Electronic Arts Inc's Suppliers Performance
EA's Supply Chain
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EA Costs vs Sales of Suppliers Growth |
Revenues of Electronic Arts Inc's Suppliers, deteriorated by -39.18 % compared to the same quarter a year ago, from the previous quarter, sales fell by -47.98 %, Electronic Arts Inc's cost of sales deteriorated by -6.87 % year on year, sequentially cost of sales grew by 16.01 % in Q4.
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Electronic Arts Inc's Suppliers realized a deteriorated in sales by -39.18 % compared to the same quarter a year ago, from the previous quarter, sales fell by -47.98 %, Electronic Arts Inc's cost of sales deteriorated by -6.87 % year on year, sequentially cost of sales grew by 16.01 % in Q4.
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News about Electronic Arts Inc Contracts |
The Excitement Builds as F1 23 Players Get a Sneak Peek of the 2024 Season with Pre-Order of F1 24Electronic Arts Inc. (NASDAQ: EA) has recently announced an exciting opportunity for F1 23 players to dive into Time Trial challenges using selected all-new 2024 team cars ahead of the opening race this weekend. This opportunity is available for players who pre-ordern F1 24, which is set to launch worldwide on May 31. The game will be accessible across various platforms, including PlayStation5, Xbox Series X|S, PlayStation4, Xbox One, and PC, via EA App, Epic Games Store, and Steam. Additionally, a new loyalty program will reward drivers who own any of F1 2021, F1 22, or F1 23 with a 15% discount for a limited ...
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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.
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 recorded net loss |
Suppliers recorded net loss |
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EA's vs. Suppliers, Data
(Revenue and Income for Trailing 12 Months, in Millions of $, except Employees)
COMPANY NAME |
MARKET CAP |
REVENUES |
INCOME |
EMPLOYEES |
Electronic Arts Inc |
35,902.08 |
7,657.00 |
1,079.00 |
12,900 |
Couchbase Inc |
1,293.86 |
139.27 |
-65.13 |
646 |
Elastic N v |
10,563.19 |
1,211.06 |
56.09 |
2,978 |
Mongodb Inc |
25,310.77 |
1,284.04 |
-345.40 |
2,539 |
SUBTOTAL |
37,167.82 |
2,634.36 |
-354.44 |
6,163 |
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