Electronic Arts Inc. (EA) Share Buybacks
The buybacks for Electronic Arts Inc. (EA) is $1.06 Billion with a year-over-year change of -57.74%. Share buybacks (stock repurchases) represent cash spent by the company to buy back its own shares in the open market, reducing shares outstanding and returning capital to shareholders.
EA Buybacks Chart
Current Buybacks
$1.06B
$1.06 Billion
Year-over-Year Change
-57.74%
vs. $2.51B prior year
Historical Data
20
Years of data available
Annual Buybacks History
| Year | Buybacks | YoY Change | % Change |
|---|---|---|---|
| 2026 | $1.06B | $-1.45B | -57.74% |
| 2025 | $2.51B | +$1.21B | +92.92% |
| 2024 | $1.30B | +$5.00M | +0.39% |
| 2023 | $1.29B | $-5.00M | -0.38% |
| 2022 | $1.30B | +$571.00M | +78.33% |
| 2021 | $729.00M | $-478.00M | -39.60% |
| 2020 | $1.21B | +$15.00M | +1.26% |
| 2019 | $1.19B | +$591.00M | +98.34% |
| 2018 | $601.00M | +$93.00M | +18.31% |
| 2017 | $508.00M | $-510.00M | -50.10% |
| 2016 | $1.02B | +$681.00M | +202.08% |
| 2015 | $337.00M | $-12.00M | -3.44% |
| 2013 | $349.00M | $-122.00M | -25.90% |
| 2012 | $471.00M | +$413.00M | +712.07% |
| 2011 | $58.00M | $-651.00M | -91.82% |
| 2006 | $709.00M | +$668.00M | +1629.27% |
| 2005 | $41.00M | +$40.77M | +18122.22% |
| 2004 | $225,000 | $-11.70M | -98.11% |
| 2002 | $11.92M | +$2.92M | +32.47% |
| 1999 | $9.00M | — | — |
About Electronic Arts Inc.
Electronic Arts Inc., established in 1982 and based in Redwood City, California, is a global leader in the creation, promotion, publication, and distribution of interactive entertainment. The company delivers a wide array of games, content, and services for various platforms, including gaming consoles, personal computers, smartphones, and tablets across the globe. EA develops and releases titles spanning popular genres such as sports, racing, first-person shooters, action, role-playing, and simulation. Its prominent proprietary franchises include Battlefield, The Sims, Apex Legends, and Need for Speed, alongside celebrated licensed properties like FIFA, Madden NFL, UFC, and Star Wars. Furthermore, Electronic Arts grants licenses for its games to external partners for distribution and hosting. The company reaches its customers through diverse channels, encompassing digital storefronts, traditional retail outlets, direct sales to major retailers and specialty shops, and various distribution agreements.
- Sector
- Communication Services
- Industry
- Electronic Gaming & Multimedia
- CEO
- Andrew Wilson