Electronic Arts Inc. (EA) Net Income CAGR:-20.89%(TTM)
The net income cagr for Electronic Arts Inc. (EA) is -20.89% over the latest trailing 12-month period. Net income CAGR uses precomputed financial statement history.
The net income cagr for Electronic Arts Inc. (EA) stock is -20.89% over the past 12 months. The 3 year average growth rate is 3.41% and the 5 year cagr is 1.17%. Net income CAGR shows how Electronic Arts Inc.'s bottom-line profitability has grown. This reflects the company's ability to convert revenue into profits after all expenses.
EA Net Income CAGR Chart
Electronic Arts Inc. (EA)
EA Net Income CAGR History
| Year | Start Net Income | End Net Income | Change | % Change | CAGR |
|---|---|---|---|---|---|
| 2026 | $1.12B | $887.00M | $-234.00M | -20.87% | -20.87% |
| 2025 | $1.27B | $1.12B | $-152.00M | -11.94% | -11.94% |
| 2024 | $802.00M | $1.27B | +$471.00M | +58.73% | +58.73% |
| 2023 | $789.00M | $802.00M | +$13.00M | +1.65% | +1.65% |
| 2022 | $837.00M | $789.00M | $-48.00M | -5.73% | -5.73% |
| 2021 | $3.04B | $837.00M | $-2.20B | -72.46% | -72.46% |
| 2020 | $1.02B | $3.04B | +$2.02B | +198.23% | +198.23% |
| 2019 | $1.04B | $1.02B | $-24.00M | -2.30% | -2.30% |
| 2018 | $967.00M | $1.04B | +$76.00M | +7.86% | +7.86% |
| 2017 | $1.16B | $967.00M | $-189.00M | -16.35% | -16.35% |
| 2016 | $875.00M | $1.16B | +$281.00M | +32.11% | +32.11% |
| 2015 | $8.00M | $875.00M | +$867.00M | +10837.50% | +10837.50% |
| 2014 | $98.00M | $8.00M | $-90.00M | -91.84% | -91.84% |
| 2013 | $76.00M | $98.00M | +$22.00M | +28.95% | +28.95% |
| 2012 | $-276.00M | $76.00M | +$352.00M | +0.00% | N/A |
| 2011 | $-677.00M | $-276.00M | +$401.00M | +0.00% | N/A |
| 2010 | $-1.09B | $-677.00M | +$411.00M | +0.00% | N/A |
| 2009 | $-454.00M | $-1.09B | $-634.00M | +0.00% | N/A |
| 2008 | $76.00M | $-454.00M | $-530.00M | -697.37% | N/A |
| 2007 | $236.00M | $76.00M | $-160.00M | -67.80% | -67.80% |
| 2006 | $504.00M | $236.00M | $-268.00M | -53.17% | -53.17% |
| 2005 | $577.00M | $504.00M | $-73.00M | -12.65% | -12.65% |
| 2004 | $317.00M | $577.00M | +$260.00M | +82.02% | +82.02% |
| 2003 | $101.51M | $317.00M | +$215.49M | +212.29% | +212.29% |
| 2002 | $-11.08M | $101.51M | +$112.59M | +0.00% | N/A |
| 2001 | $116.75M | $-11.08M | $-127.83M | -109.49% | N/A |
| 2000 | $72.90M | $116.75M | +$43.85M | +60.15% | +60.15% |
| 1999 | $72.60M | $72.90M | +$300.00K | +0.41% | +0.41% |
| 1998 | $51.30M | $72.60M | +$21.30M | +41.52% | +41.52% |
Quarterly Net Income — QoQ & YoY
| Quarter | Value | QoQ | YoY |
|---|---|---|---|
| Q4 2026 | $461.00M | +423.9% | +81.5% |
| Q3 2025 | $88.00M | -35.8% | -70.0% |
| Q2 2025 | $137.00M | -31.8% | -53.4% |
| Q1 2025 | $201.00M | -20.9% | -28.2% |
| Q4 2025 | $254.00M | -13.3% | +39.6% |
| Q3 2024 | $293.00M | -0.3% | +1.0% |
| Q2 2024 | $294.00M | +5.0% | -26.3% |
| Q1 2024 | $280.00M | +53.8% | -30.3% |
| Q4 2024 | $182.00M | -37.2% | +1616.7% |
| Q3 2023 | $290.00M | -27.3% | +42.2% |
| Q2 2023 | $399.00M | -0.7% | +33.4% |
| Q1 2023 | $402.00M | +3450.0% | +29.3% |
| Q4 2023 | -$12.00M | -105.9% | -105.3% |
| Q3 2022 | $204.00M | -31.8% | +209.1% |
| Q2 2022 | $299.00M | -3.9% | +1.7% |
| Q1 2022 | $311.00M | +38.2% | +52.5% |
QoQ = change vs the prior quarter; YoY = change vs the same quarter a year earlier.
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