Electronic Arts Inc. (EA) Total Assets
The total assets for Electronic Arts Inc. (EA) is $13.13B with a period-over-period change of +6.17%. Total assets represent the full value of resources controlled by the company, including current assets, property, equipment, and intangible assets.
EA Total Assets Chart
Total Assets History
| Date | Total Assets | % Change |
|---|---|---|
| 2026 | $13.13B | +6.17% |
| 2025 | $12.37B | (7.84%) |
| 2024 | $13.42B | (0.29%) |
| 2023 | $13.46B | (2.47%) |
| 2022 | $13.80B | +3.85% |
| 2021 | $13.29B | +19.58% |
| 2020 | $11.11B | +24.06% |
| 2019 | $8.96B | +4.35% |
| 2018 | $8.58B | +11.22% |
| 2017 | $7.72B | +9.48% |
| 2016 | $7.05B | +14.69% |
| 2015 | $6.15B | +7.54% |
| 2014 | $5.72B | +12.74% |
| 2013 | $5.07B | (7.67%) |
| 2012 | $5.49B | +11.42% |
| 2011 | $4.93B | +6.07% |
| 2010 | $4.65B | (0.68%) |
| 2009 | $4.68B | (22.79%) |
| 2008 | $6.06B | +17.74% |
| 2007 | $5.15B | +17.33% |
| 2006 | $4.39B | +0.37% |
| 2005 | $4.37B | +28.51% |
| 2004 | $3.40B | +44.12% |
| 2003 | $2.36B | +38.85% |
| 2002 | $1.70B | +23.24% |
| 2001 | $1.38B | +15.65% |
| 2000 | $1.19B | +32.20% |
| 1999 | $901.90M | +20.95% |
| 1998 | $745.70M | +44.32% |
| 1997 | $516.70M | - |
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