Electronic Capital Expenditures from 2010 to 2024

EA Stock  USD 166.67  1.30  0.77%   
Electronic Arts' Capital Expenditures is increasing over the years with slightly volatile fluctuation. Capital Expenditures is expected to dwindle to about 115 M. From 2010 to 2024 Electronic Arts Capital Expenditures quarterly data regression line had arithmetic mean of  125,720,338 and r-squared of  0.38. View All Fundamentals
 
Capital Expenditures  
First Reported
1990-03-31
Previous Quarter
67 M
Current Value
50 M
Quarterly Volatility
31.5 M
 
Oil Shock
 
Dot-com Bubble
 
Housing Crash
 
Credit Downgrade
 
Yuan Drop
 
Covid
Check Electronic Arts financial statements over time to gain insight into future company performance. You can evaluate financial statements to find patterns among Electronic Arts' main balance sheet or income statement drivers, such as Depreciation And Amortization of 424.2 M, Interest Expense of 70 M or Total Revenue of 7.9 B, as well as many indicators such as Price To Sales Ratio of 3.04, Dividend Yield of 0.006 or PTB Ratio of 5.42. Electronic financial statements analysis is a perfect complement when working with Electronic Arts Valuation or Volatility modules.
  
Check out the analysis of Electronic Arts Correlation against competitors.
For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.

Latest Electronic Arts' Capital Expenditures Growth Pattern

Below is the plot of the Capital Expenditures of Electronic Arts over the last few years. Capital Expenditures are funds used by Electronic Arts to acquire physical assets such as property, industrial buildings or equipment. This type of outlay is used by management to increase the scope of Electronic Arts operations. These expenditures can include everything from repairing an office equipment, building a brand new facility, or writing new software. It is Electronic Arts' Capital Expenditures historical data analysis aims to capture in quantitative terms the overall pattern of either growth or decline in Electronic Arts' overall financial position and show how it may be relating to other accounts over time.
Capital Expenditures10 Years Trend
Slightly volatile
   Capital Expenditures   
       Timeline  

Electronic Capital Expenditures Regression Statistics

Arithmetic Mean125,720,338
Geometric Mean92,341,961
Coefficient Of Variation41.20
Mean Deviation36,986,442
Median119,000,000
Standard Deviation51,792,688
Sample Variance2682.5T
Range206.2M
R-Value0.62
Mean Square Error1781.7T
R-Squared0.38
Significance0.01
Slope7,169,412
Total Sum of Squares37554.8T

Electronic Capital Expenditures History

2024115 M
2023199 M
2022207 M
2021188 M
2020124 M
2019140 M
2018119 M

About Electronic Arts Financial Statements

Electronic Arts stakeholders use historical fundamental indicators, such as Electronic Arts' Capital Expenditures, to determine how well the company is positioned to perform in the future. Although Electronic Arts investors may analyze each financial statement separately, they are all interrelated. For example, changes in Electronic Arts' assets and liabilities are reflected in the revenues and expenses on Electronic Arts' income statement, which ultimately affect the company's gains or losses. Understanding these patterns can help in making the right long-term investment decisions in Electronic Arts. Please read more on our technical analysis and fundamental analysis pages.
Last ReportedProjected for Next Year
Capital Expenditures199 M115 M

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Analyzing currently trending equities could be an opportunity to develop a better portfolio based on different market momentums that they can trigger. Utilizing the top trending stocks is also useful when creating a market-neutral strategy or pair trading technique involving a short or a long position in a currently trending equity.
Check out the analysis of Electronic Arts Correlation against competitors.
For information on how to trade Electronic Stock refer to our How to Trade Electronic Stock guide.
You can also try the Fundamentals Comparison module to compare fundamentals across multiple equities to find investing opportunities.
Is Interactive Home Entertainment space expected to grow? Or is there an opportunity to expand the business' product line in the future? Factors like these will boost the valuation of Electronic Arts. If investors know Electronic will grow in the future, the company's valuation will be higher. The financial industry is built on trying to define current growth potential and future valuation accurately. All the valuation information about Electronic Arts listed above have to be considered, but the key to understanding future value is determining which factors weigh more heavily than others.
Quarterly Earnings Growth
(0.24)
Dividend Share
0.76
Earnings Share
3.9
Revenue Per Share
27.801
Quarterly Revenue Growth
0.058
The market value of Electronic Arts is measured differently than its book value, which is the value of Electronic that is recorded on the company's balance sheet. Investors also form their own opinion of Electronic Arts' value that differs from its market value or its book value, called intrinsic value, which is Electronic Arts' true underlying value. Investors use various methods to calculate intrinsic value and buy a stock when its market value falls below its intrinsic value. Because Electronic Arts' market value can be influenced by many factors that don't directly affect Electronic Arts' underlying business (such as a pandemic or basic market pessimism), market value can vary widely from intrinsic value.
Please note, there is a significant difference between Electronic Arts' value and its price as these two are different measures arrived at by different means. Investors typically determine if Electronic Arts is a good investment by looking at such factors as earnings, sales, fundamental and technical indicators, competition as well as analyst projections. However, Electronic Arts' price is the amount at which it trades on the open market and represents the number that a seller and buyer find agreeable to each party.