arts believes these estimates are meaningful, they could differ from the actual amounts that Electronic Arts ultimately reports in its Annual Report on Form 10- K for the fiscal year ended March 31, 2024. Electronic Arts assumes no obligation and does not intend to update these estimates prior to filing its Form 10- K for the fiscal year ended March 31, 2024.
Select FY24 Highlights EA SPORTS Our global football franchise 5.4B Apex Legends 3.4B in grew net bookings by lifetime net bookings high-teens percent in FY24 Live Services Net Bookings in FY24 73% of total net bookings 7.4B New stock repurchase 2.3B program of $5B over 3 years Total net bookings years Record Fiscal Year Operating +1% year over year in FY24 Reco Cash Flow
Net Bookings by Composition (in $ millions) Quarterly Fiscal Year YoY YoY CC YoY YoY CC 7,515 7,341 7,430 +1% +3% 1,946 1,751 324 1,666 (14%) (14%) 2,145 1,811 2,005 +11% +12% 267 259 (20%) (21%) 1,484 1,622 1,407 (13%) (12%) 5,370 5,530 5,425 (2%) (1%) Q4 FY22 Q4 FY23 Q4 FY24 FY22 FY23 FY24 Full game Live services and other
Electronic Arts presented its third‑quarter fiscal‑2024 financial results and outlook, emphasizing continued growth in live‑service revenue and a robust pipeline of upcoming titles. Net bookings for the quarter reached $2.37 billion, a modest 1 percent increase year‑over‑year, while trailing‑twelve‑month bookings rose 8 percent to $7.25 billion, driven primarily by a 5 percent rise in live‑service net bookings to $1.71 billion. Full‑game bookings declined 5 percent to $654 million, reflecting a shift toward service‑based monetisation. Platform‑level performance showed console bookings up 2 percent to $1.61 billion, mobile up 1 percent to $307 million, and PC/other down 2 percent to $453 million. Operating cash flow improved to $1.26 billion for the quarter, and free cash flow increased to $1.21 billion, surpassing the prior‑year figures of $1.12 billion and $1.08 billion respectively. Capital expenditures remained modest at $52 million. The company disclosed a $70
Electronic Arts presented its first‑quarter fiscal 2025 financial performance, outlining both actual results and outlook for the full year and the subsequent quarter. Net bookings fell 20 % year‑over‑year to $1.262 billion, driven by a 58 % decline in full‑game sales and a modest 7 % drop in live‑services revenue. Platform‑level data show console bookings down 25 % to $677 million, PC and other platforms down 21 % to $295 million, and mobile slipping 4 % to $290 million. Live‑services contributed $1.094 billion of the total bookings, representing 75 % of the quarter’s revenue mix. GAAP net revenue for the quarter was $1.660 billion, yielding a GAAP operating margin of 21.9 % and earnings per share of $1.04. Non‑GAAP operating margin, which excludes acquisition‑related costs, stock‑based compensation, restructuring charges and capital expenditures, stood at 32.5 %. The company forecast FY25 net revenue of $7.1‑$7.5 billion, GAAP EPS of $3.34‑$4.00, and a non‑GAAP operating margin of 29.6‑31.7 %. Q2 guidance projects net revenue of $1.9‑$2.0 billion and GAAP EPS of $0.76‑$0.93. Free cash flow for the quarter was $53 million, down sharply from $314 million a year earlier, while operating cash flow fell to $120 million. The release also detailed the FY25 title slate, highlighting new releases such as “EA SPORTS FC 25,” “Madden NFL 25,” “EA SPORTS NHL 25,” and upcoming titles in the Sims, Battlefield and Dragon Age franchises. Constant‑currency adjustments and a foreign‑exchange hedging program are incorporated, with net‑booking guidance reflecting a roughly 2 % currency impact. Financial metrics are presented on both GAAP and non‑GAAP bases, with a 19 % internal tax rate applied for performance evaluation. The scope covers global operations for the quarter ending June 30 2024 and forward‑looking expectations through the end of FY25, reflecting the interactive entertainment industry’s competitive, regulatory and macro‑economic risk environment.
The financial results for the third quarter of 2024 reveal a period of stabilization and shifting cost structures within the gaming portfolio. Revenue for the quarter reached $111 million, reflecting a 5% increase from the previous quarter but an 8% decline compared to the same period in 2023. Profitability showed significant recovery from a net loss of $3 million in the first quarter of 2024 to a profit of $15 million in the third quarter, while Adjusted EBITDA remained steady at $16 million. Operating metrics indicate a transition in user engagement and monetization. Monthly Paying Users (MPUs) grew to 381,000, a 21% increase year-over-year, though Average Bookings Per Paying User (ABPPU) declined by 11% to $92. Total bookings for the quarter stood at $108 million, showing a 6% year-over-year decrease but remaining relatively flat compared to the first half of 2024. The geographic distribution of revenue remains concentrated in the United States at 53%, followed by Europe at 22% and Asia at 14%. The product portfolio is led by the Hero Wars franchise, with Hero Wars: Alliance and Hero Wars: Dominion Era accounting for 37% and 34% of revenue, respectively. Island Hoppers has emerged as a significant contributor, growing its revenue share from 4% in Q3 2023 to 7% in Q3 2024. Platform distribution remains dominated by mobile at 62%, with PC contributing 38%. Cost management efforts are evident in the reduction of total costs and expenses (excluding depreciation and amortization) to $94 million, down 13% from the prior year, driven largely by a decrease in selling and marketing expenses which now represent 25% of the cost base.
The second quarter 2024 financial results for the organization reveal a period of strategic transition characterized by a slight decline in revenue alongside a significant recovery in profitability. Revenue for the quarter reached $106 million, representing an 8% year-over-year decrease. However, the company reported a net profit of $15 million, a substantial improvement from the $1 million loss recorded in the first quarter of 2024. Adjusted EBITDA followed a similar trajectory, rising to $16 million in the second quarter after a negative $3 million result in the previous period. Operating metrics indicate a stabilizing user base with 381,000 monthly paying users, consistent with the first quarter but down from 392,000 in the prior year. Average bookings per paying user stood at $88, reflecting a 6% year-over-year decline. The company’s portfolio remains heavily reliant on the Hero Wars franchise, with Hero Wars: Alliance and Hero Wars: Dominion Era accounting for a combined 89% of revenue. Geographically, the United States remains the primary market at 51% of revenue, followed by Europe at 22% and Asia at 15%. Strategic highlights for the period include the successful launch of Pixel Gun 3D on PC via Steam, which recouped development costs on its first day without dedicated marketing spend. Additionally, a high-profile collaboration between Hero Wars and the Tomb Raider brand drove a 25% year-over-year increase in new payers during the month of the campaign. While mobile remains the dominant platform at 58% of revenue, the PC segment grew to 42%, up from 38% in the same period last year, signaling a successful push toward platform diversification. These unaudited results suggest that while top-line growth remains pressured, disciplined cost management and brand collaborations are effectively supporting the bottom line.