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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 Suppliers Performance

EA's Supply Chain

 
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.

More on EA Suppliers



  News about Electronic Arts Inc Contracts

Revving Up the Excitement: F1 23 Players Anticipate the 2024 Season with Pre-Order of F1 24

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 ...




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


's Suppliers Sales Growth in Q4 2023 by Industry

Suppliers from Software & Programming Industry -39.18 %   
     
• EA Suppliers Valuation • EA Suppliers Mgmt. Effect.





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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