Electronic Arts Inc. Logo

Electronic Arts Inc.

EA

(3.0)
Stock Price

161,36 USD

16.55% ROA

15.34% ROE

33.12x PER

Market Cap.

37.867.786.000,00 USD

29% DER

0.53% Yield

15.79% NPM

Electronic Arts Inc. Stock Analysis

Electronic Arts Inc. Fundamental Analysis

Fundamental analysis in stock investing is like studying the foundation of a house before buying it. It involves looking at a company's financial health, like its earnings, assets, and debts, to determine if it's a good investment based on its fundamental strength and potential for growth.

Electronic Arts Inc. Fundamental Stock Analysis
# Analysis Rating
1 ROA

This stock has a great ability to make a lot of money from the things it owns, which makes it a really good investment for smart investors.

2 DER

The stock has a minimal amount of debt (31%) relative to its ownership, showcasing a strong financial position and lower risk for investors.

3 Revenue Growth

With a track record of consistent revenue growth in the past five years, this company presents a compelling opportunity.

4 Dividend Growth

Investors can be encouraged by the company's strong dividend growth over the past five years, highlighting its ability to generate consistent returns and provide an attractive investment opportunity.

5 ROE

ROE in an average range (13.35%) suggests satisfactory profitability and decent utilization of shareholders' equity.

6 Net Profit Growth

This company's net profit has consistently grown over the past three years, showcasing a positive financial trend and making it an appealing investment opportunity.

7 Dividend

The company's track record of consistently paying dividends in the last three years highlights its dedication to providing investors with regular income.

8 Buffet Intrinsic Value

Warren Buffett's formula suggests that the company's stock is undervalued (1.101), making it an appealing investment prospect with its intrinsic value surpassing the current market price.

9 PBV

The stock's high Price-to-Book Value (P/BV) ratio (4.78x) suggests it's overvalued, potentially making it an expensive investment.

10 Assets Growth

Company's revenue has remained stagnant over the past three years, indicating a lack of growth and making it a less favorable option.

11 Graham Number

The Graham number analysis indicates that this company's stock price is likely overpriced, raising concerns about its investment potential.

Electronic Arts Inc. Technical Analysis

Technical analysis in stock investing is like reading the patterns on a weather map to predict future weather conditions. It involves studying past stock price movements and trading volumes to make predictions about where a stock's price might go next, without necessarily looking at the company's financial health.

Electronic Arts Inc. Technical Stock Analysis
# Analysis Recommendation
1 Awesome Oscillator Hold
2 MACD Buy
3 RSI Hold
4 Stoch RSI Sell

Electronic Arts Inc. Price Chart

Financial Statements

Financial statements are like report cards for companies. They show how much money a company makes (income statement), what it owns and owes (balance sheet), and where it spends its money (cash flow statement), helping stock investors understand if a company is healthy and worth investing in.

Income Statements

An income statement for a company is like a scoreboard for its profits and losses. It shows how much money the company made (revenue) and how much it spent to make that money (expenses), helping stock investors see if a company is making a profit or not.

Revenue in stock investing is the total amount of money a company earns from its sales, and it's a key factor that investors consider to assess a company's financial performance and growth potential.

Electronic Arts Inc. Revenue
Year Revenue Growth
1990 72.400.000
1991 101.800.000 28.88%
1992 162.100.000 37.2%
1993 298.400.000 45.68%
1994 418.300.000 28.66%
1995 493.300.000 15.2%
1996 531.900.000 7.26%
1997 624.800.000 14.87%
1998 908.900.000 31.26%
1999 1.221.900.000 25.62%
2000 1.420.011.000 13.95%
2001 1.322.273.000 -7.39%
2002 1.724.675.000 23.33%
2003 2.482.244.000 30.52%
2004 2.957.141.000 16.06%
2005 3.129.000.000 5.49%
2006 2.951.000.000 -6.03%
2007 3.091.000.000 4.53%
2008 3.665.000.000 15.66%
2009 4.212.000.000 12.99%
2010 3.654.000.000 -15.27%
2011 3.589.000.000 -1.81%
2012 4.143.000.000 13.37%
2013 3.797.000.000 -9.11%
2014 3.575.000.000 -6.21%
2015 4.515.000.000 20.82%
2016 4.396.000.000 -2.71%
2017 4.845.000.000 9.27%
2018 5.150.000.000 5.92%
2019 4.950.000.000 -4.04%
2020 5.537.000.000 10.6%
2021 5.629.000.000 1.63%
2022 6.991.000.000 19.48%
2023 7.656.000.000 8.69%
2023 7.426.000.000 -3.1%
2024 7.562.000.000 1.8%
2025 6.612.000.000 -14.37%

Research and Development Expenses are the costs a company incurs to create and improve its products or services, which can be important for investors to evaluate a company's innovation and potential for future growth.

Electronic Arts Inc. Research and Development Expenses
Year Research and Development Expenses Growth
1990 0
1991 0 0%
1992 0 0%
1993 0 0%
1994 62.600.000 100%
1995 73.900.000 15.29%
1996 99.600.000 25.8%
1997 118.100.000 15.66%
1998 146.200.000 19.22%
1999 202.100.000 27.66%
2000 260.759.000 22.5%
2001 388.928.000 32.95%
2002 387.736.000 -0.31%
2003 400.990.000 3.31%
2004 510.858.000 21.51%
2005 633.000.000 19.3%
2006 758.000.000 16.49%
2007 1.041.000.000 27.19%
2008 1.145.000.000 9.08%
2009 1.359.000.000 15.75%
2010 1.229.000.000 -10.58%
2011 1.153.000.000 -6.59%
2012 1.212.000.000 4.87%
2013 1.153.000.000 -5.12%
2014 1.125.000.000 -2.49%
2015 1.094.000.000 -2.83%
2016 1.109.000.000 1.35%
2017 1.205.000.000 7.97%
2018 1.320.000.000 8.71%
2019 1.433.000.000 7.89%
2020 1.559.000.000 8.08%
2021 1.778.000.000 12.32%
2022 2.186.000.000 18.66%
2023 2.408.000.000 9.22%
2023 2.328.000.000 -3.44%
2024 2.420.000.000 3.8%
2025 2.508.000.000 3.51%

General and Administrative Expenses are the costs a company incurs to run its day-to-day operations, such as office rent, salaries, and utilities, which investors consider to understand a company's overall efficiency and management effectiveness.

Electronic Arts Inc. General and Administrative Expenses
Year General and Administrative Expenses Growth
1990 0
1991 0 0%
1992 0 0%
1993 0 0%
1994 0 0%
1995 91.300.000 100%
1996 105.100.000 13.13%
1997 127.300.000 17.44%
1998 186.100.000 31.6%
1999 239.000.000 22.13%
2000 281.130.000 14.99%
2001 289.377.000 2.85%
2002 348.168.000 16.89%
2003 463.312.000 24.85%
2004 555.293.000 16.56%
2005 612.000.000 9.27%
2006 646.000.000 5.26%
2007 215.000.000 -200.47%
2008 927.000.000 76.81%
2009 332.000.000 -179.22%
2010 320.000.000 -3.75%
2011 301.000.000 -6.31%
2012 375.000.000 19.73%
2013 354.000.000 -5.93%
2014 410.000.000 13.66%
2015 386.000.000 -6.22%
2016 406.000.000 4.93%
2017 439.000.000 7.52%
2018 469.000.000 6.4%
2019 460.000.000 -1.96%
2020 506.000.000 9.09%
2021 592.000.000 14.53%
2022 673.000.000 12.04%
2023 692.000.000 2.75%
2023 727.000.000 4.81%
2024 691.000.000 -5.21%
2025 720.000.000 4.03%

EBITDA stands for Earnings Before Interest, Taxes, Depreciation, and Amortization. It is a measure that helps stock investors analyze a company's profitability by looking at its earnings without considering certain expenses. This helps to get a clearer picture of the company's financial performance and its ability to generate cash flow.

Electronic Arts Inc. EBITDA
Year EBITDA Growth
1990 9.600.000
1991 13.000.000 26.15%
1992 23.100.000 43.72%
1993 42.600.000 45.77%
1994 64.600.000 34.06%
1995 62.200.000 -3.86%
1996 63.500.000 2.05%
1997 77.200.000 17.75%
1998 110.200.000 29.95%
1999 220.800.000 50.09%
2000 211.305.000 -4.49%
2001 131.062.000 -61.23%
2002 286.946.000 54.33%
2003 644.399.000 55.47%
2004 872.526.000 26.15%
2005 774.000.000 -12.73%
2006 488.000.000 -58.61%
2007 227.000.000 -114.98%
2008 281.000.000 19.22%
2009 391.000.000 28.13%
2010 -184.000.000 312.5%
2011 133.000.000 238.35%
2012 287.000.000 53.66%
2013 272.000.000 -5.51%
2014 188.000.000 -44.68%
2015 1.162.000.000 83.82%
2016 1.095.000.000 -6.12%
2017 1.396.000.000 21.56%
2018 1.570.000.000 11.08%
2019 1.169.000.000 -34.3%
2020 1.605.000.000 27.17%
2021 1.227.000.000 -30.81%
2022 1.615.000.000 24.02%
2023 1.508.000.000 -7.1%
2023 2.090.000.000 27.85%
2024 2.060.000.000 -1.46%
2025 1.796.000.000 -14.7%

Gross profit is the money a company makes from selling its products or services after subtracting the cost of producing or providing them, and it is an important measure for investors to understand a company's profitability.

Electronic Arts Inc. Gross Profit
Year Gross Profit Growth
1990 34.800.000
1991 44.700.000 22.15%
1992 76.900.000 41.87%
1993 141.800.000 45.77%
1994 201.600.000 29.66%
1995 240.700.000 16.24%
1996 274.200.000 12.22%
1997 334.200.000 17.95%
1998 455.000.000 26.55%
1999 631.000.000 27.89%
2000 748.939.000 15.75%
2001 739.699.000 -1.25%
2002 917.064.000 19.34%
2003 1.409.442.000 34.93%
2004 1.854.191.000 23.99%
2005 1.932.000.000 4.03%
2006 1.770.000.000 -9.15%
2007 1.879.000.000 5.8%
2008 1.860.000.000 -1.02%
2009 2.085.000.000 10.79%
2010 1.788.000.000 -16.61%
2011 2.090.000.000 14.45%
2012 2.545.000.000 17.88%
2013 2.409.000.000 -5.65%
2014 2.228.000.000 -8.12%
2015 3.086.000.000 27.8%
2016 3.042.000.000 -1.45%
2017 3.547.000.000 14.24%
2018 3.873.000.000 8.42%
2019 3.628.000.000 -6.75%
2020 4.168.000.000 12.96%
2021 4.135.000.000 -0.8%
2022 5.132.000.000 19.43%
2023 5.832.000.000 12%
2023 5.634.000.000 -3.51%
2024 5.786.000.000 2.63%
2025 5.492.000.000 -5.35%

Net income in stock investing is like the money a company actually gets to keep as profit after paying all its bills, and it's an important measure to understand how well a company is doing financially.

Electronic Arts Inc. Net Profit
Year Net Profit Growth
1990 6.000.000
1991 9.100.000 34.07%
1992 15.700.000 42.04%
1993 30.900.000 49.19%
1994 44.700.000 30.87%
1995 55.700.000 19.75%
1996 40.500.000 -37.53%
1997 51.300.000 21.05%
1998 72.600.000 29.34%
1999 72.900.000 0.41%
2000 116.751.000 37.56%
2001 -11.082.000 1153.52%
2002 101.509.000 110.92%
2003 317.000.000 67.98%
2004 577.000.000 45.06%
2005 504.000.000 -14.48%
2006 236.000.000 -113.56%
2007 76.000.000 -210.53%
2008 -454.000.000 116.74%
2009 -1.088.000.000 58.27%
2010 -677.000.000 -60.71%
2011 -276.000.000 -145.29%
2012 76.000.000 463.16%
2013 98.000.000 22.45%
2014 8.000.000 -1125%
2015 875.000.000 99.09%
2016 1.156.000.000 24.31%
2017 967.000.000 -19.54%
2018 1.043.000.000 7.29%
2019 1.019.000.000 -2.36%
2020 3.039.000.000 66.47%
2021 837.000.000 -263.08%
2022 789.000.000 -6.08%
2023 1.596.000.000 50.56%
2023 802.000.000 -99%
2024 1.273.000.000 37%
2025 1.120.000.000 -13.66%

EPS, or earnings per share, is a measure that shows how much profit a company has earned for each outstanding share of its stock, and it is important for stock investors as it helps understand the profitability of a company and compare it with other companies in the market.

Electronic Arts Inc. Earning per Share (EPS)
Year Earning per Share (EPS) Growth
1990 0
1991 0 0%
1992 0 0%
1993 0 0%
1994 0 0%
1995 0 0%
1996 0 0%
1997 0 0%
1998 0 0%
1999 0 0%
2000 0 0%
2001 0 0%
2002 0 0%
2003 1 100%
2004 2 0%
2005 2 0%
2006 1 0%
2007 0 0%
2008 -1 100%
2009 -3 66.67%
2010 -2 -50%
2011 -1 0%
2012 0 0%
2013 0 0%
2014 0 0%
2015 3 100%
2016 4 33.33%
2017 3 0%
2018 3 0%
2019 3 0%
2020 10 70%
2021 3 -400%
2022 3 0%
2023 6 60%
2023 3 -150%
2024 5 50%
2025 4 0%

Cashflow Statements

Cashflow statements show the movement of money in and out of a company, helping stock investors understand how much money a company makes and spends. By examining cashflow statements, investors can assess if a company is generating enough cash to pay its bills, invest in growth, and provide returns to stockholders.

Free cash flow is the leftover cash that a company generates after covering its operating expenses and capital expenditures, which is important for stock investors as it shows how much money a company has available to invest in growth, pay dividends, or reduce debt.

Electronic Arts Inc. Free Cashflow
Year Free Cashflow Growth
1990 9.200.000
1991 3.600.000 -155.56%
1992 22.800.000 84.21%
1993 24.900.000 8.43%
1994 26.800.000 7.09%
1995 45.900.000 41.61%
1996 -49.900.000 191.98%
1997 44.400.000 212.39%
1998 33.800.000 -31.36%
1999 -99.500.000 133.97%
2000 -89.548.000 -11.11%
2001 73.592.000 221.68%
2002 233.453.000 68.48%
2003 655.343.000 64.38%
2004 579.690.000 -13.05%
2005 508.000.000 -14.11%
2006 473.000.000 -7.4%
2007 219.000.000 -115.98%
2008 254.000.000 13.78%
2009 -103.000.000 346.6%
2010 -153.000.000 32.68%
2011 261.000.000 158.62%
2012 105.000.000 -148.57%
2013 218.000.000 51.83%
2014 615.000.000 64.55%
2015 972.000.000 36.73%
2016 1.130.000.000 13.98%
2017 1.260.000.000 10.32%
2018 1.585.000.000 20.5%
2019 1.428.000.000 -10.99%
2020 1.657.000.000 13.82%
2021 1.810.000.000 8.45%
2022 1.711.000.000 -5.79%
2023 1.343.000.000 -27.4%
2023 61.000.000 -2101.64%
2024 2.116.000.000 97.12%
2025 53.000.000 -3892.45%

Operating cash flow represents the cash generated or consumed by a company's day-to-day operations, excluding external investing or financing activities, and is crucial for stock investors as it shows how much cash a company is generating from its core business operations.

Electronic Arts Inc. Operating Cashflow
Year Operating Cashflow Growth
1990 10.000.000
1991 5.200.000 -92.31%
1992 26.000.000 80%
1993 42.700.000 39.11%
1994 40.800.000 -4.66%
1995 63.800.000 36.05%
1996 6.900.000 -824.64%
1997 80.600.000 91.44%
1998 79.000.000 -2.03%
1999 150.800.000 47.61%
2000 45.336.000 -232.63%
2001 193.939.000 76.62%
2002 284.971.000 31.94%
2003 714.451.000 60.11%
2004 669.285.000 -6.75%
2005 634.000.000 -5.57%
2006 596.000.000 -6.38%
2007 397.000.000 -50.13%
2008 338.000.000 -17.46%
2009 12.000.000 -2716.67%
2010 152.000.000 92.11%
2011 320.000.000 52.5%
2012 277.000.000 -15.52%
2013 324.000.000 14.51%
2014 712.000.000 54.49%
2015 1.067.000.000 33.27%
2016 1.223.000.000 12.76%
2017 1.383.000.000 11.57%
2018 1.692.000.000 18.26%
2019 1.547.000.000 -9.37%
2020 1.797.000.000 13.91%
2021 1.934.000.000 7.08%
2022 1.899.000.000 -1.84%
2023 1.550.000.000 -22.52%
2023 112.000.000 -1283.93%
2024 2.315.000.000 95.16%
2025 120.000.000 -1829.17%

Capex, short for capital expenditures, refers to the money a company spends on acquiring or upgrading tangible assets like buildings, equipment, or technology, which is important for stock investors as it indicates how much a company is investing in its infrastructure to support future growth and profitability.

Electronic Arts Inc. Capital Expenditure
Year Capital Expenditure Growth
1990 800.000
1991 1.600.000 50%
1992 3.200.000 50%
1993 17.800.000 82.02%
1994 14.000.000 -27.14%
1995 17.900.000 21.79%
1996 56.800.000 68.49%
1997 36.200.000 -56.91%
1998 45.200.000 19.91%
1999 250.300.000 81.94%
2000 134.884.000 -85.57%
2001 120.347.000 -12.08%
2002 51.518.000 -133.6%
2003 59.108.000 12.84%
2004 89.595.000 34.03%
2005 126.000.000 28.89%
2006 123.000.000 -2.44%
2007 178.000.000 30.9%
2008 84.000.000 -111.9%
2009 115.000.000 26.96%
2010 305.000.000 62.3%
2011 59.000.000 -416.95%
2012 172.000.000 65.7%
2013 106.000.000 -62.26%
2014 97.000.000 -9.28%
2015 95.000.000 -2.11%
2016 93.000.000 -2.15%
2017 123.000.000 24.39%
2018 107.000.000 -14.95%
2019 119.000.000 10.08%
2020 140.000.000 15%
2021 124.000.000 -12.9%
2022 188.000.000 34.04%
2023 207.000.000 9.18%
2023 51.000.000 -305.88%
2024 199.000.000 74.37%
2025 67.000.000 -197.01%

Balance Sheet

Balance sheets provide a snapshot of a company's financial health and its assets (such as cash, inventory, and property) and liabilities (like debts and obligations) at a specific point in time. For stock investors, balance sheets help assess the company's overall worth and evaluate its ability to meet financial obligations and support future growth.

Equity refers to the ownership interest or stake that shareholders have in a company, representing their claim on its assets and earnings after all debts and liabilities are paid.

Electronic Arts Inc. Equity
Year Equity Growth
1990 32.500.000
1991 43.800.000 25.8%
1992 65.200.000 32.82%
1993 113.600.000 42.61%
1994 175.700.000 35.34%
1995 238.200.000 26.24%
1996 323.600.000 26.39%
1997 389.200.000 16.86%
1998 564.000.000 30.99%
1999 665.600.000 15.26%
2000 927.010.000 28.2%
2001 1.038.892.000 10.77%
2002 1.246.392.000 16.65%
2003 1.788.657.000 30.32%
2004 2.678.358.000 33.22%
2005 3.509.000.000 23.67%
2006 3.420.000.000 -2.6%
2007 4.032.000.000 15.18%
2008 4.339.000.000 7.08%
2009 3.134.000.000 -38.45%
2010 2.729.000.000 -14.84%
2011 2.564.000.000 -6.44%
2012 2.458.000.000 -4.31%
2013 2.267.000.000 -8.43%
2014 2.422.000.000 6.4%
2015 3.036.000.000 20.22%
2016 3.396.000.000 10.6%
2017 4.060.000.000 16.35%
2018 4.595.000.000 11.64%
2019 5.331.000.000 13.81%
2020 7.461.000.000 28.55%
2021 7.840.000.000 4.83%
2022 7.625.000.000 -2.82%
2023 7.293.000.000 -4.55%
2023 7.575.000.000 3.72%
2024 7.513.000.000 -0.83%
2025 7.400.000.000 -1.53%

Assets represent the valuable resources that a company owns, such as cash, inventory, property, and equipment, and understanding a company's assets helps investors assess its value and potential for generating future profits.

Electronic Arts Inc. Assets
Year Assets Growth
1990 46.800.000
1991 63.100.000 25.83%
1992 101.100.000 37.59%
1993 181.300.000 44.24%
1994 273.700.000 33.76%
1995 341.200.000 19.78%
1996 424.200.000 19.57%
1997 516.700.000 17.9%
1998 745.700.000 30.71%
1999 901.900.000 17.32%
2000 1.192.312.000 24.36%
2001 1.378.918.000 13.53%
2002 1.699.374.000 18.86%
2003 2.359.533.000 27.98%
2004 3.400.611.000 30.61%
2005 4.370.000.000 22.18%
2006 4.386.000.000 0.36%
2007 5.146.000.000 14.77%
2008 6.059.000.000 15.07%
2009 4.678.000.000 -29.52%
2010 4.646.000.000 -0.69%
2011 4.928.000.000 5.72%
2012 5.491.000.000 10.25%
2013 5.070.000.000 -8.3%
2014 5.716.000.000 11.3%
2015 6.147.000.000 7.01%
2016 7.050.000.000 12.81%
2017 7.718.000.000 8.66%
2018 8.584.000.000 10.09%
2019 8.957.000.000 4.16%
2020 11.112.000.000 19.39%
2021 13.288.000.000 16.38%
2022 13.800.000.000 3.71%
2023 13.459.000.000 -2.53%
2023 13.139.000.000 -2.44%
2024 13.420.000.000 2.09%
2025 12.708.000.000 -5.6%

Liabilities refer to the financial obligations or debts that a company owes to creditors or external parties, and understanding a company's liabilities is important for investors as it helps assess the company's financial risk and ability to meet its obligations.

Electronic Arts Inc. Liabilities
Year Liabilities Growth
1990 14.300.000
1991 19.300.000 25.91%
1992 35.900.000 46.24%
1993 67.700.000 46.97%
1994 98.000.000 30.92%
1995 103.000.000 4.85%
1996 100.600.000 -2.39%
1997 127.500.000 21.1%
1998 181.700.000 29.83%
1999 236.300.000 23.11%
2000 265.302.000 10.93%
2001 340.026.000 21.98%
2002 452.982.000 24.94%
2003 570.876.000 20.65%
2004 722.253.000 20.96%
2005 861.000.000 16.11%
2006 966.000.000 10.87%
2007 1.114.000.000 13.29%
2008 1.720.000.000 35.23%
2009 1.544.000.000 -11.4%
2010 1.917.000.000 19.46%
2011 2.364.000.000 18.91%
2012 3.033.000.000 22.06%
2013 2.803.000.000 -8.21%
2014 3.294.000.000 14.91%
2015 3.111.000.000 -5.88%
2016 3.654.000.000 14.86%
2017 3.658.000.000 0.11%
2018 3.989.000.000 8.3%
2019 3.626.000.000 -10.01%
2020 3.651.000.000 0.68%
2021 5.448.000.000 32.98%
2022 6.175.000.000 11.77%
2023 6.166.000.000 -0.15%
2023 5.564.000.000 -10.82%
2024 5.907.000.000 5.81%
2025 5.308.000.000 -11.28%

Electronic Arts Inc. Financial Ratio (TTM)

Valuation Metrics

Revenue per Share
27.41
Net Income per Share
4.33
Price to Earning Ratio
33.12x
Price To Sales Ratio
5.19x
POCF Ratio
18.37
PFCF Ratio
20.41
Price to Book Ratio
5.15
EV to Sales
5.16
EV Over EBITDA
22.63
EV to Operating CashFlow
18.12
EV to FreeCashFlow
20.28
Earnings Yield
0.03
FreeCashFlow Yield
0.05
Market Cap
37,87 Bil.
Enterprise Value
37,61 Bil.
Graham Number
52.04
Graham NetNet
-8.34

Income Statement Metrics

Net Income per Share
4.33
Income Quality
1.8
ROE
0.15
Return On Assets
0.09
Return On Capital Employed
0.14
Net Income per EBT
0.81
EBT Per Ebit
1
Ebit per Revenue
0.2
Effective Tax Rate
0.19

Margins

Sales, General, & Administrative to Revenue
0.1
Research & Developement to Revenue
0.34
Stock Based Compensation to Revenue
0.08
Gross Profit Margin
0.77
Operating Profit Margin
0.2
Pretax Profit Margin
0.2
Net Profit Margin
0.16

Dividends

Dividend Yield
0.01
Dividend Yield %
0.53
Payout Ratio
0.18
Dividend Per Share
0.76

Operating Metrics

Operating Cashflow per Share
7.8
Free CashFlow per Share
6.97
Capex to Operating CashFlow
0.11
Capex to Revenue
0.03
Capex to Depreciation
0.56
Return on Invested Capital
0.12
Return on Tangible Assets
0.17
Days Sales Outstanding
21.68
Days Payables Outstanding
17.54
Days of Inventory on Hand
0
Receivables Turnover
16.84
Payables Turnover
20.81
Inventory Turnover
0
Capex per Share
0.83

Balance Sheet

Cash per Share
10,40
Book Value per Share
27,82
Tangible Book Value per Share
6.2
Shareholders Equity per Share
27.82
Interest Debt per Share
8.39
Debt to Equity
0.29
Debt to Assets
0.17
Net Debt to EBITDA
-0.15
Current Ratio
1.45
Tangible Asset Value
1,65 Bil.
Net Current Asset Value
-1,72 Bil.
Invested Capital
7429000000
Working Capital
1,12 Bil.
Intangibles to Total Assets
0.45
Average Receivables
0,50 Bil.
Average Payables
0,10 Bil.
Average Inventory
0
Debt to Market Cap
0.06

Dividends

Dividends in stock investing are like rewards that companies give to their shareholders. They are a portion of the company's profits distributed to investors, typically in the form of cash payments, as a way for them to share in the company's success.

Electronic Arts Inc. Dividends
Year Dividends Growth
2020 0
2021 1 0%
2022 1 0%
2023 1 0%
2024 1 0%

Electronic Arts Inc. Profile

About Electronic Arts Inc.

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 license games from others, including FIFA, Madden NFL, UFC, and Star Wars brands. The company 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.

CEO
Mr. Andrew Wilson
Employee
13.700
Address
209 Redwood Shores Parkway
Redwood City, 94065

Electronic Arts Inc. Executives & BODs

Electronic Arts Inc. Executives & BODs
# Name Age
1 Mr. Stuart Canfield
Executive Vice President & Chief Financial Officer
70
2 Ms. Laura Miele
President of EA Entertainment & Technology
70
3 Mr. Jacob J. Schatz
Executive Vice President of Global Affairs, Chief Legal Officer & Corporate Secretary
70
4 Ms. Marija Radulovic-Nastic
Chief Technology Officer of Creative & Development
70
5 Mr. Joel Linzner
Executive Vice President of Worldwide Business Affairs
70
6 Mr. Eric Charles Kelly
Senior Vice President & Chief Accounting Officer
70
7 Andrew Uerkwitz
Vice President of Investor Relations
70
8 Mr. David Tinson
Executive Vice President & Chief Experience Officer
70
9 Ms. Vijayanthimala Singh
Chief People Officer
70
10 Mr. Andrew Wilson
Chairman & Chief Executive Officer
70

Electronic Arts Inc. Competitors