Electronic Arts Inc's Suppliers recorded an increase in sales by 24.3 % year on year in Q1 2026, sequentially sales grew by 9.76 %, Electronic Arts Inc's cost of sales deteriorated by -1.79 % year on year, relative to one quarter ago cost of sales fell by -24.73 % in Q1.
Electronic Arts Inc's Suppliers recorded an increase in sales by 24.3 % year on year in Q1 2026, sequentially sales grew by 9.76 %, Electronic Arts Inc's cost of sales deteriorated by -1.79 % year on year, compare to one quarter ago cost of sales fell by -24.73 % in Q1.
Like other entertainment companies, our business is based on the creation,
acquisition, exploitation and protection of intellectual property. Some of this
intellectual property is in the form of software code, patented technology,
and other technology and trade secrets that we use to develop our games and
to make them run properly. Other intellectual property is in the form of audio-visual
elements that consumers can see, hear and interact with when they are playing
our games - we call this form of intellectual property “content.”
We develop products and services from wholly-owned intellectual properties we
create within our own studios and obtain through acquisitions. In addition,
we obtain content and intellectual property through licenses and service agreements
such as those with sports leagues and players’ associations, movie studios
and performing talent, authors and literary publishers, music labels, music
publishers and musicians. These agreements typically limit our use of the licensed
rights in products for specific time periods. In addition, our products that
play on game consoles and mobile devices, or other proprietary platforms may
include technology that is owned by the device manufacturer or platform operator
and licensed non-exclusively to us for use. We also license technology from
other providers. While we may have renewal rights for some licenses, our business
and the justification for the development of many of our products is dependent
on our ability to continue to obtain the intellectual property rights from the
owners of these rights on reasonable terms.
We actively engage in enforcement and other activities to protect our intellectual
property. We typically own the copyright to our software code and content, as
well as the brand or title name trademark under which our products are marketed.
We register copyrights and trademarks in the United States and other countries
as appropriate.
As with other forms of entertainment, our products are susceptible to unauthorized
copying and piracy. We typically distribute our PC products using copy protection
technology, digital rights management technology or other technological protection
measures to prevent piracy and the use of unauthorized copies of our products.
In addition, console manufacturers typically incorporate technological protections
and other security measures in their consoles in an effort to prevent the use
of unlicensed product. We are actively engaged in enforcement and other activities
to protect against unauthorized copying and piracy, including monitoring online
channels for distribution of pirated copies, and participating in various industry-wide
enforcement initiatives, education programs and legislative activity around
the world.
Electronic Arts Inc's Comment on Supply Chain
Like other entertainment companies, our business is based on the creation,
acquisition, exploitation and protection of intellectual property. Some of this
intellectual property is in the form of software code, patented technology,
and other technology and trade secrets that we use to develop our games and
to make them run properly. Other intellectual property is in the form of audio-visual
elements that consumers can see, hear and interact with when they are playing
our games - we call this form of intellectual property “content.”
We develop products and services from wholly-owned intellectual properties we
create within our own studios and obtain through acquisitions. In addition,
we obtain content and intellectual property through licenses and service agreements
such as those with sports leagues and players’ associations, movie studios
and performing talent, authors and literary publishers, music labels, music
publishers and musicians. These agreements typically limit our use of the licensed
rights in products for specific time periods. In addition, our products that
play on game consoles and mobile devices, or other proprietary platforms may
include technology that is owned by the device manufacturer or platform operator
and licensed non-exclusively to us for use. We also license technology from
other providers. While we may have renewal rights for some licenses, our business
and the justification for the development of many of our products is dependent
on our ability to continue to obtain the intellectual property rights from the
owners of these rights on reasonable terms.
We actively engage in enforcement and other activities to protect our intellectual
property. We typically own the copyright to our software code and content, as
well as the brand or title name trademark under which our products are marketed.
We register copyrights and trademarks in the United States and other countries
as appropriate.
As with other forms of entertainment, our products are susceptible to unauthorized
copying and piracy. We typically distribute our PC products using copy protection
technology, digital rights management technology or other technological protection
measures to prevent piracy and the use of unauthorized copies of our products.
In addition, console manufacturers typically incorporate technological protections
and other security measures in their consoles in an effort to prevent the use
of unlicensed product. We are actively engaged in enforcement and other activities
to protect against unauthorized copying and piracy, including monitoring online
channels for distribution of pirated copies, and participating in various industry-wide
enforcement initiatives, education programs and legislative activity around
the world.
EA's Suppliers Net Income grew by
EA's Suppliers Net margin grew in Q1 to
1.94 %
EA's Suppliers Net Income grew by
EA's Suppliers Net margin grew in Q1 to 1.94 %
Electronic Arts Inc's Suppliers Sales Growth
in Q1 2026 by Industry
Sources:
Electronic Arts Inc 's official press releases and regulatory filings; CSIMarket.com's supply-chain research; and the financial filings and press releases of other companies cited in this report.
Updated on:
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