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Electronic Arts Inc   (EA)
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    Sector  Technology    Industry Software & Programming
   Industry Software & Programming
   Sector  Technology
 

Electronic Arts Inc's Customers Performance

EA

 
EA's Source of Revenues Electronic Arts Inc's Corporate Customers have recorded an advance in their cost of revenue by 8.07 % in the 4 quarter 2023 year on year, sequentially costs of revenue grew by 23.37 %. During the corresponding time, Electronic Arts Inc recorded revenue increase by 3.4 % year on year, sequentially revenue grew by 1.62 %. While revenue at the Electronic Arts Inc 's corporate clients recorded rose by 13.91 % year on year, sequentially revenue grew by 18.78 %.

List of EA Customers




Electronic Arts Inc's Customers have recorded an advance in their cost of revenue by 8.07 % in the 4 quarter 2023 year on year, sequentially costs of revenue grew by 23.37 %, for the same period Electronic Arts Inc recorded revenue increase by 3.4 % year on year, sequentially revenue grew by 1.62 %.

List of EA Customers


   
Customers Net Income grew in Q4 by Customers Net margin grew to
3721.58 % 6.25 %



Electronic Arts Inc's Customers, Q4 2023 Revenue Growth By Industry
Customers in Internet, Mail Order & Online Shops Industry      13.91 %
     
• Customers Valuation • Customers Mgmt. Effect.


Electronic Arts Inc's Comment on Sales, Marketing and Customers



Sony. Under the terms of agreements we have entered into with Sony Computer Entertainment Inc. and its affiliates, we are authorized to develop and distribute disc-based and digitally-delivered software products and services compatible with PlayStation 3 and 4. As of the date of this filing, we have not entered into a new licensed publisher agreement with Sony for PlayStation 4, and the parties currently operate under the terms of existing agreements subject to a new pricing structure with respect to PlayStation 4.
Microsoft. Under the terms of agreements we have entered into with Microsoft Corporation and its affiliates, we are authorized to develop and distribute disc-based and digitally-delivered software products and services compatible with Xbox 360 and Xbox One.


Under the agreements with Sony and Microsoft, we are provided with the non-exclusive right to use, for a fixed term and in a designated territory, technology that is owned or licensed by the console manufacturer in order to publish our games on such platform. Our transactions for disc-based products are made pursuant to individual purchase orders, which are accepted on a case-by case basis by Sony or Microsoft (or their designated replicators), as the case may be. Many key commercial terms of our relationships with Sony and Microsoft - such as manufacturing terms, delivery times, platform policies and approval conditions - are determined unilaterally, and are subject to change by the console manufacturers. For packaged goods products, we pay the console manufacturers a per-unit royalty for each unit manufactured. With respect to digitally-delivered products, other online content and services sold by the console manufacturers, the console manufacturers pay us either a wholesale price or a percentage royalty on the revenue they derive from their sales.

The platform license agreements also require us to indemnify the manufacturers with respect to all loss, liability and expense resulting from any claim against the manufacturer regarding our games and services, including any claims for patent, copyright or trademark infringement brought against the manufacturer. Each platform license may be terminated by the manufacturer if a breach or default by us is not cured after we receive written notice from the manufacturer, or if we become insolvent. The manufacturers are not obligated to enter into platform license agreements with us for any future consoles, products or services.

Apple, Google and Other App Stores. We have agreements to distribute our mobile applications through distribution partners worldwide, including Apple and Google. Consumers download our applications for their mobile devices from third party-application storefronts. The distributor invoices the consumers a one-time fee if there is a cost to download the application. If the application is a “free-to-download” application, the distributor invoices the consumer for micro-transactions that are purchased by the consumer within the application. Our distribution agreements establish the fees to be retained by the distributor for distributing our applications. These arrangements are typically terminable on short notice. The agreements generally do not obligate the distributors to market or distribute any of our applications.

Retailers
In North America and Europe, our largest markets, we sell packaged goods products to retailers, including mass market retailers (such as Walmart), electronics specialty stores (such as Best Buy) or game software specialty stores (such as GameStop).

Our direct sales to GameStop Corp. represented approximately 13 percent. Our direct sales to Walmart Stores, Inc. represented approximately 10 percent of total net revenue. We sell our products to GameStop Corp. and Wal-Mart Stores, Inc. pursuant to numerous and frequent individual purchase orders, which contain delivery and pricing terms. There are no minimum sales or purchase commitments between us and either GameStop or Wal-Mart.
As our business becomes increasingly digital, more of our products and services are purchased from a digital retailer and delivered via a network connection. Our digital retail outlets include Origin (our direct-to-consumer platform), mobile application storefronts, the digital marketplaces operated by Sony for PlayStation 3 and PlayStation 4 and Microsoft for Xbox 360 and Xbox One, and various third party retailers offering digital game downloads.



  News about Electronic Arts Inc Contracts

EA SPORTS FC Team of the Year 2023: Celebrating the Best Players Amid Rising Costs and Varied Performance

EA SPORTS, the renowned gaming company, recently unveiled the highly anticipated EA SPORTS FC Team of the Year (TOTY) for 2023. This year's lineup not only included the best men's footballers but also marked the introduction of the first-ever Women's TOTY Final XI. As fans eagerly anticipate the availability of different player positions in the upcoming EA SPORTS FC 24, it is crucial to examine the financial landscape of Electronic Arts Inc. (EA) and its corporate customers.In the third quarter of 2023, EA Inc.'s corporate customers recorded a notable increase of 3.63% in their cost of revenue compared to the previous year. Sequentially, the costs of revenue grew by 2.44%. Simultaneously, EA Inc. saw a modes...




Electronic Arts Inc's Comment on Sales, Marketing and Customers


Sony. Under the terms of agreements we have entered into with Sony Computer Entertainment Inc. and its affiliates, we are authorized to develop and distribute disc-based and digitally-delivered software products and services compatible with PlayStation 3 and 4. As of the date of this filing, we have not entered into a new licensed publisher agreement with Sony for PlayStation 4, and the parties currently operate under the terms of existing agreements subject to a new pricing structure with respect to PlayStation 4.
Microsoft. Under the terms of agreements we have entered into with Microsoft Corporation and its affiliates, we are authorized to develop and distribute disc-based and digitally-delivered software products and services compatible with Xbox 360 and Xbox One.


Under the agreements with Sony and Microsoft, we are provided with the non-exclusive right to use, for a fixed term and in a designated territory, technology that is owned or licensed by the console manufacturer in order to publish our games on such platform. Our transactions for disc-based products are made pursuant to individual purchase orders, which are accepted on a case-by case basis by Sony or Microsoft (or their designated replicators), as the case may be. Many key commercial terms of our relationships with Sony and Microsoft - such as manufacturing terms, delivery times, platform policies and approval conditions - are determined unilaterally, and are subject to change by the console manufacturers. For packaged goods products, we pay the console manufacturers a per-unit royalty for each unit manufactured. With respect to digitally-delivered products, other online content and services sold by the console manufacturers, the console manufacturers pay us either a wholesale price or a percentage royalty on the revenue they derive from their sales.

The platform license agreements also require us to indemnify the manufacturers with respect to all loss, liability and expense resulting from any claim against the manufacturer regarding our games and services, including any claims for patent, copyright or trademark infringement brought against the manufacturer. Each platform license may be terminated by the manufacturer if a breach or default by us is not cured after we receive written notice from the manufacturer, or if we become insolvent. The manufacturers are not obligated to enter into platform license agreements with us for any future consoles, products or services.

Apple, Google and Other App Stores. We have agreements to distribute our mobile applications through distribution partners worldwide, including Apple and Google. Consumers download our applications for their mobile devices from third party-application storefronts. The distributor invoices the consumers a one-time fee if there is a cost to download the application. If the application is a “free-to-download” application, the distributor invoices the consumer for micro-transactions that are purchased by the consumer within the application. Our distribution agreements establish the fees to be retained by the distributor for distributing our applications. These arrangements are typically terminable on short notice. The agreements generally do not obligate the distributors to market or distribute any of our applications.

Retailers
In North America and Europe, our largest markets, we sell packaged goods products to retailers, including mass market retailers (such as Walmart), electronics specialty stores (such as Best Buy) or game software specialty stores (such as GameStop).

Our direct sales to GameStop Corp. represented approximately 13 percent. Our direct sales to Walmart Stores, Inc. represented approximately 10 percent of total net revenue. We sell our products to GameStop Corp. and Wal-Mart Stores, Inc. pursuant to numerous and frequent individual purchase orders, which contain delivery and pricing terms. There are no minimum sales or purchase commitments between us and either GameStop or Wal-Mart.
As our business becomes increasingly digital, more of our products and services are purchased from a digital retailer and delivered via a network connection. Our digital retail outlets include Origin (our direct-to-consumer platform), mobile application storefronts, the digital marketplaces operated by Sony for PlayStation 3 and PlayStation 4 and Microsoft for Xbox 360 and Xbox One, and various third party retailers offering digital game downloads.










EA's vs. Customers, Data

(Revenue and Income for Trailing 12 Months, in Millions of $, except Employees)



COMPANY NAME MARKET CAP REVENUES INCOME EMPLOYEES
Electronic Arts Inc 37,804.50 7,657.00 1,079.00 12,900
Allied Gaming and Entertainment Inc 37.51 6.80 -10.82 0
Amazon com Inc 1,820,673.97 574,785.00 30,425.00 1,608,000
Best Buy Co inc 17,267.53 49,004.00 2,311.00 105,000
Big Lots Inc 154.56 4,831.39 -463.63 36,100
Gamestop Corp 4,338.28 5,705.60 -8.20 18,000
Target Corporation 70,324.45 106,888.00 3,632.00 450,000
Walmart Inc 161,044.74 612,584.00 21,064.00 2,300,000
SUBTOTAL 2,073,841.03 1,353,804.79 56,949.35 4,517,100


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