Electronic Arts Inc Logo

Electronic Arts Inc

ERT.DE

(2.5)
Stock Price

153,68 EUR

16.55% ROA

15.34% ROE

33.11x PER

Market Cap.

37.853.037.563,40 EUR

26.39% DER

0.53% Yield

15.77% 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

The stock's ability to make a lot of money from its assets shows that it is very profitable, making it a good choice for people who want to invest and make a lot of money.

2 DER

The stock has a low debt to equity ratio (25%), which means it has a small amount of debt compared to the ownership it holds

3 Revenue Growth

With continuous growth in revenue over the last five years, this company has proven to be a lucrative investment option, showcasing its strong financial performance.

4 ROE

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

5 Net Profit Growth

Throughout the last three years, this company has experienced consistent net profit growth, reflecting a robust financial performance and making it an attractive investment prospect.

6 Dividend

The company's consistent dividend payments over the past three years indicate a strong commitment to delivering returns to investors.

7 Buffet Intrinsic Value

Warren Buffett's formula suggests that the company's stock is undervalued (1.102), making it an appealing investment prospect with its intrinsic value surpassing the current market price.

8 PBV

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

9 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.

10 Graham Number

The company's Graham number suggests that its stock price is overestimated, implying that it may not be a promising investment opportunity.

11 Dividend Growth

Investors should note the company's stagnant dividend growth over the past three years, indicating limited profitability and potentially diminishing returns.

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 Sell
3 RSI Hold
4 Stoch RSI Hold

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
1989 72.400.000
1990 101.800.000 28.88%
1991 162.100.000 37.2%
1992 298.400.000 45.68%
1993 418.300.000 28.66%
1994 493.300.000 15.2%
1995 531.900.000 7.26%
1996 624.800.000 14.87%
1997 908.900.000 31.26%
1998 1.221.900.000 25.62%
1999 1.420.011.000 13.95%
2000 1.322.273.000 -7.39%
2001 1.724.675.000 23.33%
2002 2.482.244.000 30.52%
2003 2.957.141.000 16.06%
2004 3.129.000.000 5.49%
2005 2.951.000.000 -6.03%
2006 3.091.000.000 4.53%
2007 3.665.000.000 15.66%
2008 4.212.000.000 12.99%
2009 3.654.000.000 -15.27%
2010 3.589.000.000 -1.81%
2011 4.143.000.000 13.37%
2012 3.797.000.000 -9.11%
2013 3.575.000.000 -6.21%
2014 4.515.000.000 20.82%
2015 4.396.000.000 -2.71%
2016 4.845.000.000 9.27%
2017 5.150.000.000 5.92%
2018 4.950.000.000 -4.04%
2019 5.537.000.000 10.6%
2020 5.629.000.000 1.63%
2021 6.991.000.000 19.48%
2022 7.426.000.000 5.86%
2023 7.656.000.000 3%
2023 7.562.000.000 -1.24%
2024 6.640.000.000 -13.89%

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
1989 0
1990 0 0%
1991 0 0%
1992 0 0%
1993 62.600.000 100%
1994 73.900.000 15.29%
1995 99.600.000 25.8%
1996 118.100.000 15.66%
1997 146.200.000 19.22%
1998 202.100.000 27.66%
1999 260.759.000 22.5%
2000 388.928.000 32.95%
2001 387.736.000 -0.31%
2002 400.990.000 3.31%
2003 510.858.000 21.51%
2004 633.000.000 19.3%
2005 758.000.000 16.49%
2006 1.041.000.000 27.19%
2007 1.145.000.000 9.08%
2008 1.359.000.000 15.75%
2009 1.229.000.000 -10.58%
2010 1.153.000.000 -6.59%
2011 1.212.000.000 4.87%
2012 1.153.000.000 -5.12%
2013 1.125.000.000 -2.49%
2014 1.094.000.000 -2.83%
2015 1.109.000.000 1.35%
2016 1.205.000.000 7.97%
2017 1.320.000.000 8.71%
2018 1.433.000.000 7.89%
2019 1.559.000.000 8.08%
2020 1.778.000.000 12.32%
2021 2.186.000.000 18.66%
2022 2.328.000.000 6.1%
2023 2.408.000.000 3.32%
2023 2.420.000.000 0.5%
2024 2.516.000.000 3.82%

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
1989 24.600.000
1990 30.500.000 19.34%
1991 52.400.000 41.79%
1992 96.600.000 45.76%
1993 70.600.000 -36.83%
1994 91.300.000 22.67%
1995 105.100.000 13.13%
1996 127.300.000 17.44%
1997 186.100.000 31.6%
1998 239.000.000 22.13%
1999 281.130.000 14.99%
2000 289.377.000 2.85%
2001 348.168.000 16.89%
2002 0 0%
2003 0 0%
2004 0 0%
2005 0 0%
2006 0 0%
2007 0 0%
2008 332.000.000 100%
2009 320.000.000 -3.75%
2010 301.000.000 -6.31%
2011 375.000.000 19.73%
2012 354.000.000 -5.93%
2013 410.000.000 13.66%
2014 386.000.000 -6.22%
2015 406.000.000 4.93%
2016 439.000.000 7.52%
2017 469.000.000 6.4%
2018 460.000.000 -1.96%
2019 506.000.000 9.09%
2020 592.000.000 14.53%
2021 673.000.000 12.04%
2022 727.000.000 7.43%
2023 692.000.000 -5.06%
2023 691.000.000 -0.14%
2024 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
1989 9.600.000
1990 13.000.000 26.15%
1991 23.100.000 43.72%
1992 42.600.000 45.77%
1993 64.600.000 34.06%
1994 62.200.000 -3.86%
1995 63.500.000 2.05%
1996 77.200.000 17.75%
1997 110.200.000 29.95%
1998 220.800.000 50.09%
1999 211.305.000 -4.49%
2000 131.062.000 -61.23%
2001 286.946.000 54.33%
2002 644.399.000 55.47%
2003 872.526.000 26.15%
2004 774.000.000 -12.73%
2005 488.000.000 -58.61%
2006 227.000.000 -114.98%
2007 281.000.000 19.22%
2008 391.000.000 28.13%
2009 -184.000.000 312.5%
2010 133.000.000 238.35%
2011 287.000.000 53.66%
2012 272.000.000 -5.51%
2013 188.000.000 -44.68%
2014 1.162.000.000 83.82%
2015 1.095.000.000 -6.12%
2016 1.396.000.000 21.56%
2017 1.625.000.000 14.09%
2018 1.169.000.000 -39.01%
2019 1.605.000.000 27.17%
2020 1.227.000.000 -30.81%
2021 1.615.000.000 24.02%
2022 2.090.000.000 22.73%
2023 1.864.000.000 -12.12%
2023 2.111.000.000 11.7%
2024 1.792.000.000 -17.8%

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
1989 34.800.000
1990 44.700.000 22.15%
1991 76.900.000 41.87%
1992 141.800.000 45.77%
1993 201.600.000 29.66%
1994 240.700.000 16.24%
1995 274.200.000 12.22%
1996 334.200.000 17.95%
1997 455.000.000 26.55%
1998 631.000.000 27.89%
1999 748.939.000 15.75%
2000 739.699.000 -1.25%
2001 917.064.000 19.34%
2002 1.409.442.000 34.93%
2003 1.854.191.000 23.99%
2004 1.932.000.000 4.03%
2005 1.770.000.000 -9.15%
2006 1.879.000.000 5.8%
2007 1.860.000.000 -1.02%
2008 2.085.000.000 10.79%
2009 1.788.000.000 -16.61%
2010 2.090.000.000 14.45%
2011 2.545.000.000 17.88%
2012 2.409.000.000 -5.65%
2013 2.228.000.000 -8.12%
2014 3.086.000.000 27.8%
2015 3.042.000.000 -1.45%
2016 3.547.000.000 14.24%
2017 3.873.000.000 8.42%
2018 3.628.000.000 -6.75%
2019 4.168.000.000 12.96%
2020 4.135.000.000 -0.8%
2021 5.132.000.000 19.43%
2022 5.634.000.000 8.91%
2023 5.832.000.000 3.4%
2023 5.852.000.000 0.34%
2024 5.588.000.000 -4.72%

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
1989 6.000.000
1990 9.100.000 34.07%
1991 15.700.000 42.04%
1992 30.900.000 49.19%
1993 44.700.000 30.87%
1994 55.700.000 19.75%
1995 40.500.000 -37.53%
1996 53.000.000 23.58%
1997 72.600.000 27%
1998 72.900.000 0.41%
1999 116.751.000 37.56%
2000 -11.082.000 1153.52%
2001 101.509.000 110.92%
2002 317.097.000 67.99%
2003 577.292.000 45.07%
2004 504.000.000 -14.54%
2005 236.000.000 -113.56%
2006 76.000.000 -210.53%
2007 -454.000.000 116.74%
2008 -1.088.000.000 58.27%
2009 -677.000.000 -60.71%
2010 -276.000.000 -145.29%
2011 76.000.000 463.16%
2012 98.000.000 22.45%
2013 8.000.000 -1125%
2014 875.000.000 99.09%
2015 1.156.000.000 24.31%
2016 967.000.000 -19.54%
2017 1.043.000.000 7.29%
2018 1.019.000.000 -2.36%
2019 3.039.000.000 66.47%
2020 837.000.000 -263.08%
2021 789.000.000 -6.08%
2022 802.000.000 1.62%
2023 1.596.000.000 49.75%
2023 1.273.000.000 -25.37%
2024 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
1989 0
1990 0 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 1 100%
2003 2 0%
2004 2 0%
2005 1 0%
2006 0 0%
2007 -1 100%
2008 -3 66.67%
2009 -2 -50%
2010 -1 0%
2011 0 0%
2012 0 0%
2013 0 0%
2014 3 100%
2015 4 33.33%
2016 3 0%
2017 3 0%
2018 3 0%
2019 10 70%
2020 3 -400%
2021 3 0%
2022 3 0%
2023 6 60%
2023 5 -25%
2024 4 -33.33%

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
1989 9.200.000
1990 3.600.000 -155.56%
1991 22.800.000 84.21%
1992 24.900.000 8.43%
1993 26.800.000 7.09%
1994 45.900.000 41.61%
1995 -49.900.000 191.98%
1996 44.400.000 212.39%
1997 33.800.000 -31.36%
1998 -99.500.000 133.97%
1999 -89.548.000 -11.11%
2000 73.592.000 221.68%
2001 233.453.000 68.48%
2002 655.343.000 64.38%
2003 579.690.000 -13.05%
2004 508.000.000 -14.11%
2005 473.000.000 -7.4%
2006 219.000.000 -115.98%
2007 254.000.000 13.78%
2008 -103.000.000 346.6%
2009 -153.000.000 32.68%
2010 261.000.000 158.62%
2011 105.000.000 -148.57%
2012 218.000.000 51.83%
2013 615.000.000 64.55%
2014 972.000.000 36.73%
2015 1.130.000.000 13.98%
2016 1.260.000.000 10.32%
2017 1.585.000.000 20.5%
2018 1.428.000.000 -10.99%
2019 1.657.000.000 13.82%
2020 1.810.000.000 8.45%
2021 1.711.000.000 -5.79%
2022 1.343.000.000 -27.4%
2023 2.116.000.000 36.53%
2023 61.000.000 -3368.85%
2024 120.000.000 49.17%

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
1989 10.000.000
1990 5.200.000 -92.31%
1991 26.000.000 80%
1992 42.700.000 39.11%
1993 40.800.000 -4.66%
1994 63.800.000 36.05%
1995 6.900.000 -824.64%
1996 80.600.000 91.44%
1997 79.000.000 -2.03%
1998 150.800.000 47.61%
1999 45.336.000 -232.63%
2000 193.939.000 76.62%
2001 284.971.000 31.94%
2002 714.451.000 60.11%
2003 669.285.000 -6.75%
2004 634.000.000 -5.57%
2005 596.000.000 -6.38%
2006 397.000.000 -50.13%
2007 338.000.000 -17.46%
2008 12.000.000 -2716.67%
2009 152.000.000 92.11%
2010 320.000.000 52.5%
2011 277.000.000 -15.52%
2012 324.000.000 14.51%
2013 712.000.000 54.49%
2014 1.067.000.000 33.27%
2015 1.223.000.000 12.76%
2016 1.383.000.000 11.57%
2017 1.692.000.000 18.26%
2018 1.547.000.000 -9.37%
2019 1.797.000.000 13.91%
2020 1.934.000.000 7.08%
2021 1.899.000.000 -1.84%
2022 1.550.000.000 -22.52%
2023 2.315.000.000 33.05%
2023 112.000.000 -1966.96%
2024 120.000.000 6.67%

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
1989 800.000
1990 1.600.000 50%
1991 3.200.000 50%
1992 17.800.000 82.02%
1993 14.000.000 -27.14%
1994 17.900.000 21.79%
1995 56.800.000 68.49%
1996 36.200.000 -56.91%
1997 45.200.000 19.91%
1998 250.300.000 81.94%
1999 134.884.000 -85.57%
2000 120.347.000 -12.08%
2001 51.518.000 -133.6%
2002 59.108.000 12.84%
2003 89.595.000 34.03%
2004 126.000.000 28.89%
2005 123.000.000 -2.44%
2006 178.000.000 30.9%
2007 84.000.000 -111.9%
2008 115.000.000 26.96%
2009 305.000.000 62.3%
2010 59.000.000 -416.95%
2011 172.000.000 65.7%
2012 106.000.000 -62.26%
2013 97.000.000 -9.28%
2014 95.000.000 -2.11%
2015 93.000.000 -2.15%
2016 123.000.000 24.39%
2017 107.000.000 -14.95%
2018 119.000.000 10.08%
2019 140.000.000 15%
2020 124.000.000 -12.9%
2021 188.000.000 34.04%
2022 207.000.000 9.18%
2023 199.000.000 -4.02%
2023 51.000.000 -290.2%
2024 0 0%

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
1989 32.500.000
1990 43.800.000 25.8%
1991 65.200.000 32.82%
1992 113.600.000 42.61%
1993 175.700.000 35.34%
1994 238.200.000 26.24%
1995 323.600.000 26.39%
1996 389.200.000 16.86%
1997 564.000.000 30.99%
1998 665.600.000 15.26%
1999 927.010.000 28.2%
2000 1.038.892.000 10.77%
2001 1.246.392.000 16.65%
2002 1.788.657.000 30.32%
2003 2.678.358.000 33.22%
2004 3.509.000.000 23.67%
2005 3.420.000.000 -2.6%
2006 4.032.000.000 15.18%
2007 4.339.000.000 7.08%
2008 3.134.000.000 -38.45%
2009 2.729.000.000 -14.84%
2010 2.564.000.000 -6.44%
2011 2.458.000.000 -4.31%
2012 2.267.000.000 -8.43%
2013 2.422.000.000 6.4%
2014 3.036.000.000 20.22%
2015 3.396.000.000 10.6%
2016 4.060.000.000 16.35%
2017 4.595.000.000 11.64%
2018 5.331.000.000 13.81%
2019 7.461.000.000 28.55%
2020 7.840.000.000 4.83%
2021 7.625.000.000 -2.82%
2022 7.293.000.000 -4.55%
2023 7.575.000.000 3.72%
2023 7.513.000.000 -0.83%
2024 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
1989 46.800.000
1990 63.100.000 25.83%
1991 101.100.000 37.59%
1992 181.300.000 44.24%
1993 273.700.000 33.76%
1994 341.200.000 19.78%
1995 424.200.000 19.57%
1996 516.700.000 17.9%
1997 745.700.000 30.71%
1998 901.900.000 17.32%
1999 1.192.312.000 24.36%
2000 1.378.918.000 13.53%
2001 1.699.374.000 18.86%
2002 2.359.533.000 27.98%
2003 3.400.611.000 30.61%
2004 4.370.000.000 22.18%
2005 4.386.000.000 0.36%
2006 5.146.000.000 14.77%
2007 6.059.000.000 15.07%
2008 4.678.000.000 -29.52%
2009 4.646.000.000 -0.69%
2010 4.928.000.000 5.72%
2011 5.491.000.000 10.25%
2012 5.070.000.000 -8.3%
2013 5.716.000.000 11.3%
2014 6.147.000.000 7.01%
2015 7.050.000.000 12.81%
2016 7.718.000.000 8.66%
2017 8.584.000.000 10.09%
2018 8.957.000.000 4.16%
2019 11.112.000.000 19.39%
2020 13.288.000.000 16.38%
2021 13.800.000.000 3.71%
2022 13.459.000.000 -2.53%
2023 13.139.000.000 -2.44%
2023 13.420.000.000 2.09%
2024 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
1989 14.300.000
1990 19.300.000 25.91%
1991 35.900.000 46.24%
1992 67.700.000 46.97%
1993 98.000.000 30.92%
1994 103.000.000 4.85%
1995 100.600.000 -2.39%
1996 127.500.000 21.1%
1997 181.700.000 29.83%
1998 236.300.000 23.11%
1999 265.302.000 10.93%
2000 340.026.000 21.98%
2001 452.982.000 24.94%
2002 570.876.000 20.65%
2003 722.253.000 20.96%
2004 861.000.000 16.11%
2005 966.000.000 10.87%
2006 1.114.000.000 13.29%
2007 1.720.000.000 35.23%
2008 1.544.000.000 -11.4%
2009 1.917.000.000 19.46%
2010 2.364.000.000 18.91%
2011 3.033.000.000 22.06%
2012 2.803.000.000 -8.21%
2013 3.294.000.000 14.91%
2014 3.111.000.000 -5.88%
2015 3.654.000.000 14.86%
2016 3.658.000.000 0.11%
2017 3.989.000.000 8.3%
2018 3.626.000.000 -10.01%
2019 3.651.000.000 0.68%
2020 5.448.000.000 32.98%
2021 6.175.000.000 11.77%
2022 6.166.000.000 -0.15%
2023 5.564.000.000 -10.82%
2023 5.907.000.000 5.81%
2024 5.308.000.000 -11.28%

Electronic Arts Inc Financial Ratio (TTM)

Valuation Metrics

Revenue per Share
27.44
Net Income per Share
4.33
Price to Earning Ratio
33.11x
Price To Sales Ratio
5.19x
POCF Ratio
18.36
PFCF Ratio
19.69
Price to Book Ratio
5.15
EV to Sales
5.13
EV Over EBITDA
19.96
EV to Operating CashFlow
18.02
EV to FreeCashFlow
19.46
Earnings Yield
0.03
FreeCashFlow Yield
0.05
Market Cap
37,85 Bil.
Enterprise Value
37,41 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
0.13
Net Income per EBT
0.81
EBT Per Ebit
1.06
Ebit per Revenue
0.18
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
0.78
Operating Profit Margin
0.18
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
7.23
Capex to Operating CashFlow
0.07
Capex to Revenue
0.02
Capex to Depreciation
0.39
Return on Invested Capital
0.12
Return on Tangible Assets
0.17
Days Sales Outstanding
21.66
Days Payables Outstanding
18.19
Days of Inventory on Hand
0
Receivables Turnover
16.85
Payables Turnover
20.06
Inventory Turnover
0
Capex per Share
0.58

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
7.51
Debt to Equity
0.26
Debt to Assets
0.15
Net Debt to EBITDA
-0.24
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
0.05

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. The company is headquartered in Redwood City, California and currently employs 9,700 full-time employees. The firm's games and services are based on a portfolio of intellectual property that includes established brands, such as FIFA, Madden NFL, Star Wars, Battlefield, the Sims and Need for Speed. The firm markets and sells its games and services through retail channels and through digital distribution channels. The firm's PC games and additional content can be downloaded directly through its Origin online platform, as well as through third-party online download stores. Its mobile, tablet and PC free-to-download games and additional content are available through third-party application storefronts, such as the Apple Application Store and Google Play.

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

Electronic Arts Inc Executives & BODs

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

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