Electronic Arts Inc. (EA) Free Cash Flow CAGR:25.05%(TTM)
The free cash flow cagr for Electronic Arts Inc. (EA) is +25.05% over the latest trailing 12-month period. Free cash flow CAGR uses precomputed cash-flow statement history.
The free cash flow CAGR for Electronic Arts Inc. (EA) stock is 25.05% over the past 12 months. The 3 year CAGR is 20.03% and the 5 year CAGR is 5.12%. Free cash flow CAGR measures how Electronic Arts Inc.'s cash generation has grown. FCF represents the cash available for dividends, buybacks, debt reduction, or reinvestment.
EA Free Cash Flow CAGR Chart
Electronic Arts Inc. (EA)
EA Free Cash Flow CAGR History
| Year | Start FCF | End FCF | Change | % Change | CAGR |
|---|---|---|---|---|---|
| 2026 | $1.86B | $2.32B | +$465.00M | +25.03% | +25.03% |
| 2025 | $2.12B | $1.86B | $-258.00M | -12.19% | -12.19% |
| 2024 | $1.34B | $2.12B | +$773.00M | +57.56% | +57.56% |
| 2023 | $1.71B | $1.34B | $-368.00M | -21.51% | -21.51% |
| 2022 | $1.81B | $1.71B | $-99.00M | -5.47% | -5.47% |
| 2021 | $1.66B | $1.81B | +$153.00M | +9.23% | +9.23% |
| 2020 | $1.43B | $1.66B | +$229.00M | +16.04% | +16.04% |
| 2019 | $1.58B | $1.43B | $-157.00M | -9.91% | -9.91% |
| 2018 | $1.26B | $1.58B | +$325.00M | +25.79% | +25.79% |
| 2017 | $1.13B | $1.26B | +$130.00M | +11.50% | +11.50% |
| 2016 | $972.00M | $1.13B | +$158.00M | +16.26% | +16.26% |
| 2015 | $615.00M | $972.00M | +$357.00M | +58.05% | +58.05% |
| 2014 | $218.00M | $615.00M | +$397.00M | +182.11% | +182.11% |
| 2013 | $105.00M | $218.00M | +$113.00M | +107.62% | +107.62% |
| 2012 | $261.00M | $105.00M | $-156.00M | -59.77% | -59.77% |
| 2011 | $-153.00M | $261.00M | +$414.00M | +0.00% | N/A |
| 2010 | $-103.00M | $-153.00M | $-50.00M | +0.00% | N/A |
| 2009 | $254.00M | $-103.00M | $-357.00M | -140.55% | N/A |
| 2008 | $219.00M | $254.00M | +$35.00M | +15.98% | +15.98% |
| 2007 | $473.00M | $219.00M | $-254.00M | -53.70% | -53.70% |
| 2006 | $508.00M | $473.00M | $-35.00M | -6.89% | -6.89% |
| 2005 | $579.69M | $508.00M | $-71.69M | -12.37% | -12.37% |
| 2004 | $655.34M | $579.69M | $-75.65M | -11.54% | -11.54% |
| 2003 | $233.45M | $655.34M | +$421.89M | +180.72% | +180.72% |
| 2002 | $73.59M | $233.45M | +$159.86M | +217.23% | +217.23% |
| 2001 | $-89.55M | $73.59M | +$163.14M | +0.00% | N/A |
| 2000 | $-99.50M | $-89.55M | +$9.95M | +0.00% | N/A |
| 1999 | $33.80M | $-99.50M | $-133.30M | -394.38% | N/A |
| 1998 | $44.40M | $33.80M | $-10.60M | -23.87% | -23.87% |
Quarterly Free Cash Flow — QoQ & YoY
| Quarter | Value | QoQ | YoY |
|---|---|---|---|
| Q4 2026 | $519.00M | -70.7% | +4.8% |
| Q3 2025 | $1.77B | +1936.8% | +57.4% |
| Q2 2025 | $87.00M | +258.2% | -52.7% |
| Q1 2025 | -$55.00M | -111.1% | -203.8% |
| Q4 2025 | $495.00M | -56.0% | -6.4% |
| Q3 2024 | $1.13B | +512.0% | -7.1% |
| Q2 2024 | $184.00M | +247.2% | +201.6% |
| Q1 2024 | $53.00M | -90.0% | -83.1% |
| Q4 2024 | $529.00M | -56.4% | -7.2% |
| Q3 2023 | $1.21B | +1886.9% | +12.7% |
| Q2 2023 | $61.00M | -80.6% | +137.0% |
| Q1 2023 | $314.00M | -44.9% | +329.2% |
| Q4 2023 | $570.00M | -47.0% | +45.8% |
| Q3 2022 | $1.07B | +751.5% | -27.7% |
| Q2 2022 | -$165.00M | -20.4% | -885.7% |
| Q1 2022 | -$137.00M | -135.0% | +26.7% |
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