Company profile

Future of Electronic Arts

#
Rank
360
| Quantumrun Global 1000

Electronic Arts Inc. (EA) is a US video game company headquartered in Redwood City, California. Established and incorporated by Trip Hawkins on May 28, 1982, the company was a pioneer of the early home computer games industry and was famous for promoting the programmers and designers responsible for its games. As of 2014, Electronic Arts was the 4th-largest gaming company in the globe measured by revenue following Tencent, Sony, and Microsoft. The company sparked controversies over its advertising efforts and purchase of other studios.

Home Country:
Sector:
Industry:
Video Game Industry
Founded:
1982
Global employee count:
8800
Domestic employee count:
3300
Number of domestic locations:
6

Financial Health

Revenue:
$4845000000 USD
3y average revenue:
$4585333333 USD
Operating expenses:
$2323000000 USD
3y average expenses:
$2201666667 USD
Funds in reserve:
$2493000000 USD
Revenue from country
0.44
Revenue from country
0.56

Asset Performance

  1. Product/Service/Dept. name
    Offerings for Xbox one, Playstation 4
    Product/Service revenue
    2183000000
  2. Product/Service/Dept. name
    Offerings for Xbox 360, Playstation 3
    Product/Service revenue
    752000000

Innovation assets and Pipeline

Investment into R&D:
$1205000000 USD
Total patents held:
63
Number of patents field last year:
1

All company data collected from its 2016 annual report and other public sources. The accuracy of this data and the conclusions derived from them depend on this publicly accessible data. If a data point listed above is discovered to be inaccurate, Quantumrun will make the necessary corrections to this live page. 

DISRUPTION VULNERABILITY

Belonging to the entertainment sector means this company will be affected directly and indirectly by a number of disruptive opportunities and challenges over the coming decades. While described in detail within Quantumrun’s special reports, these disruptive trends can be summarized along the following broad points:

*First off, the cultural shift among Millennials and Gen Zs toward experiences over material goods will make entertainment consumption an increasingly desirable activity.

*By the late 2020s, virtual reality (VR) and augmented reality (AR) will reach a level of market penetration significant enough for entertainment companies to start shifting sizeable resources into content production for these platforms.

*By the late 2030s, the widespread popularity of VR and AR will shift the public’s media consumption tastes away from voyeuristic storytelling (traditional movies and television shows) to participatory forms of storytelling that immerses the content consumer by allowing them to influence the content they experience—kind of like being an actor in the movie you’re watching.

*The shrinking cost and versatility of artificial intelligence systems, combined with the increasing computational capacity of future quantum computing systems, will drive down the cost of producing higher budget looking content, especially for future VR and AR platforms.

*All entertainment media (especially video games) will eventually be delivered primarily through subscription based platforms.

COMPANY’S FUTURE PROSPECTS

Company Headlines