Electronic Arts Inc. (EA) Revenue CAGR:0.91%(TTM)
The revenue cagr for Electronic Arts Inc. (EA) is +0.91% over the latest trailing 12-month period. Revenue CAGR uses precomputed financial statement history.
The revenue CAGR for Electronic Arts Inc. (EA) stock is 0.91% over the past 12 months. The 3 year CAGR is 0.47% and the 5 year CAGR is 6.00%.The TTM figure compares the trailing 12 months (sum of the latest four quarters) with the 12 months before that. Rows in the history table compare fiscal years, and the quarterly table compares single quarters; the three measure different windows and will differ. Revenue CAGR measures how Electronic Arts Inc.'s top-line revenue has grown over time. Consistent revenue growth is a key indicator of business expansion and market share gains.
EA Revenue CAGR Chart
Electronic Arts Inc. (EA)
EA Quarterly Revenue Growth (YoY)
Revenue growth vs the same quarter one year earlier, last 20 quarters.
EA Revenue CAGR History
| Year | Start Revenue | End Revenue | Change | % Change | CAGR |
|---|---|---|---|---|---|
| 2026 | $7.46B | $7.53B | +$68.00M | +0.91% | +0.91% |
| 2025 | $7.56B | $7.46B | $-99.00M | -1.31% | -1.31% |
| 2024 | $7.43B | $7.56B | +$136.00M | +1.83% | +1.83% |
| 2023 | $6.99B | $7.43B | +$435.00M | +6.22% | +6.22% |
| 2022 | $5.63B | $6.99B | +$1.36B | +24.20% | +24.20% |
| 2021 | $5.54B | $5.63B | +$92.00M | +1.66% | +1.66% |
| 2020 | $4.95B | $5.54B | +$587.00M | +11.86% | +11.86% |
| 2019 | $5.15B | $4.95B | $-200.00M | -3.88% | -3.88% |
| 2018 | $4.84B | $5.15B | +$305.00M | +6.30% | +6.30% |
| 2017 | $4.40B | $4.84B | +$449.00M | +10.21% | +10.21% |
| 2016 | $4.51B | $4.40B | $-119.00M | -2.64% | -2.64% |
| 2015 | $3.58B | $4.51B | +$940.00M | +26.29% | +26.29% |
| 2014 | $3.80B | $3.58B | $-222.00M | -5.85% | -5.85% |
| 2013 | $4.14B | $3.80B | $-346.00M | -8.35% | -8.35% |
| 2012 | $3.59B | $4.14B | +$554.00M | +15.44% | +15.44% |
| 2011 | $3.65B | $3.59B | $-65.00M | -1.78% | -1.78% |
| 2010 | $4.21B | $3.65B | $-558.00M | -13.25% | -13.25% |
| 2009 | $3.67B | $4.21B | +$547.00M | +14.92% | +14.92% |
| 2008 | $3.09B | $3.67B | +$574.00M | +18.57% | +18.57% |
| 2007 | $2.95B | $3.09B | +$140.00M | +4.74% | +4.74% |
| 2006 | $3.13B | $2.95B | $-178.00M | -5.69% | -5.69% |
| 2005 | $2.96B | $3.13B | +$172.00M | +5.82% | +5.82% |
| 2004 | $2.48B | $2.96B | +$475.00M | +19.14% | +19.14% |
| 2003 | $1.72B | $2.48B | +$757.33M | +43.91% | +43.91% |
| 2002 | $1.32B | $1.72B | +$402.40M | +30.43% | +30.43% |
| 2001 | $1.42B | $1.32B | $-97.74M | -6.88% | -6.88% |
| 2000 | $1.22B | $1.42B | +$198.11M | +16.21% | +16.21% |
| 1999 | $908.90M | $1.22B | +$313.00M | +34.44% | +34.44% |
| 1998 | $673.00M | $908.90M | +$235.90M | +35.05% | +35.05% |
Quarterly Revenue: QoQ & YoY
| Quarter | Value | QoQ | YoY |
|---|---|---|---|
| Q4 2026 | $2.10B | +9.9% | +11.1% |
| Q3 2025 | $1.92B | +4.2% | +1.8% |
| Q2 2025 | $1.84B | +10.1% | -9.2% |
| Q1 2025 | $1.67B | -11.8% | +0.7% |
| Q4 2025 | $1.90B | +0.6% | +6.5% |
| Q3 2024 | $1.88B | -7.0% | -3.2% |
| Q2 2024 | $2.02B | +22.0% | +5.8% |
| Q1 2024 | $1.66B | -6.7% | -13.7% |
| Q4 2024 | $1.78B | -8.5% | -5.1% |
| Q3 2023 | $1.95B | +1.6% | +3.4% |
| Q2 2023 | $1.91B | -0.5% | +0.5% |
| Q1 2023 | $1.92B | +2.7% | +8.9% |
| Q4 2023 | $1.87B | -0.4% | +2.7% |
| Q3 2022 | $1.88B | -1.2% | +5.1% |
| Q2 2022 | $1.90B | +7.8% | +4.3% |
| Q1 2022 | $1.77B | -3.2% | +13.9% |
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