Electronic Arts Inc. (EA) Revenue
The annual revenue for Electronic Arts Inc. (EA) is $7.53 Billion with a year-over-year growth of +0.91%. Revenue represents the total income generated from the company's primary business operations.
Annual Revenue (TTM)
$7.53B
$7.53 Billion
Year-over-Year Growth
+0.91%
vs. $7.46B prior year
Revenue CAGR
+6.00%
5 Year compound annual growth rate
Revenue CAGR (Compound Annual Growth Rate)
1 Year
+0.91%
3 Year
+0.47%
5 Year
+6.00%
10 Year
+5.53%
15 Year
+5.06%
20 Year
+4.80%
CAGR shows the annualized growth rate over the specified period, smoothing out year-to-year volatility.
Annual Revenue History
| Year | Revenue | YoY Change | % Change |
|---|---|---|---|
| 2026 | $7.53B | +$68.00M | +0.91% |
| 2025 | $7.46B | ($99.00M) | (1.31%) |
| 2024 | $7.56B | +$136.00M | +1.83% |
| 2023 | $7.43B | +$435.00M | +6.22% |
| 2022 | $6.99B | +$1.36B | +24.20% |
| 2021 | $5.63B | +$92.00M | +1.66% |
| 2020 | $5.54B | +$587.00M | +11.86% |
| 2019 | $4.95B | ($200.00M) | (3.88%) |
| 2018 | $5.15B | +$305.00M | +6.30% |
| 2017 | $4.84B | +$449.00M | +10.21% |
Revenue Growth Summary
TTM Growth
+0.91%
3-Year Avg Growth
+0.47%
5-Year Avg Growth
+6.00%
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